DeformEffect is an abstract class that should be used to write effects
that change the geometry of an actor before submitting it to the GPU.
Just like the ShaderEffect class, DeformEffect renders the actor to
which it has been applied into an FBO; then it creates a mesh and stores
it inside a VBO. Sub-classes can control vertex attributes like
position, texel coordinates and the color.
Instead of using the stage offsets when painting we can simply traslate
the current modelview. This allows sub-classes to fully override the
paint_target() virtual function without chaining up.
This function had two problems. Firstly it would clear the enable
blend flag before calling pre_change_notify so that if blending was
previously enabled the journal would end up being flushed while the
flag was still cleared. Secondly it would call the pre change notify
whenever blending is needed regardless of whether it was already
needed previously.
This was causing problems in test-depth.
This adds a _cogl_bind_gl_texture_transient function that should be used
instead of glBindTexture so we can have a consistent cache of the
textures bound to each texture unit so we can avoid some redundant
binding.
As part of an effort to improve the architecture of CoglMaterial
internally this overhauls how we flush layer state to OpenGL by adding a
formal backend abstraction for fragment processing and further
formalizing the CoglTextureUnit abstraction.
There are three backends: "glsl", "arbfp" and "fixed". The fixed backend
uses the OpenGL fixed function APIs to setup the fragment processing,
the arbfp backend uses code generation to handle fragment processing
using an ARBfp program, and the GLSL backend is currently only there as
a formality to handle user programs associated with a material. (i.e.
the glsl backend doesn't yet support code generation)
The GLSL backend has highest precedence, then arbfp and finally the
fixed. If a backend can't support some particular CoglMaterial feature
then it will fallback to the next backend.
This adds three new COGL_DEBUG options:
* "disable-texturing" as expected should disable all texturing
* "disable-arbfp" always make the arbfp backend fallback
* "disable-glsl" always make the glsl backend fallback
* "show-source" show code generated by the arbfp/glsl backends
_cogl_atlas_texture_blit_begin binds a texture to use as the
destination and it expects it to stay bound until
_cogl_atlas_texture_end_blit is called. However there was a call to
_cogl_journal_flush directly after setting up the blit state which
could cause the wrong texture to be bound. This just moves the flush
to before the call to _cogl_atlas_texture_blit_begin.
This was breaking test-cogl-sub-texture.
1) Always flush when migrating textures out of an atlas because although
it's true that the original texture data will remain valid in the
original texture we can't assume that journal entries have resolved the
GL texture that will be used. This is only true if a layer0_override has
been used.
2) Don't flush at the point of creating a new atlas simply flush
immediately before reorganizing an atlas. This means we are now assuming
that we will never see recursion due to atlas textures being modified
during a journal flush. This means it's the responsibility of the
primitives code to _ensure_mipmaps for example not the responsibility of
_cogl_material_flush_gl_state.
We want to make sure that the material state flushing code will never
result in changes to the texture storage for that material. So for
example mipmaps need to be ensured by the primitives code.
Changes to the texture storage will invalidate the texture coordinates
in the journal and we want to avoid a recursion of journal flushing.
This test breaks out into raw OpenGL to create a foreign texture so it
needs to be careful not to trample on any state that may be cached by
Cogl internally.
This test breaks out into raw OpenGL to create a RECTANGLE texture so it
needs to be careful not to trample on any state that may be cached by
Cogl internally.
This adds a way to compare two CoglMatrix structures to see if they
represent the same transformations. memcmp can't be used because a
CoglMatrix contains private flags and padding.
THIS IS A WORK IN PROGRESS
Mesa is building a big shader when using ARB_texture_env_combine. The
idea is to bypass that computation, do it ourselves and cache the
compiled program in a CoglMaterial.
For now that feature can be enabled by setting the COGL_PIPELINE
environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non
empty string to dump the fragment program source too.
TODO:
* fog (really easy, using OPTION)
* support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE
combine modes (need refactoring the generation of temporary
variables) (not too hard)
* alpha testing for GLES 2.0?
The Cogl context has now a feature_flags_private enum that will allow us
to query and use OpenGL features without exposing them in the public
API.
The ARB_fragment_program extension is the first user of those flags.
Looking for this extension only happens in the gl driver as the gles
drivers will not expose them.
One can use _cogl_features_available_private() to check for the
availability of such private features.
While at it, reindent cogl-internal.h as described in CODING_STYLE.
Every time we request a CoglPangoFontMap, either internally or
externally, we should have one available.
Reviewed-by: Neil Roberts <neil@linux.intel.com>
If we have the GLX_SGI_video_sync extension then it's possible to always
keep track for the video sync counter each time we call glXSwapBuffers
or do a sub stage blit. This then allows us to avoid waiting before
issuing a blit if we can see that the counter has already progressed.
Also since we expect that glXCopySubBuffer is synchronized to the vblank
we don't need to use glFinish () in conjunction with the vblank wait
since the vblank wait's only purpose is to add a delay.
The GLX_SGI_video_sync spec explicitly says that it's only supported for
direct contexts so we don't setup up the function pointers if
glXIsDirect () returns GL_FALSE.
Neither glXCopySubBuffer or glBlitFramebuffer are integrated with the
swap interval of a framebuffer so that means when we do partial stage
updates (as Mutter does in response to window damage) then the blits
aren't throttled which means applications that throw lots of damage
events at the compositor can effectively cause Clutter to run flat out
taking up all the system resources issuing more blits than can even be
seen.
This patch now makes sure we use the GLX_SGI_video_sync or a
DRM_VBLANK_RELATIVE ioctl to throttle blits to the vblank frequency as
we do when using glXSwapBuffers.
Currently glXCopySubBufferMESA is used for sub stage redraws, but in case
a driver does not support GLX_MESA_copy_sub_buffer we fall back to redrawing
the complete stage which isn't really optimal.
So instead to directly fallback to complete redraws try using GL_EXT_framebuffer_blit
to do the BACK to FRONT buffer copies.
http://bugzilla.openedhand.com/show_bug.cgi?id=2128
At two places in cogl_wrap_prepare_for_draw it was trying to loop over
the texture units to flush some state. However it was retrieving the
texture unit pointer using w->active_texture_unit instead of the loop
index so it would end up with the wrong state.
Also in glEnableClientState it was using the active unit instead of
the client active unit.
Layout properties work similarly to child properties, with the added
headache that they require the 3-tuple:
( layout manager, container, actor )
to be valid in order to be inspected, parsed and applied. This means
using the newly added back-pointer from the container to the layout
manager and then rejigging a bit how the ScriptParser handles the
unresolved properties.
Similarly to the child properties, which use the "child::" prefix, the
layout manager properties use the "layout::" prefix and are defined with
the child of a container holding a layout manager.
Store a back pointer of the layout manager inside the container using
the GObject instance data. This introduces a change in the implementation
of ClutterLayoutManager, though it's still binary compatible.
• 3 general fixes (typos, copy/paste),
• ignore cogl-object-private.h,
• cogl_fixed_atani() was in reality cogl_fixed_atan(), fixed in commit
43564f05.
• Fix the cogl-vector section: sections must have a </SECTION> tag at
the end. Also the cogl-vector section was added in the middle of the
cogl-buffer one. Let's shiffle it out and add that </SECTION> tag.
GCC can catch errors when it knows that a variadic function must be
ended with NULL. Let's use the glib macro encapsulating the GCC
attribute to clutter_animator_set() and clutter_state_set().
As with a351ff2af earlier, distributing headers generated at configure
time conflicts with out of tree builds as the distributed headers will
be included first instead of including the generated ones.
This provides a mechanism for associating private data with any
CoglObject. We expect Clutter will use this to associate weak materials
with normal materials.
Various headers are build in builddirs (clutter-marshal.h, mkenums
headers and cogl-define.h) so we need to add the corresponding include
paths for gtk-doc to build its scanner.
clutter-jon.h is generated at configure time, we should not distribute it.
This caused a build issue when compiling from a tarballs and out of tree
builds as we ended up with two clutter-json.h one in $(top_srcdir)/json
and the other in $(top_builddir)/json and picked up the wrong one
($(top_srcdir)/json is included first in the include search path).
Stacking multiple effects sub-classing ClutterOffscreenEffect requires
a small fix in the code that computes the screen coordinates of the
actor to position the FBO correctly with regards to the stage.
Since ClutterEffect is an ActorMeta it should be possible to animate the
properties of named effects using the @effects syntax, just like it
happens for actions and constraints.
Sub-classes of ShaderEffect currently have to get the handle for the
Cogl shader and call cogl_shader_source(); this makes it awkward to
implement a ShaderEffect, and it exposes handles and Cogl API that we
might want to change in the future.
We should provide a ClutterShaderEffect method that allows to (safely)
set the shader source at the right time for sub-classes to use.
The OffscreenEffect should set up the off screen draw buffer so that it
has the same projection and modelview as if it where on screen; we
achieve that by setting up the viewport to be the same size of the stage
but with an initial offset given by the left-most vertex of the actor.
When we paint the texture attached to the FBO we then set up the
modelview matrix of the on screen draw buffer so that it's the same as
the stage one: this way, the texture will be painted in screen
coordinates and it will occupy the same area as the actor would have
had.