Use a DeviceManager sub-class similar to the Win32 backend one, which
creates two InputDevices: a core pointer and a core keyboard.
The event translation code then uses these two devices to fill out the
.device field of the events.
Throw in enter/leave tracking, given that we need to update the device's
state.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2490
Implementation of event loop which works with GLib events, native OS X
events and Clutter events.
The event loop source code comes from the equivalent code in the Quartz
GDK backend from GTK+ 2.22.1, which is LGPL v2.1+ and thus compatible
with Clutter's licensing terms.
The code has been tested with libsoup, which did not work before together
with Clutter.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
http://bugzilla.clutter-project.org/show_bug.cgi?id=2490
Wayland visuals refer to a pixel's bytes in order from
most significant to least significant, while the
one-byte-per-component Cogl formats refer to the order
of increasing memory addresses, so converting between
the two depends on the system's endianness.
The height was being set from the ClutterGeometry in some parts
and from the stage in others. And since both callers of this
function pass &stage_wayland->allocation as the geometry anyway,
the stage argument isn't really even needed.
Since we need to find the stage from the X11 Window, it's better to use
a static hashmap that gets updated every time the ClutterStageX11:xwin
member is changed, instead of iterating over every stage handled by the
global ClutterStageManager singleton.
Clutter should just require that the windowing system used by a backend
adds a device to the stage when the device enters, and removes it from
the stage when the device leaves; with this information, we can
synthesize every crossing event and update the device state without
other intervention from the backend-specific code.
The generation of additional crossing events for actors that are
covering the stage at the coordinates of the crossing event should be
delegated to the event processing code.
The x11 and win32 backends need to be modified to relay the enter and
leave events from the windowing system.
When synthesizing events coming from input devices it should be
possible to just call a setter function, to avoid a huge switch
on the type of the event.
Clutter should also store the device pointer inside the private
data, for faster access of the pointer in allocated events.
Finally, the get_device_id() and get_device_type() accessors should
just be wrappers around clutter_event_get_device(), to reduce the
amount of code duplication.
Since we access it in order to get the X11 Display pointer, it makes
sense to have the ClutterBackendX11 already available inside the
ClutterStageX11 structure, and avoid the pattern:
ClutterBackend *backend = clutter_get_default_backend ();
ClutterBackendX11 *backend_x11 = CLUTTER_BACKEND_X11 (backend);
which costs us a function call, a type cast and an unused variable.
Adapt to changes from this Wayland commit:
"Update surface.attach and change surface.map to surface.map_toplevel"
(82da52b15b49da3f3c7b4bd85d334ddfaa375ebc)
When we receive a ConfigureNotify event that doesn't affect the size
of the window (only the position) then we were still calling
clutter_stage_ensure_viewport which ends up queueing a full stage
redraw. This patch makes it so that it only ensures the viewport when
the size changes as it already did for avoiding queueing a relayout.
It now also avoids setting the clipped redraws cool off period when
the window only moves under the assumption that it's only necessary
for size changes.
Since the XI2 device manager code is going to be compiled only on
POSIX compliant systems, we can safely assume the presence of stdint.h
and include it unconditionally.
CLUTTER_BIND_POSITION and CLUTTER_BIND_SIZE are two convenience
enumeration values for binding x and y, and width and height
respectively, using a single ClutterBindConstraint.
When copying COMBINE state in
_cogl_pipeline_layer_init_multi_property_sparse_state we would read some
state from the destination layer (invalid data potentially), then
redundantly set the value back on the destination. This was picked up by
valgrind, and the code is now more careful about how it references the
src layer vs the destination layer.
There is currently a problem with per-framebuffer journals in that it's
possible to create a framebuffer from a texture which then gets rendered
too but the framebuffer (and corresponding journal) can be freed before
the texture gets used to draw with.
Conceptually we want to make sure when freeing a framebuffer that - if
it is associated with a texture - we flush the journal as the last thing
before really freeing the framebuffer's meta data. Technically though
this is awkward to implement since the obvious mechanism for us to be
notified about the framebuffer's destruction (by setting some user data
internally with a callback) notifies when the framebuffer has a
ref-count of 0. This means we'd have to be careful what we do with the
framebuffer to consider e.g. recursive destruction; anything that would
set more user data on the framebuffer while it is being destroyed and
ensuring nothing else gets notified of the framebuffer's destruction
before the journal has been flushed.
For simplicity, for now, this patch provides another solution which is
to flush framebuffer journals whenever we switch away from a given
framebuffer via cogl_set_framebuffer or cogl_push/pop_framebuffer. The
disadvantage of this approach is that we can't batch all the geometry of
a scene that involves intermediate renders to offscreen framebufers.
Clutter is doing this more and more with applications that use the
ClutterEffect APIs so this is a shame. Hopefully this will only be a
stop-gap solution while we consider how to reliably support journal
logging across framebuffer changes.
When flushing a clip stack that contains more than one rectangle which
needs to use the stencil buffer the code takes a different path so
that it can combine the new rectangle with the existing contents of
the stencil buffer. However it was not correctly flushing the
modelview and projection matrices so that rectangle would be in the
wrong place.
This adds a COGL_DEBUG=clipping option that reports how the clip is
being flushed. This is needed to determine whether the scissor,
stencil clip planes or software clipping is being used.
The CoglDebugFlags are now stored in an array of unsigned ints rather
than a single variable. The flags are accessed using macros instead of
directly peeking at the cogl_debug_flags variable. The index values
are stored in the enum rather than the actual mask values so that the
enum doesn't need to be more than 32 bits wide. The hope is that the
code to determine the index into the array can be optimized out by the
compiler so it should have exactly the same performance as the old
code.
The lighting parameters such as the diffuse and ambient colors were
previously only flushed in the fixed vertend. This meant that if a
vertex shader was used then they would not be set. The lighting
parameters are uniforms which are just as useful in a fragment shader
so it doesn't really make sense to set them in the vertend. They are
now flushed in the common cogl-pipeline-opengl code but the code is
#ifdef'd for GLES2 because they need to be part of the progend in that
case.
The uniforms for the alpha test reference value and point size on
GLES2 are updating using similar code. This generalizes the code so
that there is a static array of predefined builtin uniforms which
contains the uniform name, a pointer to a function to get the value
from the pipeline, a pointer to a function to update the uniform and a
flag representing which CoglPipelineState change affects the
uniform. The uniforms are then updated in a loop. This should simplify
adding more builtin uniforms.
The builtin uniforms are accessible from either the vertex shader or
the fragment shader so we should define them in the common
section. This doesn't really matter for the current list of uniforms
because it's pretty unlikely that you'd want to access the matrices
from the fragment shader, but for other builtins such as the lighting
material properties it makes sense.
Between Clutter 0.8 and 1.0, the new-frame signal of ClutterTimeline
changed the second parameter to be an elapsed time in milliseconds
rather than the frame number. However a few places in clutter were
still calling the parameter 'frame_num' which is a bit
misleading. Notably the signature for the signal class closure in the
header was using the wrong name. This changes them to use 'msecs'.
ClutterTimeline has special handling for the first time do_tick is
called which was not emitting a new-frame signal. This meant that an
application which directly uses the timeline would have to manually
setup the initial state of an animation after starting a timeline to
avoid painting a single frame with the wrong state. It seems to make
more sense to instead emit the new-frame signal so that the
application always sees a new-frame when the progress changes before a
paint.
This adds a custom "rows" property, that allows to define the rows of a
ClutterModel. A single row can either an array of all columns or an
object with column-name : column-value pairs.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2528
Allow to 'abuse' the clutter_script_parse_node function by calling it
with an initialized GValue instead of a valid GParamSpec argument to
obtain the correct typed value from the json node.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2528
* xi2: (41 commits)
test-devices: Actually print the axis data
device-manager/xi2: Sync the stage of source devices
event: Clean up clutter_event_copy()
device: unset the axes array pointer when resetting
device-manager/xi2: Fix device hotplugging
glx: Clean up GLX implementation
device/x11: Store min/max keycode in the XI device class
x11: Hide all private symbols
docs: More documentation fixes for InputDevice
*/event: Never manipulate the event queue directly
win32: Update DeviceManager device creation
device: Allow enabling/disabling non-master devices
backend/eglx: Add newly created stages to the translators
device: Add more doc annotations
device: Use a double for translate_axis() argument
test-devices: Clean up and show axes data
event: Fix up clutter_event_copy()
device/xi2: Translate the axis data after setting devices
device: Add more accessors for properties
docs: Update API reference
...
When we added the texture->framebuffers member a _cogl_texture_init
funciton was added to initialize the list of framebuffers associated
with a texture to NULL. All the backends were updated except the
x11 tfp backend. This was causing crashes in test-pixmap.
This is part of a broader cleanup of some of the experimental Cogl API.
One of the reasons for this particular rename is to reduce the verbosity
of using the API. Another reason is that CoglVertexArray is going to be
renamed CoglAttributeBuffer and we want to help emphasize the
relationship between CoglAttributes and CoglAttributeBuffers.
We have a bunch of experimental convenience functions like
cogl_primitive_p2/p2t2 that have corresponding vertex structures but it
seemed a bit odd to have the vertex annotation e.g. "P2T2" be an infix
of the type like CoglP2T2Vertex instead of be a postfix like
CoglVertexP2T2. This switches them all to follow the postfix naming
style.
COGL_DEBUG=disable-fast-read-pixel can be used to disable the
optimization for reading a single pixel colour back by looking at the
geometry in the journal and not involving the GPU. With this disabled we
will always flush the journal, rendering to the framebuffer and then use
glReadPixels to get the result.
This adds a transparent optimization to cogl_read_pixels for when a
single pixel is being read back and it happens that all the geometry of
the current frame is still available in the framebuffer's associated
journal.
The intention is to indirectly optimize Clutter's render based picking
mechanism in such a way that the 99% of cases where scenes are comprised
of trivial quad primitives that can easily be intersected we can avoid
the latency of kicking a GPU render and blocking for the result when we
know we can calculate the result manually on the CPU probably faster
than we could even kick a render.
A nice property of this solution is that it maintains all the
flexibility of the render based picking provided by Clutter and it can
gracefully fall back to GPU rendering if actors are drawn using anything
more complex than a quad for their geometry.
It seems worth noting that there is a limitation to the extensibility of
this approach in that it can only optimize picking a against geometry
that passes through Cogl's journal which isn't something Clutter
directly controls. For now though this really doesn't matter since
basically all apps should end up hitting this fast-path. The current
idea to address this longer term would be a pick2 vfunc for ClutterActor
that can support geometry and render based input regions of actors and
move this optimization up into Clutter instead.
Note: currently we don't have a primitive count threshold to consider
that there could be scenes with enough geometry for us to compensate for
the cost of kicking a render and determine a result more efficiently by
utilizing the GPU. We don't currently expect this to be common though.
Note: in the future it could still be interesting to revive something
like the wip/async-pbo-picking branch to provide an asynchronous
read-pixels based optimization for Clutter picking in cases where more
complex input regions that necessitate rendering are in use or if we do
add a threshold for rendering as mentioned above.
Both cogl_matrix_transform_points and _project_points take points_in and
points_out arguments and explicitly allow pointing to the same array
(i.e. to transform in-place) The implementation of the various internal
transform functions though were not handling this possability and so it
was possible the reference partially transformed vertex values as if
they were original input values leading to incorrect results. This patch
ensures we take a temporary copy of the current input point when
transforming.
This adds a utility function that can determine if a given point
intersects an arbitrary polygon, by counting how many edges a
"semi-infinite" horizontal ray crosses from that point. The plan is to
use this for a software based read-pixel fast path that avoids using the
GPU to rasterize journaled primitives and can instead intersect a point
being read with quads in the journal to determine the correct color.
This adds a stop-gap mechanism for Cogl to know when the window system
is requested to present the current backbuffer to the frontbuffer by
adding a _cogl_swap_buffers_notify function that backends are now
expected to call right after issuing the equivalent request to OpenGL
vie the platforms OpenGL binding layer. This (blindly) updates all the
backends to call this new function.
For now Cogl doesn't do anything with the notification but the intention
is to use it as part of a planned read-pixel optimization which will
need to reset some state at the start of each new frame.
Instead of having _cogl_get/set_clip stack which reference the global
CoglContext this instead makes those into CoglClipState method functions
named _cogl_clip_state_get/set_stack that take an explicit pointer to a
CoglClipState.
This also adds _cogl_framebuffer_get/set_clip_stack convenience
functions that avoid having to first get the ClipState from a
framebuffer then the stack from that - so we can maintain the
convenience of _cogl_get_clip_stack.
This adds an internal function to be able to query the screen space
bounding box of the current clip entries contained in a given
CoglClipStack.
This bounding box which is cheap to determine can be useful to know the
largest extents that might be updated while drawing with this clip
stack.
For example the plan is to use this as part of an optimized read-pixel
path handled on the CPU which will need to track the currently valid
extents of the last call to cogl_clear()
Instead of having a single journal per context, we now have a
CoglJournal object for each CoglFramebuffer. This means we now don't
have to flush the journal when switching/pushing/popping between
different framebuffers so for example a Clutter scene that involves some
ClutterEffect actors that transiently redirect to an FBO can still be
batched.
This also allows us to track state in the journal that relates to the
current frame of its associated framebuffer which we'll need for our
optimization for using the CPU to handle reading a single pixel back
from a framebuffer when we know the whole scene is currently comprised
of simple rectangles in a journal.
This adds an internal alternative to cogl_object_set_user_data that also
passes an instance pointer to destroy notify callbacks.
When setting private data on a CoglObject it's often desirable to know
the instance being destroyed when we are being notified to free the
private data due to the object being freed. The typical solution to this
is to track a pointer to the instance in the private data itself so it
can be identified but that usually requires an extra micro allocation
for the private data that could have been avoided if only the callback
were given an instance pointer.
The new internal _cogl_object_set_user_data passes the instance pointer
as a second argument which means it is ABI compatible for us to layer
the public version on top of this internal function.
This moves the implementation of cogl_clear into cogl-framebuffer.c as
two new internal functions _cogl_framebuffer_clear and
_cogl_framebuffer_clear4f. It's not clear if this is what the API will
look like as we make more of the CoglFramebuffer API public due to the
limitations of using flags to identify buffers when framebuffers may
contain any number of ancillary buffers but conceptually it makes some
sense to tie the operation of clearing a color buffer to a framebuffer.
The short term intention is to enable tracking the current clear color
as a property of the framebuffer as part of an optimization for reading
back single pixels when the geometry is simple enough that we can
compute the result quickly on the CPU. (If the point doesn't intersect
any geometry we'll need to return the last clear color.)
Hierarchy and Device changed events come through with the X window set
to be the root window, not the stage window. We need to whitelist them
so that we can actually support hotplugging and device changes.
The x11 backend exposes a lot of symbols that are meant to only be used
when implementing a subclassed backend, like the glx and eglx ones.
The uninstalled headers are also filled with cruft declarations of
functions long since removed.
Let's try to clean up this mess.
Slave and floating devices should always be disabled, and not deliver
events to the scene. It is up to the user to enable non-master devices
and handle events coming from them.
ClutterInputDevice gets a new :enabled property, defaulting to FALSE;
when a device manager creates a new device it has to set it to TRUE if
the :device-mode property is set to CLUTTER_INPUT_MODE_MASTER.
The main event queue entry point, _clutter_event_push(), will
automatically discard events coming from disabled devices.
CLUTTER_BUTTON_* and CLUTTER_MOTION event types have axes data attached
to them, so we want to expose a common ClutterEvent method for
extracting that data.
The ClutterStageX11 implementation does most of the heavy lifting, so
subclasses like ClutterStageGLX and ClutterStageEGL do not need to
handle things like creating the stage Window and selecting events; just
chaining up and using the internal API will suffice.
Undeprecate the XInput-related X11 API: since we don't enable XI support
by default we still need to ask for it, and see if we have it after the
backend initialization sequence.
Event translation is now done where it belongs: we don't need a massive
switch in a file with direct access to private structure members.
So long, event_translate(); and thanks for all the fish.
We ask XI2 to get the client pointer for CLUTTER_POINTER_DEVICE, and
we use the attached keyboard device for CLUTTER_KEYBOARD_DEVICE. For
everything else, we return NULL.
We keep the symbol in the public header, but the definition is now
private. You could not sub-class InputDevice anyway, without the
instance structure, and the lack of padding in the class made actually
implementing devices in backends really hard.
This is a lump commit that is fairly difficult to break down without
either breaking bisecting or breaking the test cases.
The new design for handling X11 event translation works this way:
- ClutterBackend::translate_event() has been added as the central
point used by a ClutterBackend implementation to translate a
native event into a ClutterEvent;
- ClutterEventTranslator is a private interface that should be
implemented by backend-specific objects, like stage
implementations and ClutterDeviceManager sub-classes, and
allows dealing with class-specific event translation;
- ClutterStageX11 implements EventTranslator, and deals with the
stage-relative X11 events coming from the X11 event source;
- ClutterStageGLX overrides EventTranslator, in order to
deal with the INTEL_GLX_swap_event extension, and it chains up
to the X11 default implementation;
- ClutterDeviceManagerX11 has been split into two separate classes,
one that deals with core and (optionally) XI1 events, and the
other that deals with XI2 events; the selection is done at run-time,
since the core+XI1 and XI2 mechanisms are mutually exclusive.
All the other backends we officially support still use their own
custom event source and translation function, but the end goal is to
migrate them to the translate_event() virtual function, and have the
event source be a shared part of Clutter core.
Don't use ugly "#undef CLUTTER_DISABLE_DEPRECATED" inside source code
using deprecated symbols; we have the handy CLUTTER_COMPILATION define
that we can use as part of the "disable deprecated" conditional.
Since 1.4 the ClutterGLXTexturePixmap is just a wrapper around
ClutterX11TexturePixmap, so we can safely deprecate it. All the
functionality it provided is now effectively available from the
superclass or directly from Cogl.
Clutter has some platform-specific API that is accessible only if the
right backend has been compiled in. Third party applications that wish
to be portable across backends might want to use defines and other
pre-processor tricks to determine header inclusion and API usage.
While Clutter has an internal set of symbols it can use, third party
applications don't have the luxury of being able to access the config.h
generated by Clutter's configure script.
For this reason, Clutter should install a configuration header with a
series of namespaced defines that can be picked up by applications and
other third party code.
Check that the timeline is still playing before executing in
_clutter_timeline_do_tick. This fixes the possibility of receiving a
new-frame signal when stopping a timeline in response to a different
timeline's signal emission.
When drag threshold is not reached, emit_drag_begin() is not called
causing default value of priv->motion_events_enabled (false) to used to
restore motion events enabled state in Clutter. This causes drag action
to indefinitely disable motion events. The current value of motion
events enabled state is now queried on button press which guarantees
that the state will be restored with the correct value in
emit_drag_end()
http://bugzilla.clutter-project.org/show_bug.cgi?id=2522
Previously most of the code for cogl-program and cogl-shader was
ifdef'd out for GLES 1.1 and alternate stub definitions were
defined. This patch removes those and instead puts #ifdef's directly
in the functions that need it. This should make it a little bit easier
to maintain.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2516
When determining whether to hash the combine constant Cogl checks the
arguments to the combine funcs to determine whether the combine
constant is used. However is was using the GLenums GL_CONSTANT_COLOR
and GL_CONSTANT_ALPHA but these are not valid values for the
CoglPipelineCombineSource enum so presumably the constant would never
get hashed. This patch makes it use Cogl's enum of
COGL_PIPELINE_COMBINE_SOURCE_CONSTANT instead.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2516
GLES has an extension called GL_OES_mapbuffer to support mapping
buffer objects but only for writing. Cogl now has two new feature
flags to advertise whether mapping for reading and writing is
supported. Under OpenGL, these features are always set if the VBO
extension is advertised and under GLES only the write flag is set if
the GL_OES_mapbuffer extension is advertised.
In the journal code and when generating the stroke path the vertices
are generated on the fly and stored in a CoglBuffer using
cogl_buffer_map. However cogl_buffer_map is allowed to fail but it
wasn't checking for a NULL return value. In particular on GLES it will
always fail because glMapBuffer is only provided by an extension. This
adds a new pair of internal functions called
_cogl_buffer_{un,}map_for_fill_or_fallback which wrap
cogl_buffer_map. If the map fails then it will instead return a
pointer into a GByteArray attached to the context. When the buffer is
unmapped the array is copied into the buffer using
cogl_buffer_set_data.
On GLES2 there's no builtin mechanism to replace texture coordinates
with point sprite coordinates so calling glEnable(GL_POINT_SPRITE)
isn't valid. Instead the point sprite coords are implemented by using
a special builtin varying variable in GLSL.
There are several places where we need to compare the texture state of a
pipeline and sometimes we need to take into consideration if the
underlying texture has changed but other times we may only care to know
if the texture target has changed.
For example the fragends typically generate programs that they want to
share with all pipelines with equivalent fragment processing state, and
in this case when comparing pipelines we only care about the texture
targets since changes to the underlying texture won't affect the
programs generated.
Prior to this we had tried to handle this by passing around some special
flags to various functions that evaluate pipeline state to say when we
do/don't care about the texture data, but this wasn't working in all
cases and was more awkward to manage than the new approach.
Now we simply have two state bits:
COGL_PIPELINE_LAYER_STATE_TEXTURE_TARGET and
COGL_PIPELINE_LAYER_STATE_TEXTURE_DATA and CoglPipelineLayer has an
additional target member. Since all the appropriate code takes masks of
these state bits to determine what to evaluate we don't need any extra
magic flags.
When notifying that a pipeline property is going to change, then at
times a pipeline will take over being the authority of the corresponding
state group. Some state groups can contain multiple properties and so to
maintain the integrity of all of the properties we have to initialize
all the property values in the new authority. For state groups with only
one property we don't have to initialize anything during the
pre_change_notify() because we can assume the value will be initialized
as part of the change being notified.
This patch optimizes how we handle this initialization of state groups
in a couple of ways; firstly we no longer do anything to initialize
state-groups with only one property, secondly we no longer use
_cogl_pipeline_copy_differences - (we have a new
_cogl_pipeline_init_multi_property_sparse_state() func) so we can avoid
lots calls to handle_automatic_blend_enable() which is sometimes seen
high in sysprof profiles.
Previously atlasing would be disabled if the GL driver does not
support reading back texture data. This meant that atlasing would not
happen on GLES. However we also require that the driver support FBOs
and the texture data is only read back as a fallback if the FBO
fails. Therefore the atlas should be ok on GLES 2 which has FBO
support in core.
We try and bail out of flushing pipeline state asap if we can see the
pipeline has already been flushed and hasn't changed but we weren't
checking to see if the skip_gl_color flag is the same as when it was
last flush too and so we'd sometimes bail out without updating the
glColor correctly.
When an item is added to the journal the current pipeline immediately
gets the legacy state applied to it and the modified pipeline is
logged instead of the original. However the actual drawing from the
journal is done using the vertex attribute API which was also applying
the legacy state. This meant that the legacy state used would be a
combination of the state set when the journal entry was added as well
as the state set when the journal is flushed. To fix this there is now
an extra CoglDrawFlag to avoid applying the legacy state when setting
up the GL state for the vertex attributes. The journal uses this flag
when flushing.
clutter_shader_finalize() was calling clutter_shader_release() which in
turn notifies "compiled". GObject was complaining that we were trying to
_ref() an object that was in _finalize().
#0 g_log (log_domain=0x3e15c4 "GLib-GObject", log_level=G_LOG_LEVEL_CRITICAL,
format=0x76c938 "%s: assertion `%s' failed") at gmessages.h:97
#1 0x0070777d in g_return_if_fail_warning (
log_domain=0x3e15c4 "GLib-GObject",
pretty_function=0x3e37a4 "g_object_ref",
expression=0x3e2a00 "object->ref_count > 0") at gmessages.c:586
#2 0x003b862b in g_object_ref (_object=0x8567af0) at gobject.c:2615
#3 0x003bd238 in g_object_notify_by_pspec (object=0x8567af0, pspec=0x87ea2f0)
at gobject.c:1075
#4 0x00b6500b in clutter_shader_release (shader=0x8567af0)
at ./clutter-shader.c:612
#5 0x00b659b9 in clutter_shader_finalize (object=0x8567af0)
at ./clutter-shader.c:107
Then, let's split release in two, with an _internal() version that does
not notify "compiled" and use it from dispose (as the object is still
usable after a call to release_internal().
http://bugzilla.clutter-project.org/show_bug.cgi?id=2512
The vertex attribute API assumes that if there is a color array
enabled then we can't determine if the colors are opaque so we have to
enable blending. The journal always uses a color array to avoid
switching color state between rectangles. Since the journal switched
to using vertex attributes this means we effectively always enable
blending from the journal. To fix this there is now a new flag for
_cogl_draw_vertex_attributes to specify that the color array is known
to only contain opaque colors which causes the draw function not to
copy the pipeline. If the pipeline has blending disabled then the
journal passes this flag.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2481
There is an internal version of cogl_draw_vertex_attributes_array
which previously just bypassed the framebuffer flushing, journal
flushing and pipeline validation so that it could be used to draw the
journal. This patch generalises the function so that it takes a set of
flags to specify which parts to flush. The public version of the
function now just calls the internal version with the flags set to
0. The '_real' version of the function has now been merged into the
internal version of the function because it was only called in one
place. This simplifies the code somewhat. The common code which
flushed the various state has been moved to a separate function. The
indexed versions of the functions have had a similar treatment.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2481
Cogl no longer has any code that assumes the buffer in a CoglBitmap is
allocated to the full size of height*rowstride. We should comment that
this is the case so that we remember to keep it that way. This is
important for cogl_texture_new_from_data because the application may
have created the data from a sub-region of a larger image and in that
case it's not safe to read the full rowstride of the last row when the
sub region contains the last row of the larger image.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
When uploading data for GLES we need to deal with cases where the
rowstride is too large to be described only by GL_UNPACK_ALIGNMENT
because there is no GL_UNPACK_ROW_LENGTH. Previously for the
sub-region uploading code it would always copy the bitmap and for the
code to upload the whole image it would copy the bitmap unless the
rowstride == bpp*width. Neither paths took into account that we don't
need to copy if the rowstride is just an alignment of bpp*width. This
moves the bitmap copying code to a separate function that is used by
both upload methods. It only copies the bitmap if the rowstride is not
just an alignment of bpp*width.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
The ffs function is defined in C99 so if we want to use it in Cogl we
need to provide a fallback for MSVC. This adds a configure check for
the function and then a fallback using a while loop if it is not
available.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
If we have to copy the bitmap to do the premultiplication then we were
previously using the rowstride of the source image as the rowstride
for the new image. This is wasteful if the source image is a subregion
of a larger image which would make it use a large rowstride. If we
have to copy the data anyway we might as well compact it to the
smallest rowstride. This also prevents the copy from reading past the
end of the last row of pixels.
An internal function called _cogl_bitmap_copy has been added to do the
copy. It creates a new bitmap with the smallest possible rowstride
rounded up the nearest multiple of 4 bytes. There may be other places
in Cogl that are currently assuming we can read height*rowstride of
the source buffer so they may want to take advantage of this function
too.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2491
The builtin vertex attribute for the normals was incorrectly checked
for as 'cogl_normal' however it is defined as cogl_normal_in in the
shader boilerplate and for the name generated by CoglVertexBuffer.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2499
Implement the ClutterStageWindow::set_accept_focus() virtual function in
the win32 backend.
If accept_focus is set to be TRUE then we call SetforegroundWindow()
after calling ShowWindow(). This is similar to what GDK does when
dealing with the same situation.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
Allow the developer to set whether the Stage should receive key focus
when mapped. The implementation is fully backend-dependent. The default
value is TRUE because that's what we've been expecting so far.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
If an actor is (unfortunately) queuing a relayout in relayout, you would
end up with (ClutterActor*)stage->needs_allocation set to TRUE and
stage->relayout_pending set to TRUE. But if then in the same cycle, an
actor calls clutter_actor_get_allocation_box, that will trigger another
(recursive) _clutter_stage_maybe_relayout, which will wrongly reset the
relayout pending to FALSE, while not actually performing a new relayout
because of the re-entrancy protection.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2503
Other frameworks expose the same functionality as "auto-reverse",
probably to match the cassette tape player. It actually makes sense
for Clutter to follow suit.
The stage has a dirty flag to record whenever the viewport and
projection matrices need to be flushed. However after flushing these
the flags were never cleared so it would always redundantly update the
state.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2480
The ARBfp fragend was bypassing generating a shader if the pipeline
contains a user program. However it shouldn't do this if the pipeline
only contains a vertex shader. This was breaking
test-cogl-just-vertex-shader.
Adding an action should allow passing a user data pointer, and have a
notification action that gets called when removing the action. This
allows introspection and language bindings to attach custom data to the
action - for instance, the real callable object that should be invoked.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2479
Previously, ClutterText took keyboard focus on mouse-down, regardless
if it were editable or selectable. Now it checks these properties,
and behaves like other actors if it can't do anything useful with
the focus.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2462
Previously Cogl would only ever use one atlas for textures and if it
reached the maximum texture size then all other new textures would get
their own GL texture. This patch makes it so that we create as many
atlases as needed. This should avoid breaking up some batches and it
will be particularly good if we switch to always using multi-texturing
with a default shader that selects between multiple atlases using a
vertex attribute.
Whenever a new atlas is created it is stored in a GSList on the
context. A weak weference is taken on the atlas using
cogl_object_set_user_data so that it can be removed from the list when
the atlas is destroyed. The atlas textures themselves take a reference
to the atlas and this is the only thing that keeps the atlas
alive. This means that once the atlas becomes empty it will
automatically be destroyed.
All of the COGL_NOTEs pertaining to atlases are now prefixed with the
atlas pointer to make it clearer which atlas is changing.
All of the drawing needed in _cogl_add_path_to_stencil_buffer is done
with the vertex attribute API so there should be no need to flush the
enable flags to enable the vertex array. This was causing problems on
GLES2 where the vertex array isn't available.
The GLES2 wrapper is no longer needed because the shader generation is
done within the GLSL fragend and vertend and any functions that are
different for GLES2 are now guarded by #ifdefs.
Once the GLES2 wrapper is removed then we won't have the GLenums
needed for setting up the layer combine state. This adds Cogl enums
instead which have the same values as the corresponding GLenums. The
enums are:
CoglPipelineCombineFunc
CoglPipelineCombineSource
and
CoglPipelineCombineOp
Once the GLES2 wrapper is removed we won't be able to upload the
matrices with the fixed function API any more. The fixed function API
gives a global state for setting the matrix but if a custom shader
uniform is used for the matrices then the state is per
program. _cogl_matrix_stack_flush_to_gl is called in a few places and
it is assumed the current pipeline doesn't need to be flushed before
it is called. To allow these semantics to continue to work, on GLES2
the matrix flush now just stores a reference to the matrix stack in
the CoglContext. A pre_paint virtual is added to the progend which is
called whenever a pipeline is flushed, even if the same pipeline was
flushed already. This gives the GLSL progend a chance to upload the
matrices to the uniforms. The combined modelview/projection matrix is
only calculated if it is used. The generated programs end up never
using the modelview or projection matrix so it usually only has to
upload the combined matrix. When a matrix stack is flushed a reference
is taked to it by the pipeline progend and the age is stored so that
if the same state is used with the same program again then we don't
need to reupload the uniform.
Sometimes it would be useful if we could efficiently track when a matrix
stack has been modified. For example on GLES2 we have to upload the
modelview as a uniform to our glsl programs but because the modelview
state is part of the framebuffer state it becomes a bit more tricky to
know when to re-sync the value of the uniform with the framebuffer
state. This adds an "age" counter to CoglMatrixStack which is
incremented for any operation that effectively modifies the top of the
stack so now we can save the age of the stack inside the pipeline
whenever we update modelview uniform and later compare that with the
stack to determine if it has changed.
This returns the layer matrix given a pipeline and a layer index. The
API is kept as internal because it directly returns a pointer into the
layer private data to avoid a copy into an out-param. We might also
want to add a public function which does the copy.
When the GLES2 wrapper is removed we can't use the fixed function API
such as glColorPointer to set the builtin attributes. Instead the GLSL
progend now maintains a cache of attribute locations that are queried
with glGetAttribLocation. The code that previously maintained a cache
of the enabled texture coord arrays has been modified to also cache
the enabled vertex attributes under GLES2. The vertex attribute API is
now the only place that is using this cache so it has been moved into
cogl-vertex-attribute.c
Previously when stroking a path it was flushing a pipeline and then
directly calling glDrawArrays to draw the line strip from the path
nodes array. This patch changes it to build a CoglVertexArray and a
series of attributes to paint with instead. The vertex array and
attributes are attached to the CoglPath so it can be reused later. The
old vertex array for filling has been renamed to fill_vbo.
The code to display the source when the show-source debug option is
given has been moved to _cogl_shader_set_source_with_boilerplate so
that it will show both user shaders and generated shaders. It also
shows the code with the full boilerplate. To make it the same for
ARBfp, cogl_shader_compile_real now also dumps user ARBfp shaders.
The GLSL vertend is mostly only useful for GLES2. The fixed function
vertend is kept at higher priority than the GLSL vertend so it is
unlikely to be used in any other circumstances.
Due to Mesa bug 28585 calling glVertexAttrib with attrib location 0
doesn't appear to work. This patch just reorders the vertex and color
attributes in the shader in the hope that Mesa will assign the color
attribute to a different location.
Some builtin attributes such as the matrix uniforms and some varyings
were missing from the boilerplate for GLES2. This also moves the
texture matrix and texture coord attribute declarations to
cogl-shader.c so that they can be dynamically defined depending on the
number of texture coord arrays enabled.
The vertends are intended to flush state that would be represented in
a vertex program. Code to handle the layer matrix, lighting and
point size has now been moved from the common cogl-pipeline-opengl
backend to the fixed vertend.
'progend' is short for 'program backend'. The progend is intended to
operate on combined state from a fragment backend and a vertex
backend. The progend has an 'end' function which is run whenever the
pipeline is flushed and the two pipeline change notification
functions. All of the progends are run whenever the pipeline is
flushed instead of selecting a single one because it is possible that
multiple progends may be in use for example if the vertends and
fragends are different. The GLSL progend will take the shaders
generated by the fragend and vertend and link them into a single
program. The fragend code has been changed to only generate the shader
and not the program. The idea is that pipelines can share fragment
shader objects even if their vertex state is different. The authority
for the progend needs to be the combined authority on the vertend and
fragend state.
This adds two internal functions:
gboolean
_cogl_program_has_fragment_shader (CoglHandle handle);
gboolean
_cogl_program_has_vertex_shader (CoglHandle handle);
They just check whether any of the contained shaders are of that type.
The pipeline function _cogl_pipeline_find_codegen_authority has been
renamed to _cogl_pipeline_find_equivalent_parent and it now takes a
set of flags for the pipeline and layer state that affects the
authority. This is needed so that we can reuse the same code in the
vertend and progends.
Previously enabling and disabling textures was done whatever the
backend in cogl-pipeline-opengl. However enabling and disabling
texture targets only has any meaning if no fragment shaders are being
used so this patch moves the code to cogl-pipeline-fragend-fixed.
The GLES2 wrapper has also been changed to ignore enabledness when
deciding whether to update texture coordinate attribute pointers.
The current Cogl pipeline backends are entirely concerned with the
fragment processing state. We also want to eventually have separate
backends to generate shaders for the vertex processing state so we
need to rename the fragment backends. 'Fragend' is a somewhat weird
name but we wanted to avoid ending up with illegible symbols like
CoglPipelineFragmentBackendGlslPrivate.
While we do check for compatibility and transformability of a GValue
with the GParamSpec value type, we are actually failing really badly
at it.
First of all, we bail out on the wrong conditions.
Then we use the type of the value passed instead of using the type
of the property itself.
This makes it impossible to actually use transformation functions for
GValue types - even those that have been registered by GLib itself -
when using the Animation API directly, instead of going through the
clutter_actor_animate() wrappers.
The ParamSpec sub-classes we define are meant to be used only from the C
API, as high-level languages completely ignore them.
The ClutterStageWindow interface is an internal type that escaped into
the public headers; all its methods are private, but we cannot remove
the type until we break for 2.0.
Currently clutter_list_model_get_iter_at_row() always returns an
iterator to the last non-filtered row when asking for row [1-N].
Patch makes the function return an iterator to the Nth non-filtered
row or NULL.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2460
Adapt to changes from these wayland commits:
35fd2a8cc68c42d90756330535de04cbbb4d2613
2bb3ebe1e437acf836449f0a63f3264ad29566f2
f8fc08f77187f6a5723281dab66841e5f3c24320
http://bugzilla.clutter-project.org/show_bug.cgi?id=2474
We are currently using a pipeline as a key into our arbfp program cache
but because we weren't making a copy of the pipelines used as keys there
were times when doing a lookup in the cache would end up trying to
compare a lookup key with an entry key that would point to invalid
memory.
Note: the current approach isn't ideal from the pov that that key
pipeline may reference some arbitrarily large user textures will now be
kept alive indefinitely. The plan to improve on this is that we will
have a mechanism to create a special "key pipeline" which will derive
from the default Cogl pipeline (to avoid affecting the lifetime of
other pipelines) and only copy state from the original pipeline that
affects the arbfp program and will reference small dummy textures
instead of potentially large user textures.
In the arbfp backend there is a seqential approach to finding a suitable
arbfp program to use for a given pipeline; first we see if there's
already a program associated with the pipeline, 2nd we try and find a
program associated with the "arbfp-authority" 3rd we try and lookup a
program in a cache and finally we resort to starting code-generation for
a new program. This patch slightly reworks the code of these steps to
hopefully make them a bit clearer.
_cogl_pipeline_needs_blending_enabled tries to determine whether each
layer is using the default combine state. However it was using
argument 0 for both checks so the if-statement would never be true.
There are a set of "EvalFlags" that get passed to _cogl_pipeline_hash
that can tweak the semantics of what state is evaluated for hashing but
these flags weren't getting passed via the HashState state structure
so it would be undefined if you would get the correct semantics.
According to 9cc9033347 the windows headers #define near as nothing,
and presumable the same is true for 'far' too. Apparently this define is
to improve compatibility with code written for Windows 3.1, so it's good
that people will be able to incorporate such code into their Clutter
applications.