ClutterStage has both set_key_focus() and get_key_focus() methods, but
there is no :key-focus property. This means that it is not possible to
get notifications when the key-focus has changes except by connecting to
both the ::key-focus-in and ::key-focus-out signals and do additional
bookkeeping.
http://bugzilla.openedhand.com/show_bug.cgi?id=1956
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The TimeoutPool is not used by ClutterTimeline any more, so we need to
remove a sentence from its description. We also need to fix the gtk-doc
syntax errors.
Instead of assigning a new colour to each quad of a batch, the
rectangle debugging code now assigns a new colour to each batch so
that it can be used to visually see what is being batched. The colour
is stored in a global variable that is reset during cogl_clear. This
improves the chances that the same colour will be used for a batch in
the next frames to avoid flickering.
When setting up the state for the vertex buffer,
enable_state_for_drawing_buffer tries to keep track of the highest
numbered texture unit in use. It then disables any texture arrays for
units that were previously enabled if they are greater than that
number. However if there is no texturing in the VBO then the max used
unit would be left at 0 which it would later think meant unit 0 is
still in use so it wouldn't disable it. To fix this it now initialises
the max used unit to -1 which it should interpret as ‘no units are in
use’ so it will later disable the arrays for all units.
Thanks to Jon Mayo for reporting the bug.
http://bugzilla.openedhand.com/show_bug.cgi?id=1957
We were checking the number of texture units against the GL enum that is
used in glGetInteger() to query that number. Let's abstract this in a
little function.
Took the opportunity to dig a bit on the usage of GL limits for the
number of texture (image) units and document our use of them. We'll need
something finer grained if we want to fully exploit texture image units
with a programmable pipeline.
The index field of CoglTextureUnit was never set, leading to the
creation of units with index set to 0. When trying to retrieve a texture
unit by its index (!= 0) with _cogl_get_texture_unit(), a new one was
created as it could not find it back in the list of textures units:
ctx->texture_units.
http://bugzilla.openedhand.com/show_bug.cgi?id=1958
The :opacity property is defined using a GParamSpecUchar. This usually
leads to issues with language bindings that don't have an 'unsigned
char' type and that need to explicitly handle the conversion between
G_TYPE_UCHAR and G_TYPE_INT or G_TYPE_UINT.
The property definition already specifies an interval size of [0, 255]
on the values; more importantly, GObject already implicitly transforms
between G_TYPE_UCHAR and G_TYPE_UINT (the GValue transformation
functions are registered at type system initialization time) so
switching between a GParamSpecUchar and a GParamSpecUint should not be
an ABI break.
I have tested a simple program using the opacity property before and
after the change and I cannot see any run-time warnings related to this
issue.
Be more drastic if the internal state is broken, and assert() if the
expected Alpha and Timeline instances we need are not valid. This
usually implies a library bug or a massive heap corruption.
The Animation code does transformation of values between type A and A'
after checking for compatibility using g_value_type_compatible(). This
is incorrect: compatibility means that the two types can be copied. The
correct conversion should follow:
if (compatible (type (A), type (A')))
copy (A, A');
else
if (transformable (type (A), type (A')))
transform (A, A');
else
error("Unable to trasform type A in A'");
The transformation might still fail, so we need to check for errors
there as well as a fall-through case.
We should not just check for compatibility, but also for the ability to
transform a GValue of type A into another of type A'.
Usually compatibility is enough, especially if types can be
introspected beforehand; some times, though, we also need to check for
transformability as a type can provide the transformation functions
necessary for the operation.
The commit 1c69c61745 which improved the
protection against timeline removals during the master clock advancement
was only doing half the job - and actually broke the chaining of
animations inside the ::completed signal.
We cannot simply take a reference on the timelines and still use the list
held by the master clock because the do_tick() might result in the
creation of a new timeline, which gets added at the end of the list with
no reference increase and thus gets disposed at the end of the iteration.
We also cannot steal the master clock timelines list because a timeline
might be removed as the direct result of do_tick() and remove_timeline()
would not find the timeline, failing and leaving a dangling pointer
behind.
For this reason we copy the list of timelines out of the one that the
Master Clock holds, take a reference on each timeline, advance them all,
release the reference and free the list.
The win32 backend now handles the WM_SETCURSOR message and sets a
fully transparent cursor if the cursor-visible property has been
cleared on the stage. The icon is stored in the library via a resource
file. The instance handle for the DLL is needed to load the resource
so there is now a DllMain function to grab the handle.
g_list_foreach has better protection against the current node being
removed. This will happen for example if someone calls
clutter_container_foreach(container, clutter_actor_destroy). This was
causing valgrind errors for the conformance tests which do just that.
When try_creating_fbo fails it returns 0 to report the error and if it
succeeds it returns ‘flags’. However cogl_offscreen_new_to_texture
also passes in 0 for the flags as the last fallback to create the fbo
with nothing but the color buffer. In that case it will return 0
regardless of whether it succeeded so the last fallback will always be
considered a failure.
To fix this it now just returns a gboolean to indicate whether it
succeeded and the flags used for each attempt is assigned when passing
the argument rather than from the return value of the function.
Also if the only configuration that succeeded was with flags==0 then
it would always try all combinations because last_working_flags would
also be zero. To avoid this it now uses a separate gboolean to mark
whether we found a successful set of flags.
http://bugzilla.openedhand.com/show_bug.cgi?id=1873
Use the newly-added profiling timers inside the master clock dispatch
function to see how much time we spend:
• in the whole function
• in the event processing for each stage
• in the timeline advancement
Reading back the texture data in unrealize does not seem like a
desirable feature any more, clutter has evolved a lot since it was
implemented.
What's wrong with it now:
* It takes *a lot* of time to read the data back with glReadPixel(),
* When several textures share the same CoglTexture, the same data can
be read back multiple times,
* If the underlying material uses multiple texture units, only the
first one was copied back,
* In ClutterCairoTexture, we end up having two separate copies of the
data,
* GL actually manages texture memory accross system/video memory
for us!
For all the reasons above, let's get rid of the glReadPixel() in
Texture::unrealize()
Fixes: OHB#1842
Since 755cce33a7 the framebuffer code is using the GL enums
GL_DEPTH_ATTACHMENT and GL_DEPTH_COMPONENT16. These aren't available
directly under GLES except with the OES suffix so we need to define
them manually as we do with the other framebuffer constants.
These macros used to define Cogl wrappers for the GLenum values. There are
now Cogl enums everywhere in the API where these were required so we
shouldn't need them anymore. They were in the public headers but as
they are not neccessary and were not in the API docs for Clutter 1.0
it should be safe to remove them.
Using the ::event signal to match the CLUTTER_DELETE event type (and
block the stage destruction) can be costly, since it means checking
every single event.
The ::delete-event signal is similar in spirit to any other specialized
signal handler dealing with events, and retains the same semantics.
If a user supplied multiple groups of texture coordinates with
cogl_rectangle_with_multitexture_coords() then we would repeatedly log only
the first group in the journal. This fixes that bug and adds a conformance
test to verify the fix.
Thanks to Gord Allott for reporting this bug.
The Intel drivers in Mesa 7.6 (and possibly earlier versions) don't
support creating FBOs with a stencil buffer but without a depth
buffer. This reworks framebuffer allocation so that we try a number
of fallback options before failing.
The options we try in order are:
- the same options that were sucessful last time if available
- combined depth and stencil
- separate depth and stencil
- just stencil, no depth
- just depth, no stencil
- neither depth or stencil
Allow the user of the ClutterMedia interface to specify a Pango font
description to display subtitles. Even if the underlying implementation
of the interface does not natively use Pange, it must be capable of
parsing the grammar that pango_font_description_from_string() accepts.
Some source files should not be passed through the introspection parser,
as they are fully private and do not expose any valuable API.
Also the clutter-profile.h header is private and should not be
installed.
We weren't taking a reference on the texture to be used as the color buffer
for offscreen rendering, so it was possible to free the texture leaving the
framebuffer in an inconsistent state.
This adds gives Cogl a dedicated UProf context which will be linked together
with Clutter's context during clutter_init_real().
Initial timers cover _cogl_journal_flush and _cogl_journal_log_quad
You can explicitly ask for a report of Cogl statistics by exporting
COGL_PROFILE_OUTPUT_REPORT=1 but since the context is linked with Clutter's
the statisitcs will also be shown in the automatic Clutter reports.
This suspends and resumes all uprof timers and counters except while dealing
with picking, so as to give more focused statistics.
Be aware that there are still some issues with this profile option since
there are a few special case counters and timers that shouldn't be
suspended; noteably the frame counters are incorrect so the per frame stats
can't be trusted.
As we have for debugging, this adds the ability to control profiling flags
either via the command line or an environment variable.
The first option added is CLUTTER_PROFILE=disable-report
This also changes the reporting to be opt-out so you don't need to export
CLUTTER_PROFILE_OUTPUT_REPORT=1 to see a report but you can use
CLUTTER_PROFILE=disable-report to disable it if desired.
UProf is a small library that aims to help applications/libraries provide
domain specific reports about performance. It currently provides high
precision timer primitives (rdtsc on x86) and simple counters, the ability
to link statistics between optional components at runtime and makes report
generation easy.
This adds initial accounting for:
- Total mainloop time
- Painting
- Picking
- Layouting
- Idle time
The timing done by uprof is of wall clock time. It's not based on stochastic
samples we simply sample a counter at the start and end. When dealing with
the complexities of GPU drivers and with various kinds of IO this form of
profiling can be quite enlightening as it will be able to represent where
your application is blocking unlike tools such as sysprof.
To enable uprof accounting you must configure Clutter with --enable-profile
and have uprof-0.2 installed from git://git.moblin.org/uprof
If you want to see a report of statistics when Clutter applications exit you
should export CLUTTER_PROFILE_OUTPUT_REPORT=1 before running them.
Just a final word of caution; this stuff is new and the manual nature of
adding uprof instrumentation means it is prone to some errors when modifying
code. This just means that when you question strange results don't rule out
a mistake in the instrumentation. Obviously though we hope the benfits out
weigh e.g. by focusing on very key stats and by having automatic reporting.
Since asking for ARGB by default is still somewhat experimental on X11
and not every toolkit or complex widgets (like WebKit) still do not like
dealing with ARGB visuals, we should switch back to RGB by default - now
that at least we know it works.
For applications (and toolkit integration libraries) that want to enable
the ClutterStage:use-alpha property there is a new function:
void clutter_x11_set_use_argb_visual (gboolean use_argb);
which needs to be called before clutter_init().
The CLUTTER_DISABLE_ARGB_VISUAL environment variable can still be used
to force this value off at run-time.
Currently, ClutterActor detects a relayout cycle (an actor causing a
relayout to be queued from within an allocate() function) and aborts
after printing out a warning. This might be a little bit too anal
retentive, and it currently breaks GTK+ embedding inside clutter-gtk
so we should probably relax the behaviour a bit. Now we just emit the
warning but we still go ahead with the relayout.
When Clutter tries to pick an ARGB visual it tried to set the
GLX_TRANSPARENT_TYPE attribute of the FBConfig to
GLX_TRANSPARENT_RGB. However the code to do this was broken so that it
was actually trying to set the non-existant attribute number 0x8008
instead. Mesa silently ignored this so it appeared as if it was
working but the Nvidia drivers do not like it.
It appears that the TRANSPARENT_TYPE attribute is not neccessary for
getting an ARGB visual anyway and instead it is intended to support
color-key transparency. Therefore we can just remove it and get all of
the FBConfigs. Then if we need an ARGB visual we can just walk the
list to look for one with depth == 32.
The fbconfig is now stored in a single variable instead of having a
separate variable for the rgb and rgba configs because the old code
only ever retrieved one of them anyway.
Previously when the markup property is set it would generate an
attribute list from the markup and then merge it with the attributes
from the attribute property and store it as the effective
attributes. The markup attributes and the marked up text would then be
forgotten. This breaks if the application then later changes the
attributes property because it would try to regenerate the effective
attributes from the markup text but the stored text no longer contains
any markup. If the original markup text happened to contain entities
like '<' they would end up causing parse errors because they would
be converted to the actual symbols.
To fix this the attributes from the markup are now stored
independently from the effective attributes. The effective attributes
are now regenerated if either set of attributes changes right before a
layout is created.
http://bugzilla.openedhand.com/show_bug.cgi?id=1940
Destroy the dummy XImage we create even on success.
http://bugzilla.openedhand.com/show_bug.cgi?id=1918
Based on a patch by: Carlos Martín Nieto <carlos@cmartin.tk>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
PropertyInfo should store a copy of the JsonNodes it references, so
that property_info_free() can safely dispose them, and we can reference
values across different UI definition data.
The implicit timeline parsing code is not copying the JsonNode; this
leads to a double free in some cases, which is masked by the GSlice
allocator and produces a heap corruption later on.