_cogl_texture_driver_gen is needed to set the texture minification
mode to Cogl's default of GL_LINEAR. There was also a line to set this
in _cogl_texture_2d_new_with_size but it wasn't working because it was
called *before* the texture was bound. If the texture was later
rendered with the default material it then it would end up with GL's
default mipmap filtering mode but without mipmaps so it would render
white squares instead.
This adds a fast path for premultiplying an RGBA image using SSE2
instructions. SSE registers are 128-bit and we need at least 16-bits
per component for the intermediate result of the multiplication so we
can do two pixels in parallel with one register. The function
interleaves 2 SSE registers to multiply 4 pixels in one function call
with the hope that this will pipeline better.
http://bugzilla.openedhand.com/show_bug.cgi?id=1939
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
• Add the function name in the warning, since the text is the same in
both clutter_actor_raise() and clutter_actor_lower().
• If an actor has a name then prefer it to the type name.
OpenGL ES has no PBO extension, so we fallback to using a malloc'ed
buffer. Make sure the OpenGL-only defines don't leak into the OpenGL ES
compilation.
First, let's add a new public feature called, surprisingly,
COGL_FEATURE_PBOS to check the availability of PBOs and provide a
fallback path when running on older GL implementations or on OpenGL ES
In case the underlying OpenGL implementation does not provide PBOs, we
need a fallback path (a malloc'ed buffer). The CoglPixelBufer
constructors will instanciate a subclass of CoglBuffer that handles
map/unmap and set_data() with a malloc'ed buffer.
The public feature is useful to check before using set_data() on a
buffer as it will mean doing a memcpy() when not supporting PBOs (in
that case, it's better to create the texture directly instead of using a
CoglBuffer).
The only goal of using COGL buffers is to use them to create
textures. cogl_texture_new_from_buffer() is the new symbol to create
textures out of buffers.
This subclass of CoglBuffer aims at wrapping PBOs or other system
surfaces like DRM buffer objects. Two constructors are available:
cogl_pixel_buffer_new() with a size when you only care about the size of
the buffer (such a buffer can be used to store several texture data such
as the three planes of a I420 frame).
cogl_pixel_buffer_new_full() is more a 1:1 mapping between the data and
an underlying surface, with the possibility of having access to a low
level memory buffer that may have a stride.
Buffer objects are cool! This abstracts the buffer API first introduced
by GL_ARB_vertex_buffer_object and then extended to other objects.
The coglBuffer abstract class is intended to be the base class of all
the buffer objects, letting the user map() buffers. If the underlying
implementation does not support buffer objects (or only support VBO but
not FBO for instance), fallback paths should be provided.
The only way the user has to set the mipmap filters is through the
material/layer API. This API defaults to GL_LINEAR/GL_LINEAR for the max
and min filters. With the main use case of cogl being 2D interfaces, it
makes sense do default to GL_LINEAR for the min filter.
When creating new textures, we did not set any filter on them, using
OpenGL defaults': GL_NEAREST_MIPMAP_LINEAR for the min filter and
GL_LINEAR for the max filter. This will make the driver allocate memory
for the mipmap tree, memory that will not be used in the nominal case
(as the material API defaults to GL_LINEAR).
This patch tries to ensure that the min filter is set to GL_LINEAR
before any glTexImage*() call is done on the texture by setting the
filter when generating new OpenGL handles.
Some GL functions have a return value that the GE() macro is not able to
handle. Let's define a new Ge_RET() macro which will be able to handle
functions such as glMapBuffer().
While at it, removed the unused variadic dots to the GE() macro.
* animator-parser:
docs: Describe the Animation definition syntax
animator: Provide a ClutterScript parser
animator: Allow retrieving type property type from a key
script: Use a node when resolving an animation mode
The whole point of having the Animator class is that the developer can
describe a complex animation using ClutterScript. Hence, ClutterAnimator
should hook into the Script machinery and parse a specific description
format for its keys.
When asking a key for its target value we also ask the developer to pass
in an initialized GValue - but we don't make it easy to know the type of
the GValue. A developer has to ask the GObject class for the GParamSpec
and then initialize the GValue, instead.
Since we know the type of the GValue we should provide a getter for it.
We should also allow developers to throw at us GValue with compatible and
transformable types.
Finally, all the accessors should be constified.
Instead of taking a string and duplicating the "is it a string or an
integer" check in both Alpha and Animation, the function in
ClutterScript that resolves the animation mode values should take a
JsonNode and do all the checks it needs.
When we trashed the contents of the stencil buffer during
_cogl_path_fill_nodes we marked the clip stack state as dirty and expected
the clip stack code would clean up our glStencilFunc state.
The problem is that we only try and update the clip state during
_cogl_journal_init (when we flush the framebuffer state) which is only
called when the journal first gets something logged in it.
To make sure the stencil state is cleaned up we now also flush the journal
so _cogl_journal_init will be called for the next logged rectangle.
If we aren't syncing to vblank or if the last dispatch didn't cause a
redraw then the master clock will try to wait at least a small amount
of time before dispatching again. However if time goes backwards then
it would not do a dispatch until time catches up again. To fix this it
know just runs a dispatch immediately if time goes backwards.
This is related to Moblin bug #3839. There was a similar fix for this
in 9dc012c07, however that only fixed the case where timelines
wouldn't update. If there are no animations running then the master
clock won't even try updating timelines until time catches up.
http://bugzilla.o-hand.com/show_bug.cgi?id=1974
* origin/cwiiis-stage-resize:
[stage-x11] Set the default size differently
[stage] Set default size correctly
Revert "[x11] Don't set actor size on ConfigureNotify"
[x11] Don't set actor size on ConfigureNotify
[stage] Now that get_geometry works, use it
[stage-x11] make get_geometry always get geometry
[stage] Get the current size correctly
[stage] Set minimum width/height to 1x1
[stage] Add set/get_minumum_size
ClutterAnimator is a class for managing the animation of multiple
properties of multiple actors over time with keyframing of values.
The Animator class is meant to be used to effectively describe
animations using the ClutterScript definition format, and to construct
complex implicit animations from the ground up.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
We want to set the default size without triggering the layout machinary,
so change the window creation process slightly so we start with a
640x480 window.
Due to the way the new sizing works, clutter stage must set its size in
init (to maintain old behaviour) and the properties on the X11 stage
must be initialised to 1x1 so that it actually goes ahead with the
resize.
Fixes stages that aren't user resizable and have no size set from
appearing at 1x1.
Calling clutter_actor_set_size in response to ConfigureNotify makes
setting the size of the stage racy - the most common result of which
seems to be that you can't set the stage dimensions to anything less
than 640x480.
Instead, add a first_allocation bit to the private structure of the X11
stage and force the first resize (necessary or the default stage will be
a 1x1 window).
We want the actual window geometry in clutter_stage_set_minimum_size,
not the set size. Now that the geometry function has been changed to do
what it says, use it.
Now that we have a minimum size getter on the stage object, change
get_geometry to actually always return the geometry. This fixes stages
that are set as user-resizable appearing at 1x1 size.
This will need changing in other back-ends too.
Get the current size of the stage correctly in
clutter_stage_set_minimum_size. The get_geometry StageWindow function is
not equivalent of the current size, use clutter_actor_get_size().
This adds three new texture backends.
- CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced
which only supports a single texture and only works with the
GL_TEXTURE_2D target. The code is a lot simpler so it has a less
overheads than dealing with slices. Cogl will use this wherever
possible.
- CoglSubTexture: This is used to get a CoglHandle to represent a
subregion of another texture. The texture can be used as if it was a
standalone texture but it does not need to copy the resources.
- CoglAtlasTexture: This collects RGB and RGBA textures into a single
GL texture with the aim of reducing texture state changes and
increasing batching. The backend will try to manage the atlas and
may move the textures around to close gaps in the texture. By
default all textures will be placed in the atlas.
There was a typo in getting the height of the full texture to check
whether the sub region fits so that it was using the width
instead. This was causing crashes when debugging is enabled for some
apps.