Remove an useless assignment. The n_expand_children is not used outside
the extra_space check, and if n_expand_children is 0 then the extra
space we allocate is 0.
• Remove one unused variable.
• We ignore the result of get_timeline_internal() so we need to tell
the compiler that - though a better solution would be to split the
timeline implicit creation into its own function.
Do not de-reference a void*; use a temporary variable -- after
checking the contents of the pointer. This actually simplifies
the readability and avoids pulling a Lisp with the parentheses.
The function _cogl_get_max_texture_units is called quite often while
rendering and it returns a constant value so we might as well cache
the result. Calling glGetInteger on Mesa can be expensive because it
flushes a lot of state.
An initial pass over the Cogl source code using the Clang static
analysis tool flagged a few low hanging issues such as un-used variables
or redundant initializing of variables which this patch fixes.
All the cogl_rectangle* APIs normalize their input into into an array of
_CoglMutiTexturedRect rectangles and pass these on to our work horse;
_cogl_rectangles_with_multitexture_coords. The definition of
_CoglMutiTexturedRect had 4 separate float members, x_1, y_1, x_2 and
y_2 which meant for some common cases we were having to copy out from an
array into these members. We are now able to simply point into the users
array avoiding a copy which seems desirable when submiting lots of
rectangles.
This uses the G_GNUC_DEPRECATED macros to mark the
cogl_{texture,vertex_buffer,shader}_ref and unref APIs as deprecated.
Since this flagged that cogl-pango-display-list.c and
clutter-glx-texture-pixmap.c were still using deprecated _ref/_unref
APIs they have now been changed to use the cogl_handle_ref/unref API
instead.
The function prototypes for the primitives API were spread between
cogl-path.h and cogl-texture.h and should have been in a
cogl-primitives.h.
As well as shuffling the prototypes around into more sensible places
this commit splits the cogl-path API out from cogl-primitives.c into
a cogl-path.c
We've had complaints that our Cogl code/headers are a bit "special" so
this is a first pass at tidying things up by giving them some
consistency. These changes are all consistent with how new code in Cogl
is being written, but the style isn't consistently applied across all
code yet.
There are two parts to this patch; but since each one required a large
amount of effort to maintain tidy indenting it made sense to combine the
changes to reduce the time spent re indenting the same lines.
The first change is to use a consistent style for declaring function
prototypes in headers. Cogl headers now consistently use this style for
prototypes:
return_type
cogl_function_name (CoglType arg0,
CoglType arg1);
Not everyone likes this style, but it seems that most of the currently
active Cogl developers agree on it.
The second change is to constrain the use of redundant glib data types
in Cogl. Uses of gint, guint, gfloat, glong, gulong and gchar have all
been replaced with int, unsigned int, float, long, unsigned long and char
respectively. When talking about pixel data; use of guchar has been
replaced with guint8, otherwise unsigned char can be used.
The glib types that we continue to use for portability are gboolean,
gint{8,16,32,64}, guint{8,16,32,64} and gsize.
The general intention is that Cogl should look palatable to the widest
range of C programmers including those outside the Gnome community so
- especially for the public API - we want to minimize the number of
foreign looking typedefs.
OpenGL is an implementation detail for Cogl so it's not appropriate to
expose OpenGL extensions through the Cogl API.
Note: Clutter is currently still using this API, because it is still
doing raw GL calls in ClutterGLXTexturePixmap, so this introduces a
couple of (legitimate) build warnings while compiling Clutter.
This replaces code like this:
if (CLUTTER_ACTOR_IS_VISIBLE (self))
clutter_actor_queue_redraw (self);
with:
clutter_actor_queue_redraw (self);
clutter_actor_queue_redraw internally knows what can be optimized when
the actor is not visible, but it also knows that the queue_redraw signal
must always be sent in case a ClutterClone is cloning a hidden actor.
ClutterGroup::foreach was recently changed (ref: ce030a3fce) to use
g_list_foreach() to iterate the children instead of manually iterating
the list so it would safely handle calls like:
clutter_container_foreach (container, clutter_actor_destroy);
(In this example clutter_actor_destroy will result in the current
list item being iterated being freed.)
There is a lot of duplication between ClutterGroup and ClutterBox so
this makes the two files diff-able so that new fixes can easily be
ported to both and bug fixes missing in one or the other can be spotted
more easily. This doesn't change the behaviour of either actor; it's
really just a shuffle around of code and normalizes the coding style to
make the files comparable.
This has already uncovered one bug in ClutterBox, and also highlights
a bug in ClutterGroup + many other actors:
1) ClutterGroup::real_foreach was recently changed to use
g_list_foreach instead of manually iterating the child list so it can
safely handle calls like:
clutter_container_foreach (container, clutter_actor_destroy);
ClutterBox is still manually iterating the list.
2) In ClutterGroup we guard _queue_redraw() calls like this:
if (CLUTTER_ACTOR_IS_VISIBLE (container))
clutter_actor_queue_redraw (CLUTTER_ACTOR (container));
In ClutterBox we don't:
I think ClutterBox is correct here because
clutter_actor_queue_redraw already optimizes the case where the
actor's not visible, but it also considers that the actor may be
cloned and so the guard in ClutterGroup could break clones. This
actually highlights a wider clutter bug since the same kinds of
guards can be found in all other clutter actors.
The signbit macro is defined in C99 so it should be available but some
versions of GCC don't appear to define it by default. If it's not
available we can use a hack to test the bit directly.
If the stage associated to the InputDevice is not set we should
short-circuit out and return NULL. This will result in a pick()
done on the event's stage - if applicable.
http://bugzilla.moblin.org/show_bug.cgi?id=9602
Instead of returning a sub-pixel height round up the preferred height to
the nearest integral value that is not less than the size reported by
Pango, once converted in pixels.
This fixes some backwards logic for asserting that we have a GLX major
version == 1 and a minor version >= 2. (NB: Although we technically
depend on GLX 1.3 features, we still have to support drivers that report
GLX 1.2 because there are a lot of mesa drivers out there incorrectly
report GLX 1.2 even though they export extensions that depend on GLX
1.3)
A material layer can not be considered equal if it is using different
texture filtering modes. This was causing problems where rectangles
with different filters would end up batched together and then rendered
with the wrong filter mode.
If your OpenGL driver supports GLX_INTEL_swap_event that means when
glXSwapBuffers is called it returns immediatly and an XEvent is sent when
the actual swap has finished.
Clutter can use the events that notify swap completion as a means to
throttle rendering in the master clock without blocking the CPU and so it
should help improve the performance of CPU bound applications.
Some extensions only support GLX versions > 1.3 and may not support
old style X Windows as GLXDrawables, so we now create GLXWindows for
stages when possible.
Commit d2bdd3cb62 fixed some compiler warnings but also broke the
ability to create a stage. Although not having warnings from the
compiler is nice, it is also nice to be able to create a stage so lets
not invert the meaning of the error check.
The function modifies the pixels pointed by p in-place so the pointer
can not be constant. The compiler was accepting this because the
modification is done from inline assembler.
_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.
The reason why we have a dummy, offscreen Window when we create the
GLX context is that GLX does not like it when you ask the context for
features if it's not made current to a Drawable. Maybe in the future
it will allow us to do so, but right now we have to make do with what
GLX offers us.
In cogl_texture_new_from_file we create and own a temporary
bitmap. There's no need to copy this data if we need to do a premult
conversion so instead it just does conversion before passing it on to
cogl_texture_new_from_bitmap.
The Cogl atlas code was using _cogl_texture_prepare_for_upload with a
NULL pointer for the dst_bmp to determine the internal format of the
texture without converting the bitmap. It needs to do this to decide
whether the texture will go in the atlas before wasting time on the
conversion. This use of the function is a little confusing so that
part of it has been split out into a new function called
_cogl_texture_determine_internal_format. The code to decide whether a
premult conversion is needed has also been split out.
Bind ctrl-backspace and ctrl-del to functions that delete a word before
or after the cursor, respectively.
Selection does not affect the deletion, but current selection is
preserved. This mimicks GTK+ functionality in GtkTextView and GtkEntry.
http://bugzilla.openedhand.com/show_bug.cgi?id=1767
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The SDL API is far too limited for the windowing system needs of
Clutter; the status of the SDL backend was always experimental, and
since the Windows platform is supported by a native backend there is
no point in having the SDL backend around any more.
The Win32 backend now implements the create_context method which
creates a context and binds it to a 1x1 invisible window. That way
there will always be a context bound and the features can be retrieved
without creating the default stage. This reflects the changes in
1c6ffc8..b245d55 to the GLX backend.
Instead of using g_critical() inside the create_context() implementation
of the ClutterBackendGLX we should use the passed GError, so that the
error message can bubble up to the caller.
Instead of creating the default stage during initialization we can
now safely create it whenever clutter_stage_get_default() is called.
To maintain the invariant, the default stage is immediately realized
by Clutter itself.
Since we must guarantee that Cogl has a GL context to query, it is too
late to use the "dummy Window" trick from within the get_features()
virtual function implementation.
Instead, we can create a dummy Window from create_context() itself and
leave it around - basically trading a default stage with a dummy X
window.
We need to have the dummy X window around all the time so that the
GLX context can be selected and made current.
High level toolkits might wish to construct a PangoFontDescription and
then set it directly on a ClutterText actor proxy or sub-class.
ClutterText should have a :font-description property to set (and get)
the PangoFontDescription.
http://bugzilla.openedhand.com/show_bug.cgi?id=1960
Commit 92a375ab4 changed the initial value of max_texcoord_attrib_unit
to -1 so that it could disable the texture coord array for the first
texture unit when there are no texture coords used in the vbo. However
max_texcoord_attrib_unit was an unsigned value so this actually became
G_MAXUINT. The disabling loop at the bottom still worked because
G_MAXUINT+1==0 but the check for whether any texture unit is greater
than max_texcoord_attrib_unit was failing so it would always end up
disabling all texture units. This is now fixed by changing
max_texcoord_attrib_unit to be signed.
The commit ecbb7ce41a exposed some issues
when positioning the cursor with the mouse pointer: the selection is
not moved along with the cursor when inserting a single character or a
string.
Also, some freeze_notify() are called too early, leading to decoupling
from their respective thaw_notify().
http://bugzilla.openedhand.com/show_bug.cgi?id=1955
The documentation for ClutterGroup behaviour when setting an explicit
size is not accurate - or, actually, it was accurate by the time
ClutterGroup was first written but has been neglected in the following
release cycles.
To avoid confusion for new users of Clutter the documentation should be
slightly expanded, mentioning the exact semantics of ClutterGroup with
regards to: preferred size, explicitly set size and how to constrain the
visible area of a ClutterGroup to an explicitly set size.
Based on a patch by: Neil Roberts <neil@linux.intel.com>
When we disable the per-actor events delivery Clutter replicates the X11
implicit soft grab for motion events with off-stage. The implicit grab
is done whenever the pointer of a device leaves a window with a button
still pressed; with the implicit grab in place the window still receives
motion events even after the LeaveNotify - until the button is released.
The implicit grab is not honoured in the per-actor event deliver case,
though, so we have a mismatch between two in theory equivalent cases.
Luckily, the fix is pretty trivial: when we check for a motion event
with a stage set but without an actor set, and that has off-stage
coordinates, we arbitrarily set the source to be the stage of the event
and emit the pointer event.
When deciding if a material layer is equal it now compares the GL
target and texture number if the textures are not sliced. This is
needed to get batching across atlased textures.
Cogl accepts a pixel format for both the data in memory and the
internal format to be used for the texture. If they do not match then
it would convert them using the CoglBitmap functions before uploading
the data. However, GL also lets you specify both formats so it makes
more sense to let GL do the conversion. The driver may need the
texture in a specific format so it may end up being converted anyway.
The cogl_texture_upload_data functions have been removed and replaced
with a single function to prepare the bitmap. This will only do the
premultiplication conversion because that is the only part that GL
can't do directly.
The premult part of _cogl_convert_premult has now been split out as
_cogl_convert_premult_status. _cogl_convert_premult has been renamed
to _cogl_convert_format to make it less confusing. The premult
conversion is now done in-place instead of copying the
buffer. Previously it was copying the buffer once for the format
conversion and then copying it again for the premult conversion. The
premult conversion never changes the size of the buffer so it's quite
easy to do in place. We can also use the separated out function
independently.
The internal format of the atlas texture is still set to the
appropriate format so Cogl will disable blending for textures that are
intended to be RGB. This should end up ignoring the alpha channel from
the texture in the atlas. This makes the code slightly easier to
maintain and should also improve the chances of batching.
Since we're allowing allocation cycles saying that calling
queue_relayout() inside an allocation cycle "is not allowed" is kind of
confusing. We should say that "it is not recommended".
* device-manager: (37 commits)
x11: Re-enable XI1 extension keyboards
x11: Always handle core device events before XI events
docs: Documentation fixes for DeviceManager
device-manager: Fix the signals definition
docs: Add sections for InputDevice and DeviceManager
docs: Add clutter_input_device_get_device_name()
tests: Print out the device details on motion
Always register core devices
device: Remove unused is_default member
win32: Experimental implementation of device support
tests: Print the device name, as well as its Id
x11: Fill out the :name property of the InputDevices
device: Add the :name property to InputDevice
x11: Store core devices on the X11 Backend singleton
device: Unset the cursor actor when leaving the stage
device: Add pointer actor getter
x11: Discard the LeaveNotify for off-stage ButtonRelease
device: Do not overwrite the stage for an InputDevice
event: Off-stage button releases have a click count of 1
event: Scroll events do not have click count
...
Added a "selection-bound" notify on clutter_text_clear_selection as it
changes the value.
Added utility function clutter_text_set_positions, in order to
change both cursor position and selection bound inside a
g_object_[freeze/thaw]_notify block
Added g_object_[freeze/thaw]_notify in other functions that changes
both cursor position and selection bound
Solves http://bugzilla.openedhand.com/show_bug.cgi?id=1955
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 extension keyboard support in XInput 1.x is hopelessly broken.
Nevertheless, it's possible to use some bits of it, as we prefer the
core keyboard events to the XInput events, thus at least having proper
handling for X11 key events on the Stage window.
The XI 1.0 layer is complementary to the X11 core devices handling; this
means that core events will still be emitted for the core pointer and
keyboard devices, and that secondary (floating) devices should be
handled on top of that.
Thus, the XI event handling code should be executed (if explicitly
compiled in and enabled) if the core device events have not been parsed.
Note: this is going away with XI2, which completely replaces both core and
XI1 events.
Even with XInput support we should always register core devices. This
allows us to handle enter and leave events correctly on the Stage and
to have a working XInput 1.x support in Clutter.
Mostly lifted from the core pointer and keyboard X11 backend support.
The win32 backend registers two devices (a core pointer and a core
keyboard) and assigns them to the event structure when doing the
translation from native events to Clutter events.
Thanks to: Samuel Degrande <Samuel.Degrande@lifl.fr> for testing this
patch.
Instead of overloading the device id of 0 and 1 we should treat the core
devices as special, and have a pointer inside the X11 backend singleton
structure, for fast access.
When an InputDevice leaves a stage we set the stage member of
InputDevice to NULL. We should also unset the cursor_actor (as the
device is obviously not on an actor any more).
When the device re-enters the Stage the ENTER/LEAVE event generation
machinery will then be able to emit the ENTER event on the Stage.
If the user presses a button on a pointer device and then moves out the
Stage X11 will emit the following events:
LeaveNotify ➔ MotionNotify ... ➔ ButtonRelease ➔ LeaveNotify
The second LeaveNotify differs from the first by the state field.
Unfortunately, ClutterCrossingEvent doesn't have a modifier_state field
like other events, so we cannot provide a way for programmatically
distinguishing them from a Clutter perspective. This is also an X11-ism
we might not even want to replicate on every backend with sane
enter/leave semantics.
For this reason we should check inside the X11 event processing if the
pointer device has already left the Stage and ignore the second
LeaveNotify.
The Stage field of an InputDevice is set by the backend, whenever the
pointer enters or leaves the Stage. The Stage should not overwrite the
stage field for every event it processes.
The previous state for the device is used by the click count machinery
and we should not be overwriting it at every event; instead, we should
use a parallel storage for the current state coming from the windowing
system.
The device manager does not need to update the state of the devices
when the user has disabled the delivery of motion events to actors:
the events will always be delivered as they are to the stage.
The LEAVE/ENTER event pairs should be queued during the InputDevice
update process, when we change the actor under the device pointer.
This commit cleans up the event emission code inside clutter-main.c
and the logic of the event processing.
The InputDevice objects stores pointer coordinates, state, stage and
the actor under the cursor, so if the current backend provides us with
one attached to the Event structure then we want the InputDevice itself
to update its state and give us the ClutterActor underneath the
pointer's cursor.
Even when we are not using XInput we now have fallback devices; the
X11 backend should always assign the default devices when translating
the X events to Clutter events.
Use the device manager to store the input devices. Also, provide
two fallback devices when initializing the X11 backend: device 0
for the pointer and device 1 for the keyboard.
Previously the atlas textures were being created with whatever format
the first sub texture is in. Only three formats are supported so this
only matters if the first texture is a premultiplied alpha
texture. Instead it now masks out the premultiplied bit so that the
textures are always either RGB_888 or RGBA_8888.
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 uploading texture data it was just calling cogl_texture_set_data
on the large texture. This would attempt to convert the data to the
format of the large texture. All of the textures with alpha channels
are stored together regardless of whether they are premultiplied so
this was causing premultiplied textures to be unpremultiplied
again. It now just uploads the data ignoring the premult bit of the
format so that it only gets converted once.
With the atlas texture backend ensuring the mipmaps can make it become
a completely different texture which will have different texture
coordinates or may even be sliced. Therefore we need to ensure the
mipmaps before deciding which quads to log in the journal. This adds a
new private function to cogl-material which ensures the mipmaps if
needed.
The sub texture backend doesn't work well as a completely general
texture backend because for example when rendering with cogl_polygon
it needs to be able to tranform arbitrary texture coordinates without
reference to the other coordintes. This can't be done when the texture
coordinates are a multiple of one because sometimes the coordinate
should represent the left or top edge and sometimes it should
represent the bottom or top edge. For example if the s coordinates are
0 and 1 then 1 represents the right edge but if they are 1 and 2 then
1 represents the left edge.
Instead the sub-textures are now documented not to support coordinates
outside the range [0,1]. The coordinates for the sub-region are now
represented as integers as this helps avoid rounding issues. The
region can no longer be a super-region of the texture as this
simplifies the code quite a lot.
There are two new texture virtual functions:
transform_quad_coords_to_gl - This transforms two pairs of coordinates
representing a quad. It will return FALSE if the coordinates can
not be transformed. The sub texture backend uses this to detect
coordinates that require repeating which causes cogl-primitives
to use manual repeating.
ensure_non_quad_rendering - This is used in cogl_polygon and
cogl_vertex_buffer to inform the texture backend that
transform_quad_to_gl is going to be used. The atlas backend
migrates the texture out of the atlas when it hits this.
When calculating the next integer position for negative coordinates it
would not increment if the position is already a multiple of one so we
need to manually add one.
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.
Allow the user of the ClutterMedia interface to specify an external (as
in not multiplexed with the audio/video streams) location of a subtitle
stream.
Both the ::insert-text and ::delete-text are "action" signals, that is
signals that are safe to (and should) be emitted using g_signal_emit()
directly.
A timeline advancement might cause another timeline to be
destroyed, which will likely lead to a segmentation fault.
Before advancing the timelines we should take a reference
on them - just like we do for the stages before doing
event processing. This will prevent dispose() from running
until the end of the advancement.
http://bugzilla.openedhand.com/show_bug.cgi?id=1854
Apparently, calling g_set_prgname() multiple times is not allowed
anymore, and hence clutter_init_* calls should not do that. Though this
is really GLib's fault - and a massive nuisance for us - we should
prolly comply to avoid the test suite dying on us.
* animate-layout-manager:
layout-manager: Document the animation support
layout-manager: Rewind the timeline in begin_animation()
box-layout: Remove the allocations hash table
docs: Clean up the README file
layout: Let begin_animation() return the Alpha
box-layout: Add knobs for controlling animations
box-layout: Animate layout properties
layout: Add animation support to LayoutManager
Add ActorBox animation methods
Add a section inside the LayoutManager class API reference documenting,
with examples, how to implement animation support inside a layout
manager sub-class.
If the default implementation begin_animation() is called twice then we
should rewind the timeline, as well as updating its duration and the
easing mode of the alpha.
The BoxLayout uses a HashTable to map the latest stable allocation of
each child, in order to use that as the initial value during an
animation; this in spite of already having a perfectly valid per-child
storage as part of the layout manager: ClutterBoxChild.
The last stable allocation should be stored inside the ClutterBoxChild
instead of having it in the private data for ClutterBoxLayout. The
access remains O(1), since there is a 1:1 mapping between child and
BoxChild instances, but we save a little bit of memory and we avoid
keeping aroud allocations for old children.
* stage-use-alpha:
tests: Use accessor methods for :use-alpha
stage: Add accessors for :use-alpha
tests: Allow setting the stage opacity in test-paint-wrapper
stage: Premultiply the stage color
stage: Composite the opacity with the alpha channel
glx: Always request an ARGB visual
stage: Add :use-alpha property
materials: Get the right blend function for alpha
ClutterActor checks, when destroying and reparenting, if the parent
actor implements the Container interface, and automatically calls the
remove() method to perform a clean removal.
Actors implementing Container, though, might have internal children;
that is, children that are not added through the Container API. It is
already possible to iterate through them using the Container API to
avoid breaking invariants - but calling clutter_actor_destroy() on
these children (even from the Container implementation, and thus outside
of Clutter's control) will either lead to leaks or to segmentation
faults.
Clutter needs a way to distinguish a clutter_actor_set_parent() done on
an internal child from one done on a "public" child; for this reason, a
push/pop pair of functions should be available to Actor implementations
to mark the section where they wish to add internal children:
➔ clutter_actor_push_internal ();
...
clutter_actor_set_parent (child1, parent);
clutter_actor_set_parent (child2, parent);
...
➔ clutter_actor_pop_internal ();
The set_parent() call will automatically set the newly added
INTERNAL_CHILD private flag on each child, and both
clutter_actor_destroy() and clutter_actor_unparent() will check for the
flag before deciding whether to call the Container's remove method.
When beginning a new animation for a LayoutManager, the implementation
should return the ClutterAlpha used. This allows controlling the
timeline and/or modifying the animation parameters on the fly.
ClutterLayoutManager does not have any state associated with it, and
defers all the state to its sub-classes.
The BoxLayout is thus in charge of controlling:
• whether or not animations should be used
• the duration of the animation
• the easing mode of the animation
By adding three new properties:
• ClutterBoxLayout:use-animations
• ClutterBoxLayout:easing-duration
• ClutterBoxLayout:easing-mode
And their relative accessors pairs we can make BoxLayout decide whether
or not, and with which parameters, call the begin_animation() method of
ClutterLayoutManager.
The test-box-layout has been modified to reflect this new functionality,
by checking the key-press event for the 'a' key symbol to toggle the use
of animations.
Use the newly added animation support inside LayoutManager to animate
between state changes of the BoxLayout properties.
The implementation is based on equivalent code from Mx, written by:
Thomas Wood <thomas.wood@intel.com>
In order to animate a fluid layout we cannot use the common animation
code paths as they will override the size request and allocation paths
that are handled by the layout manager itself.
One way to introduce animations in the allocation sequence is to use a
Timeline and an Alpha to compute a progress value and then use that
value to interpolate an ActorBox between the initial and final states of
the animation - with the initial state being the last allocation of the
child prior to the animation start, and the final state the allocation
of the child at the end; for every frame of the Timeline we then queue a
relayout on the layout manager's container, which will result in an
animation.
ClutterLayoutManager is the most likely place to add a generic API for
beginning and ending an animation, as well as the place to provide a
default code path to create the ancillary Timeline and Alpha instances
needed to drive the animation.
A LayoutManager sub-class will need to:
• call clutter_layout_manager_begin_animation() whenever it should
animate between two states, for instance: whenever a layout property
changes value;
• eventually override begin_animation() and end_animation() in case
further state needs to be set up, and then chain up to the default
implementation provided by LayoutManager;
• if a completely different implementation is required, the layout
manager sub-class should override begin_animation(), end_animation()
and get_animation_progress().
Inside the allocate() implementation the sub-class should also
interpolate between the last known allocation of a child and the newly
computed allocation.
ClutterActorBox should have an interpolate() method that allows to
compute the intermediate values between two states, given a progress
value, e.g.:
clutter_actor_box_interpolate (start, end, alpha, &result);
Another utility method, useful for layout managers, is a modifier
that clamps the members of the actor box to the nearest integer
value.
When getting signals from higher level toolkits, occasionally
one wants access to the underlying event; say for a Button
widget's "clicked" signal, to get the keyboard state.
Rather than having all of the highlevel widgets emit
ClutterEvent just for the more unusual use cases,
add a global function to access the event state.
http://bugzilla.openedhand.com/show_bug.cgi?id=1888
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Old-style X11 terminals require that even modern X11 send KeyPress
and KeyRelease pairs when auto-repeating. For this reason modern(-ish)
API like XKB has a way to detect auto-repeat and do a single KeyRelease
at the end of a KeyPress sequence.
The newly added check emulates XKB's detectable auto-repeat by peeking
the next event after a KeyRelease and checking if it's a KeyPress for
the same key and timestamp - and then ignoring the KeyRelease if it
matches.
If a Stage has been set to use a foreign Window then Clutter should not
be managing it; calling XWithdrawWindow and XMapWindow should be
reserved to the windows we manage ourselves.
Some actor implementation might avoid imposing any layout on their
children. The Actor base class usually assumes some sort of layout
management is in place, so it will queue relayouts when, for instance,
an actor is shown or is hidden. If the parent of the actor does not
impose any layout, though, showing or hiding one of its children will
not affect the layout of the others.
An example of this kind of container is ClutterGroup.
By adding a new Actor flag, CLUTTER_ACTOR_NO_LAYOUT, and by making
the Group actor set it on itself, the Actor base class can now decide
whether or not to queue a relayout. The flag is not meant to be used
by application code, and should only be set when implementing a new
container.
http://bugzilla.openedhand.com/show_bug.cgi?id=1838
When the texture is in the atlas, ensuring the mipmaps can effectively
make it become a completely different texture so we should do this
before getting the GL handle.
Mipmaps don't work very well in the current atlas because there is not
enough padding between the textures. If ensure_mipmaps is called it
will now create a new texture and migrate the atlased texture to
it. It will use the same blit mechanism as when migrating so it will
try to use an FBO for a fast blit. However if this is not possible it
will end up downloading the data for the entire atlas which is not
ideal.
When reorganizing the textures, we can avoid downloading the entire
texture data if we bind the source texture in a framebuffer object and
copy the destination using glCopyTexSubImage2D. This is also
implemented using a much faster path in Mesa.
Currently it is calling the GL framebuffer API directly but ideally it
would use the Cogl offscreen API. However there is no way to tell Cogl
not to create a stencil renderbuffer which seems like a waste in this
situation.
If FBOs are not available it will fallback to reading back the entire
texture data as before.
This adds a 'dump-atlas-image' debug category. When enabled, CoglAtlas
will use Cairo to create a png which visualizes the leaf rectangles of
the atlas.
This adds an 'atlas' category to the COGL_DEBUG environment
variable. When enabled Cogl will display messages when textures are
added to the atlas and when the atlas is reorganized.
When space can't be found in the atlas for a new texture it will now
try to reorganize the atlas to make space. A new CoglAtlas is created
and all of the textures are readded in decreasing size order. If the
textures still don't fit then the size of the atlas is doubled until
either we find a space or we reach the texture size limits. If we
successfully find an organization that fits then all of the textures
will be migrated to a new texture. This involves copying the texture
data into CPU memory and then uploading it again. Potentially it could
eventually use a PBO or an FBO to transfer the image without going
through the CPU.
The algorithm for laying out the textures works a lot better if the
rectangles are added in order so we might eventually want some API for
creating multiple textures in one go to avoid reorganizing the atlas
as far as possible.
This adds a CoglAtlas type which is a data structure that keeps track
of unused sub rectangles of a larger rectangle. There is a new atlased
texture backend which uses this to put multiple textures into a single
larger texture.
Currently the atlas is always sized 256x256 and the textures are never
moved once they are put in. Eventually it needs to be able to
reorganise the atlas and grow it if necessary. It also needs to
migrate the textures out of the atlas if mipmaps are required.
clutter_actor_get_preferred_width/height currently caches only one size
requests, for a given height / width.
It's common for a layout manager to call get_preferred_width with 2
different heights during the same allocation cycle. Typically once in
the size request, once in the allocation. If
clutter_actor_get_preferred_width is called
alternatively with 2 different for_height, the cache is totally
inefficient, and we end up always querying the actor size even
when the actor does not need a re-allocation.
http://bugzilla.openedhand.com/show_bug.cgi?id=1876
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Fix a copy-and-paste thinko where the cell size was computed using the
minimum size instead of the natural size. For actors with a minimum size
of zero, like Textures, this implied always a zero allocation.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This is an optimised version of CoglTexture2DSliced that always deals
with a single texture and always uses the GL_TEXTURE_2D
target. cogl_texture_new_from_bitmap now tries to use this backend
first. If it can't create a texture with that size then it falls back
the sliced backend.
cogl_texture_upload_data_prepare has been split into two functions
because the sliced backend needs to know the real internal format
before the conversion is performed. Otherwise the converted bitmap
will be wasted if the backend can't support the size.
This provides a way to upload the entire data for a texture without
having to first call glTexImage and then glTexSubImage. This should be
faster especially with indirect rendering where it would needlessy
send the data for the texture twice.
new_from_data and new_from_file can be implemented in terms of
new_from_bitmap so it makes sense to move these to cogl-texture rather
than having to implement them in every texture backend.
This adds a new texture backend which represents a sub texture of a
larger texture. The texture is created with a reference to the full
texture and a set of coordinates describing the region. The backend
simply defers to the full texture for all operations and maps the
coordinates to the other range. You can also use coordinates outside
the range [0,1] to create a repeated version of the full texture.
A new public API function called cogl_texture_new_from_sub_texture is
available to create the sub texture.
The CoglTextureSliceCallback function pointer now takes const pointers
for the texture coordinates. This makes it clearer that the callback
should not modify the array and therefore the backend can use the same
array for both sets of coords.
Given a region of texture coordinates this utility invokes a callback
enough times to cover the region with a subregion that spans the
texture at most once. Eg, if called with tx1 and tx2 as 0.5 and 3.0 it
it would invoke the callback with:
0.5,1.0 1.0,2.0 2.0,3.0
Manual repeating is needed by all texture backends regardless of
whether they can support hardware repeating because when Cogl calls
the foreach_sub_texture_in_region method then it sets the wrap mode to
GL_CLAMP_TO_EDGE and no hardware repeating is possible.
In _cogl_multitexture_quad_single_primitive we use a wrap mode of
GL_CLAMP_TO_EDGE if the texture coordinates are all in the range [0,1]
or GL_REPEAT otherwise. This is to avoid pulling in pixels from either
side when using GL_LINEAR filter mode and rendering the entire
texture. Previously it was checking using the unconverted texture
coordinates. This is ok unless the texture backend is radically
transforming the texture coordinates, such as in the sub texture
backend where the coordinates may map to something completely
different. We now check whether the coordinates are in range after
converting them.
Most of the fields that were previously in CoglTexture are specific to
the implementation of CoglTexture2DSliced so they should be placed
there instead. For example, the 'mipmaps_dirty' flag is an
implementation detail of the ensure_mipmaps function so it doesn't
make sense to force all texture backends to have this function.
Other fields such as width, height, gl_format and format may make
sense for all textures but I've added them as virtual functions
instead. This may make more sense for a sub-texture backend for
example where it can calculate these based on the full texture.
The CoglTexture struct previously contained some fields which are only
used to upload data such as the CoglBitmap and the source GL
format. These are now moved to a separate CoglTextureUploadData struct
which only exists for the duration of one of the cogl_texture_*_new
functions. In cogl-texture there are utility functions which operate
on this new struct rather than on CoglTexture directly.
Some of the fields that were previously stored in the CoglBitmap
struct are now copied to the CoglTexture such as the width, height,
format and internal GL format.
The rowstride was previously stored in CoglTexture and this was
publicly accessible with the cogl_texture_get_rowstride
function. However this doesn't seem to be a useful function because
there is no need to use the same rowstride again when uploading or
downloading new data. Instead cogl_texture_get_rowstride now just
calculates a suitable rowstride from the format and width of the
texture.
Commit 558b17ee1e added support for rectangle textures to the
framebuffer code. Under GLES there is no GL_TEXTURE_RECTANGLE_ARB
definition so this was breaking the build. The rest of Cogl uses
ifdef's around that constant so we should do the same here.
• The debug flags are pre-processor ones, so they should be listed
inside AM_CPPFLAGS.
• Clutter's publicly exported symbols match the following regular
expression:
^(clutter|cogl|json)_*
The old one also listed "pango" as a possible prefix, but the
Pango API is now under the Cogl namespace.
We need to add the row-spacing value when calculating the y position for lines
of actors in horizontal flowing layouts.
Similarly we need to add the col-spacing value when calculating the x posution
for actors in vertical flowing layouts.
When requesting the GLXFBConfig for creating the GLX context, we should
always request one that links to an ARGB visual instead of a plain RGB
one.
By using an ARGB visual we allow the ClutterStage:use-alpha property to
work as intended when running Clutter under a compositing manager.
The default behaviour of requesting an ARGB visual can be disabled by
using the:
CLUTTER_DISABLE_ARGB_VISUAL
Environment variable.
The ClutterStage:use-alpha property is used to let a stage know that it
should honour the alpha component of the ClutterStage:color property.
If :use-alpha is set to FALSE the stage always uses the full opacity
when clearing itself before a paint(); otherwise, the alpha value is
used.
The correct blend function for the alpha channel is:
GL_ONE, GL_ONE_MINUS_SRC_ALPHA
As per bug 1406. This fix was dropped when the switch to premultiplied
alpha was merged.
* text-direction:
docs: Add text-direction accessors
Set the default language on the Pango context
actor: Set text direction on parenting
tests: Display the index inside text-box-layout
box-layout: Honour :text-direction
text: Dirty layout cache on text direction changes
actor: Add :text-direction property
Use the newly added ClutterTextDirection enumeration
Add ClutterTextDirection enumeration
The ClutterLayoutMeta instances should be created on demand, whenever
the layout manager needs them - if the layout manager supports layout
properties.
This removes the requirement to call add_child_meta() and
remove_child_meta() on add and remove respectively; it also simplifies
the implementation of LayoutManager sub-classes since we can add
fallback code in the base abstract class.
Eventually, this will also lead to an easier to implement ClutterScript
parser for layout properties.
With the new scheme, the ClutterLayoutMeta instance is created whenever
the layout manager tries to access it; if there isn't an instance
already attached to the container's child, one is created -- assuming
that the LayoutManager sub-class has overridden the
get_child_meta_type() virtual function and it's returning a valid GType.
We can also provide a default implementation for create_child_meta(),
by getting the GType and instantiating a ClutterLayoutMeta with all the
fields already set. If the layout manager requires more work then it can
obviously override the default implementation (and even chain up to it).
The ClutterBox actor has been updated, as well as the ClutterBoxLayout
layout manager, to take advantage of the changes of LayoutManager.
The colour test for the stage in _clutter_do_pick checks for white to
determine whether the stage was picked but since 47db7af4d we were
setting the colur to black. This usually worked because the id of the
default stage ends up being 0 which equates to black. However if a
second stage is created then it will always end up picking the first
stage.
We currently enable blending if the material colour has
transparency. This patch makes it also enable blending if any of the
lighting colours have transparency. Arguably this isn't neccessary
because we don't expose any API to enable lighting so there is no
bug. However it is currently possible to enable lighting with a direct
call to glEnable and this otherwise works so it is a shame not to have
it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1907
The stage's pick id can be written to the framebuffer when we call
cogl_clear so there's no need for the stage to also chain up in it's pick
function resulting in clutter-actor.c also emitting a rectangle for the
stage.
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.
Code that previously did:
cogl_push_draw_buffer ();
cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
/* draw */
cogl_pop_draw_buffer ();
should now be re-written as:
cogl_push_framebuffer (buffer);
/* draw */
cogl_pop_framebuffer ();
As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
Instead of storing an enum with the backend type for each texture and
then using a switch statement to decide which function to call, we
should store pointers to all of the functions in a struct and have
each texture point to that struct. This is potentially slightly faster
when there are more backends and it makes implementing new backends
easier because it's more obvious which functions have to be
implemented.
cogl_offscreen_new_to_texture previously bailed out if the given texture's
GL target was anything but GL_TEXTURE_2D, but it now also allows
foreign GL_TEXTURE_RECTANGLE_ARB textures.
Thanks to Owen for reporting this issue, ref:
https://bugzilla.gnome.org/show_bug.cgi?id=601032
cogl_material_copy can be used to create a new CoglHandle referencing a copy
of some given material.
From now on we will advise that developers always aim to use this function
instead of cogl_material_new() when creating a material that is in any way
derived from another.
By using cogl_material_copy, Cogl can maintain an ancestry for each material
and keep track of "similar" materials. The plan is that Cogl will use this
information to minimize the cost of GPU state transitions.
This function was #if 0'd before we released Clutter 1.0 so there's no
implementation of it. At some point we thought it might assist with
developers breaking out into raw OpenGL. Breaking out to raw GL is a
difficult problem though so we decided instead we will wait for a specific
use case to arrise before trying to support it.
Actors, unlike objects, can effectively go away whilst being
animated - usually because of an explicit destoy().
The Animation created by clutter_actor_animate() and friends
should keep a weak reference on the actor and eventually
get rid of the animation itself in case the actor goes away
whilst being animated.
_cogl_material_get_layer expects a CoglMaterial* pointer but it was
being called with a CoglHandle. This doesn't matter because the
CoglHandle is actually just the CoglMaterial* pointer anyway but it
breaks the ability to change the _cogl_material_pointer_from_handle
macro.
• Use the same style for the Cogl API reference as the one used for
the Clutter API reference.
• Fix the introspection annotations for cogl_bitmap_get_size_from_file()
The imported Mesa matrix code has some documentation annotations
that make gtk-doc very angry. Since it's all private anyway we
can safely make gtk-doc ignore the offending stuff.
$(COGL_DRIVER)/cogl-defines.h is generated in the configure script so
it ends up in the build directory. Therefore the build rule for
cogl/cogl-defines.h should depend on the file in $(builddir) not
$(srcdir).
The deprecation notices in gtk-doc should also refer to the
release that added the deprecation, and if the deprecated
symbol has been replaced by something else then the new symbol
should be correctly referenced.
The main COGL header cogl.h is currently created at configure time
because it conditionally includes the driver-dependent defines. This
sometimes leads to a stale cogl.h with old definitions which can
break the build until you clean out the whole tree and start from
scratch.
We can generate a stable cogl-defines.h at build time from the
equivalent driver-dependent header and let cogl.h include that
file instead.
_cogl_feature_check expects the array of function names to be
terminated with a NULL pointer but I forgot to add this. This was
causing crashes depending on what happened to be in memory after the
array.
For VBOs, we don't need to check for the extension if the GL version
is greater than 1.5. Non-power-of-two textures are given in 2.0.
We could also assume shader support in GL 2.0 except that the function
names are different from those in the extension so it wouldn't work
well with the current mechanism.
Previously if you need to depend on a new GL feature you had to:
- Add typedefs for all of the functions in cogl-defines.h.in
- Add function pointers for each of the functions in
cogl-context-driver.h
- Add an initializer for the function pointers in
cogl-context-driver.c
- Add a check for the extension and all of the functions in
cogl_features_init. If the extension is available under multiple
names then you have to duplicate the checks.
This is quite tedious and error prone. This patch moves all of the
features and their functions into a list of macro invocations in
cogl-feature-functions.h. The macros can be redefined to implement all
of the above tasks from the same header.
The features are described in a struct with a pointer to a table of
functions. A new function takes the feature description from this
struct and checks for its availability. The feature can take a list of
extension names with a list of alternate namespaces (such as "EXT" or
"ARB"). It can also detect the feature from a particular version of
GL.
The typedefs are now gone and instead the function pointer in the Cogl
context just directly contains the type.
Some of the functions in the context were previously declared with the
'ARB' extension. This has been removed so that now all the functions
have no suffix. This makes more sense when the extension could
potentially be merged into GL core as well.
There is a new internal Cogl function called _cogl_check_driver_valid
which looks at the value of the GL_VERSION string to determine whether
the driver is supported. Clutter now calls this after the stage is
realized. If it fails then the stage is marked as unrealized and a
warning is shown.
_cogl_features_init now also checks the version number before getting
the function pointers for glBlendFuncSeparate and
glBlendEquationSeparate. It is not safe to just check for the presence
of the functions because some drivers may define the function without
fully implementing the spec.
The GLES version of _cogl_check_driver_valid just always returns TRUE
because there are no version requirements yet.
Eventually the function could also check for mandatory extensions if
there were any.
http://bugzilla.openedhand.com/show_bug.cgi?id=1875
We can not process events for a stage that has been destroyed so we
should make sure that the events for the stage are removed from the
global event queue during dispose.
http://bugzilla.openedhand.com/show_bug.cgi?id=1882
Both ClutterAlpha:mode and ClutterAnimation:mode can be defined using:
• an integer id
• the "nick" field of the AnimationMode GEnumValue
• a custom, tweener-like string
All these methods should be documented.
Like in ClutterAlpha, ClutterAnimation:mode must be overridden when
parsing a Script definition, as we accept both a numeric id and the
string id for easing modes.
When _cogl_add_path_to_stencil_buffer is used to draw a path we don't
need to clear the entire stencil buffer. Instead it can clear just the
bounding box of the path. This adds an extra parameter called
'need_clear' which is only set if the stencil buffer is being used for
clipping.
http://bugzilla.openedhand.com/show_bug.cgi?id=1829
When the text direction changes we should evict the cached layouts
to avoid stale entries in case the direction change produces a layout
with the same size.
Every actor should have a property for retrieving (and setting) the
text direction.
The text direction is used to provide a consisten behaviour in both
left-to-right and right-to-left languages. For instance, ClutterText
should perform key navigation following text direction. Layout
managers should also take into account text direction to derive the
right packing order for their children.
Instead of using PangoDirection directly we should use the
ClutterTextDirection enumeration.
We also need a pair of accessor functions for setting and
getting the default text direction.
This fixes a warning about an uninitialised value. It could also
potentially fix some crashes for example if the enable_flags value
happened to include a bit for enabling a vertex array if no vertex
buffer pointer was set.
While loading a JPEG from disk (with clutter_texture_new_from_file),
I got the following:
<Error>: CGBitmapContextCreate: unsupported parameter combination: 8
integer bits/component; 24 bits/pixel; 3-component colorspace;
kCGImageAlphaNone; 3072 bytes/row.
<Error>: CGContextDrawImage: invalid context
Looking around, I found that CGBitmapContextCreate can't make 24bpp
offscreen pixmaps without an alpha channel...
This fixes the bug, and seems to not break other things...
http://bugzilla.openedhand.com/show_bug.cgi?id=1159
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Apple where nice and changed API between releases. This patch checks the
version of the compilation environment and tries to use the right parameter
type.
http://bugzilla.openedhand.com/show_bug.cgi?id=1866
In the new Clutter world backend stage implementations should be lightweight
objects implementing the ClutterStageWindow interface and not ClutterActor
subclasses.
This patch performs various cut-n-pastes to acheive that for the OSX backend
http://bugzilla.openedhand.com/show_bug.cgi?id=1864
ClutterBehaviour should implement the Scriptable interface
and parse ClutterAlpha when implicitly defined, instead of
having this ad hoc code inside ClutterScriptParser itself.
After all, only ClutterBehaviour supports Alpha defined
implicitly.
The ClutterScriptParser should do most of the heavy-lifting for
parsing a JSON object member defining another JSON object into
a GObject property defined using a GParamSpecObject.
cogl_clip_push, and cogl_clip_push_window_rect which are now deprecated were
used in various places internally so this just switches to using the
replacement functions.
cogl_clip_push() which accepts a rectangle in model space shouldn't have
been defined to take x,y,width,height arguments because this isn't consistant
with other Cogl API dealing with model space rectangles. If you are using a
coordinate system with the origin at the center and the y+ extending up,
then x,y,width,height isn't as natural as (x0,y0)(x1,y1). This API has
now been replace with cogl_clip_push_rectangle()
(As a general note: the Cogl API should only use the x,y,width,height style
when the appropriate coordinate space is defined by Cogl to have a top left
origin. E.g. window coordinates, or potentially texture coordinates)
cogl_clip_push_window_rect() shouldn't have been defined to take float
arguments since we only clip with integral pixel precision. We also
shouldn't have abbreviated "rectangle". This API has been replaced with
cogl_clip_push_window_rectangle()
cogl_clip_ensure() wasn't documented at all in Clutter 1.0 and probably
no one even knew it existed. This API isn't useful, and so it's now
deprecated. If no one complains we may remove the API altogether for
Clutter 1.2.
cogl_clip_stack_save() and cogl_clip_stack_restore() were originally added
to allow us to save/restore the clip when switching to/from offscreen
rendering. Now that offscreen draw buffers are defined to own their clip
state and the state will be automatically saved and restored this API is now
redundant and so deprecated.
For a long time now the GLES driver for Cogl has supported a fallback
scanline rasterizer for filling paths when no stencil buffer is available,
but now that we build the same cogl-primitives code for GL and GLES I
thought it may sometimes be useful for debugging to force Cogl to use the
scanline rasterizer instead of the current stencil buffer approach.
In order to know if a layout property exists and retrieve its
description in form of a GParamSpec, we need a wrapper API inside
ClutterLayoutManager. This allows introspecting a LayoutManager
sub-class and eventually serialize and deserialize it.
The ClutterScript parser needs to be extended to parse child properties
and apply them after an actor has been added to a container. In order to
distinguish child properties from regular GObject properties we can use
the "child::" prefix, e.g.:
{
"type" : "ClutterRectangle",
"id" : "child-01",
"child::has-focus" : true,
...
}
Parsing child properties can be deferred to the ClutterScriptable
interface, just like regular properties.
These files were practically identical, except the gles code had additional
support for filling paths without a stencil buffer. All the driver code has
now been moved into cogl/cogl-primitives.c
All the ClutterColor parsing rules should be coalesced inside
clutter_script_parse_color(): object, array and string notations
are the canonical ways of defining a ClutterColor inside a
ClutterScript definition. Having a single function in charge of
the parsing cleans up the code.
Currently, ClutterScriptParser will construct the object (using the
construct-only and construct parameters), apply the properties from
the ClutterScript definition, and eventuall will add children and
behaviours.
The construction phase should be more compartimentalized: the objects
should be constructed first and eventual children and behaviours
added. Then, once an object is requested or when the parsing process
has terminated, all the properties should be applied.
This change allows us to set up the actors before setting their
non-construct properties.
ClutterScript is currently a mix of parser-related code and
the ClutterScript object. All the parser-related code should
be moved inside a private class, ClutterScriptParser, inheriting
from JsonParser.
Instead of counting on a JsonNode pointer to survive we should take
a copy. This allows keeping unresolved properties across different
ClutterScript passes.
It's useful when initialzing offscreen draw buffers to be able to ask
Cogl to create a texture of a given size and with the default internal
pixel format.
When rendering to an fbo for supporting clutter_texture_new_from_actor we
render to an fbo with the same size as the source actor, but with a viewport
the same size as the stage. We offset the viewport so when we render the
source actor in its normal transformed stage position it lands on the fbo.
Previously we were rounding the transformed position given as a float by
truncating the fraction (just using a C cast) but that resulted in an
incorrect pixel offset when rendering offscreen depending on the source
position.
We now simply + 0.5 before casting (or -0.5 for negative numbers)
For supporting clutter_texture_new_from_actor(): when updating a
ClutterTexture's fbo we previously set up an offset frustum in the
perspective matrix before rendering source actors to an offscreen draw
buffer so as to give a perspective as if it were being drawn at its
original stage location.
Now that Cogl supports offset viewports there is a simpler way...
When we come to render the source actor to our offscreen draw buffer we
now copy the projection matrix from the stage; we create a viewport
that's also the same size as the stage (though larger than the offscreen
draw buffer) and as before we apply the modelview transformations of
the source actors ancestry before painting it.
The only trick we need now is to offset the viewport according to the
transformed (to screen space) allocation of the source actor (something we
required previously too). We negatively offset the stage sized viewport
such that the smaller offscreen draw buffer is positioned to sit underneath
the source actor in stage coordinates.
To help keep clutter_texture_paint maintainable this splits out a big
chunk of standalone code that's responsible for updating the fbo when
clutter_texture_new_from_actor has been used.
When updating the FBO for a source actor (to support
clutter_texture_new_from_actor()) we used to simply set an offscreen draw
buffer to be current, paint the source actor and then explicitly set the
window to be current again. This precluded chaining texture_new_from_actor
though because updating another FBO associated with a source actor would end
up restoring the window as the current buffer instead of the previous
offscreen buffer. Now that we use Cogl's draw buffer stack; chaining
clutter_texture_new_from_actor() should be possible.
Before we call glViewport we need to convert Cogl viewport coordinates
(where the origin is defined to be top left) to OpenGL coordinates
(where the origin is defined to be bottom left)
We weren't considering that offscreen rendering is always upside down
and in this case Cogl coordinates == OpenGL coordinates.
Firstly this now uses the draw buffer height not the viewport height
when we need to perform a y = height - y conversion, since (as the
name suggests) we are dealing with window coordinates not viewport
coordinates.
Secondly this skips any conversion when the current draw buffer is an
offscreen draw buffer since offscreen rendering is always forced to be
upside down and in this case Cogl window coordinates == GL window
coordinates.
This new API takes advantage of the recently imported Mesa code to support
inverse matrix calculation. The matrix code keeps track (via internal
flags) of the transformations a matrix represents so that it can select an
optimized inversion function.
Note: although other aspects of the Cogl matrix API have followed a similar
style to Cairo's matrix API we haven't added a cogl_matrix_invert API
because the inverse of a CoglMatrix is actually cached as part of the
CoglMatrix structure meaning a destructive API like cogl_matrix_invert
doesn't let users take advantage of this caching design.
This adds a COGL_DEBUG=matrices debug option that can be used to trace all
matrix manipulation done using the Cogl API. This can be handy when you
break something in such a way that a trace is still comparable with a
previous working version since you can simply diff a log of the broken
version vs the working version to home in on the bug.
This pulls in code from Mesa to improve our matrix manipulation support. It
includes support for calculating the inverse of matrices based on top of a
matrix categorizing system that allows optimizing certain matrix types.
(the main thing we were after) but also adds some optimisations for
rotations.
Changes compared to the original code from Mesa:
- Coding style is consistent with the rest of Cogl
- Instead of allocating matrix->m and matrix->inv using malloc, our public
CoglMatrix typedef is large enough to directly contain the matrix, its
inverse, a type and a set of flags.
- Instead of having a _math_matrix_analyse which updates the type, flags and
inverse, we have _math_matrix_update_inverse which essentially does the
same thing (internally making use of _math_matrix_update_type_and_flags())
but with additional guards in place to bail out when the inverse matrix is
still valid.
- When initializing a matrix with the identity matrix we don't immediately
initialize the inverse matrix; rather we just set the dirty flag for the
inverse (since it's likely the user won't request the inverse of the
identity matrix)
Because Cogl defines the origin for texture as top left and offscreen draw
buffers can be used to render to textures, we (internally) force all
offscreen rendering to be upside down. (because OpenGL defines the origin
to be bottom left)
By forcing the users scene to be rendered upside down though we also reverse
the winding order of all the drawn triangles which may interfere with the
users use of backface culling. This patch ensures that we reverse the
winding order for a front face (if culling is in use) while rendering
offscreen so we don't conflict with the users back face culling.
The debugging function read_pixels_to_file() and _clutter_do_pick were both
directly calling glReadPixels, but we don't wan't Clutter making direct
OpenGL calls and Cogl provides a suitable alternative. It also means
read_pixels_to_file() doesn't need to manually flip the data read due to
differences in Clutter/Cogl coordinate systems.
Technically this change shouldn't make a difference since we are
calling glReadPixels with GL_RGBA GL_UNSIGNED_BYTE which is a 4
byte format and it should always result in the same value according
to how OpenGL calculates the location of sequential rows.
i.e. k = a/s * ceil(snl/a) where:
a = alignment
s = component size (1)
n = number of components per pixel (4)
l = number of pixels in a row
gives:
k = 4/1 * ceil(4l/4) and k = 1/1 * ceil(4l/1) which are equivalent
I'm changing it because I've seen i915 driver code that bails out of
hardware accelerated paths if the alignment isn't 1, and because
conceptually we have no alignment constraints here so even if the current
value has no effect, when we start reading back other formats it may upset
things.
We were previously calling cogl_flush() after setting up the glPixelStore
state for calling glReadPixels, but flushing the journal could itself
change the glPixelStore state.
Since offscreen rendering is forced to be upside down we don't need to do
any conversion of the users coordinates to go from Cogl window coordinates
to OpenGL window coordinates.
Since we do all offscreen rendering upside down (so that we can have the
origin for texture coordinates be the top left of textures for the cases
where offscreen draw buffers are bound to textures) we don't need to flip
data read back from an offscreen framebuffer before we we return it to the
user.
I was originally expecting the code not to handle offset viewports or
viewports with a different size to the framebuffer, but it turns out the
code worked fine. In the process though I think I made the code slightly
more readable.
cogl_viewport only accepted a viewport width and height, but there are times
when it's also desireable to have a viewport offset so that a scene can be
translated after projection but before hitting the framebuffer.
Because Cogl defines the origin of viewport and window coordinates to be
top-left it always needs to know the size of the current window so that Cogl
window/viewport coordinates can be transformed into OpenGL coordinates.
This also fixes cogl_read_pixels to use the current draw buffer height
instead of the viewport height to determine the OpenGL y coordinate to use
for glReadPixels.
First a few notes about Cogl coordinate systems:
- Cogl defines the window origin, viewport origin and texture coordinates
origin to be top left unlike OpenGL which defines them as bottom left.
- Cogl defines the modelview and projection identity matrices in exactly the
same way as OpenGL.
- I.e. we believe that for 2D centric constructs: windows/framebuffers,
viewports and textures developers are more used to dealing with a top left
origin, but when modeling objects in 3D; an origin at the center with y
going up is quite natural.
The way Cogl handles textures is by uploading data upside down in OpenGL
terms so that bottom left becomes top left. (Note: This also has the
benefit that we don't need to flip the data we get from image decoding
libraries since they typically also consider top left to be the image
origin.)
The viewport and window coords are mostly handled with various y =
height - y tweaks before we pass y coordinates to OpenGL.
Generally speaking though the handling of coordinate spaces in Cogl is a bit
fragile. I guess partly because none of it was design to be, it just
evolved from how Clutter defines its coordinates without much consideration
or testing. I hope to improve this over a number of commits; starting here.
This commit deals with the fact that offscreen draw buffers may be bound to
textures but we don't "upload" the texture data upside down, and so if you
texture from an offscreen draw buffer you need to manually flip the texture
coordinates to get it the right way around. We now force offscreen
rendering to be flipped upside down by tweaking the projection matrix right
before we submit it to OpenGL to scale y by -1. The tweak is entirely
hidden from the user such that if you call cogl_get_projection you will not
see this scale.
We were ignoring the possibility that the current modelview matrix may flip
the incoming rectangle in which case we didn't calculate a valid scissor
rectangle for clipping.
This fixes: http://bugzilla.o-hand.com/show_bug.cgi?id=1809
(Clipping doesn't work within an FBO)
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.
This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
CoglDrawBuffer is an abstract base class that is inherited from to
implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw
buffers will initially be used to support the
cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
start to be used internally to represent windows as we aim to migrate some
of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
- viewport
- projection matrix stack
- modelview matrix stack
- clip state
(This means when you switch between draw buffers you will automatically be
switching to their associated viewport, matrix and clip state)
Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
into Cogl, by (internally at least) introducing the CoglOnscreen draw
buffer. Note: the plan is that cogl_set_draw_buffer will accept on or
offscreen draw buffer handles, and the "target" argument will become
redundant since we will instead query the type of the given draw buffer
handle.
- Because we have a common type for on and offscreen framebuffers we can
provide a unified API for framebuffer management. Things like:
- blitting between buffers
- managing ancillary buffers (e.g. attaching depth and stencil buffers)
- size requisition
- clearing
This ensures that glViewport is called before the first stage paint.
Previously _clutter_stage_maybe_setup_viewport (which is done before we
start painting) was bailing out without calling cogl_setup_viewport because
the CLUTTER_STAGE_IN_RESIZE flag may be set if the stage was resized before
the first paint. (NB: The CLUTTER_STAGE_IN_RESIZE flag isn't removed until
we get an explicit event back from the X server since the window manager may
choose to deny/alter the resize.)
We now special case the first resize - where the viewport hasn't previously
been initialized and use the requested geometry to initialize the
glViewport without waiting for a reply from the server.
Over time the two cogl-fbo.c files have needlessly diverged as bug fixes or
cleanups went into one version but not the other. This tries to bring them
back in line with each other. It should actually be simple enough to move
cogl-fbo.c to be a common file, and simply not build it for GLES 1.1, so
maybe I'll follow up with such a patch soon.
The comment just said: "Some implementation require a clear before drawing
to an fbo. Luckily it is affected by scissor test." and did a scissored
clear, which is clearly a driver bug workaround, but for what driver? The
fact that it was copied into the gles backend (or vica versa is also
suspicious since it seems unlikely that the workaround is necessary for both
backends.)
We can easily restore the workaround with a better comment if this problem
really still exists on current drivers, but for now I'd rather minimize
hand-wavey workaround code that can't be tested.
Just like CLUTTER_CHECK_VERSION does version checking at compile
time, we need a way to verify the version of the library that we
are linking against. This is mostly needed for language bindings
and for run-time loadable modules -- when we'll get those.
Otherwise you can't use the alpha channel of the vertex colors unless
the material has a texture with alpha or the material's color has
alpha less than 255.
Apparently, on 64bit systems the floating point noise is enough
to screw up the float-to-int truncation.
The solution is to round up by 0.5 and then use floorf(). This
gives predictable and correct results on both 32bit and 64bit
systems.
When calling remove_child_meta() we check if there is a LayoutMeta
already attached to the Actor, and if that LayoutMeta matches the
(manager, container, actor) tuple. If the LayoutMeta does not match,
though, we create a new LayoutMeta instance -- in order to remove it
right afterwards.
Instead of doing this, we can simply check for a matching LayoutMeta
and if present, remove it.
In case of an existing, non-matching LayoutMeta, we're left with a
dangling instance, but it does not matter: the removal happens in the
unparenting phase of a ClutterContainer, so either the Actor will be
destroyed and thus the LayoutMeta will be disposed along with it; or
it will be parented to another container, and thus the LayoutMeta
will be replaced.
A ClutterBox might not have a ClutterLayoutManager instance
associated -- for instance, during destruction. We should check
for one before calling methods on it.
When cogl_texture_new_from_data() fails in clutter_texture_set_from_data()
and no GError is provided, the clutter app will segfault when dereferencing
the GError ** and emitting LOAD_FINISHED signal.
Based on a patch by: Haakon Sporsheim <haakon.sporsheim@gmail.com>
http://bugzilla.openedhand.com/show_bug.cgi?id=1806
Some changes to make COGL pass distcheck with Automake 1.11 and
anal-retentiveness turned up to 11.
The "major" change is the flattening of the winsys/ part of COGL,
which is built directly inside libclutter-cogl.la instead of an
intermediate libclutter-cogl-winsys.la object.
Ideally, the whole COGL should be flattened out using a
quasi-non-recursive Automake layout; unfortunately, the driver/
sub-section ships with identical targets and Automake cannot
distinguish GL and GLES objects.
If an actor calls directly or indirectly clutter_actor_queue_relayout()
on itself from within the allocate() implementation it will cause a
relayout cycle. This is usually a condition that should be checked by
ClutterActor and we should emit a warning if it is verified.
ClutterActor should check whether the current instance is being
destroyed and avoid performing operations like:
• queueing redraws
• queueing relayouts
It should also warn if the actor is being parented to an actor
currently being destroyed.
When showing a warning in the state checks we perform to verify that
the invariants are maintained when showing, mapping and realizing, we
should also print out the name of the actor failing the checks. If the
actor has no name, the GType name should be used as a fallback.
When defining an Alpha in ClutterScript we should allow setting
the alpha function by using a custom property. This makes it
possible to have both:
{
"id" : "behaviour-1",
"type" : "ClutterBehaviourDepth",
"alpha" : { "timeline" : "timeline-1", "function" : "alpha_func" },
...
}
And:
{
"id" : "alpha-1",
"type" : "ClutterAlpha",
"timeline" : "timeline-1",
"function" : "alpha_func"
},
{
"id" : "behaviour-1",
"type" : "ClutterBehaviourDepth",
"alpha" : "alpha-1",
...
}
The latter allows defining a single alpha function for multiple
behaviours.
The block that allows setting a GObject property holding an object
instance is conditionally depending on the USE_PIXBUF define. This
makes it impossible to reference an object inside ClutterScript on
platforms not using GdkPixbuf.
When an actor is hidden, the parent actor is not required to
size request or allocate it. (ClutterGroup does, but, for example,
NbtkBoxLayout doesn't.) This means that the
needs_width_request/needs_height_request/needs_allocate can be
stale when we go to show it again - they are set for the actor
but not the parent. Explicitly setting them to FALSE avoids
clutter_actor_relayout() improperly short-circuiting.
http://bugzilla.openedhand.com/show_bug.cgi?id=1831
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The change in commit 3bbc96e17e moved the
:text property setter to use set_text_internal(); this function does not
invalidate the Layout cache and does not queue a relayout, thus breaking
the behaviour of ClutterText when setting the contents of the actor using
the property.
http://bugzilla.openedhand.com/show_bug.cgi?id=1851
Since we no longer depend on the GL matrix API in Cogl we can remove a lot
of wrapper code from the GLES 2 backend. This is particularly nice given
that there was no code shared between the cogl-matrix-stack API and gles2
wrappers so we had a lot of duplicated logic.
The indirection through this API isn't necessary since we no longer
arbitrate between the OpenGL matrix API and Cogl's client side API. Also it
doesn't help to maintain an OpenGL style matrix mode API for internal use
since it's awkward to keep restoring the MODELVIEW mode and easy enough to
directly work with the matrix stacks of interest.
This replaces use of the _cogl_current_matrix API with direct use of the
_cogl_matrix_stack API. All the unused cogl_current_matrix API is removed
and the matrix utility code left in cogl-current-matrix.c was moved to
cogl.c.
This cache of the gl matrix mode lets us avoid repeat calls to glMatrixMode
in _cogl_matrix_stack_flush_to_gl when we have lots of sequential modelview
matrix modifications.
This goes a bit further than the previous patch, and as a special case
we now simply represent identity matrices using a boolean, and only
lazily initialize them when they need to be modified.
The journal always uses an identity matrix since it uses software
transformation. Currently it manually uses glLoadMatrix since previous
experimentation showed that the cogl-matrix-stack gave bad performance, but
it would be nice to fix performance so we only have to care about one path
for loading matrices.
For the common case where we do:
cogl_matrix_stack_push()
cogl_matrix_stack_load_identity()
we were effectively initializing the matrix 3 times. Once due to use of
g_slice_new0, then we had a cogl_matrix_init_identity in
_cogl_matrix_state_new for good measure, and then finally in
cogl_matrix_stack_load_identity we did another cogl_matrix_init_identity.
We don't use g_slice_new0 anymore, _cogl_matrix_state_new is documented as
not initializing the matrix (instead _cogl_matrix_stack_top_mutable now
takes a boolean to choose if new stack entries should be initialised) and so
we now only initialize once in cogl_matrix_stack_load_identity.
This relates back to an earlier commitment to stop using the OpenGL matrix
API which is considered deprecated. (ref 54159f5a1d)
The new texture matrix stacks are hung from a list of (internal only)
CoglTextureUnit structures which the CoglMaterial code internally references
via _cogl_get_texure_unit ().
So we would be left with only the cogl-matrix-stack code being responsible
for glMatrixMode, glLoadMatrix and glLoadIdentity this commit updates the
journal code so it now uses the matrix-stack API instead of GL directly.
• Fix list_stages() and peek_stages() documentation
• Fix clutter_text_set_preedit_string() arguments in the header
to match source and documentation
• Add clutter_units_cm() to the private section for Units
• Rename the LayoutManager section
• Add FlowLayout:homogeneous accessors
* layout-manager: (50 commits)
docs: Reword a link
layout, docs: Add more documentation to LayoutManager
layout, docs: Fix description of Bin properties
layout, bin: Use ceilf() instead of casting to int
layout, docs: Add long description for FlowLayout
layout, box: Clean up
layout, box: Write long description for Box
layout, docs: Remove unused functions
layout: Document BoxLayout
layout: Add BoxLayout, a single line layout manager
layout: Report the correct size of FlowLayout
layout: Resizing the stage resizes the FlowLayout box
layout: Use the get_request_mode() getter in BinLayout
layout: Change the request-mode along with the orientation
actor: Add set_request_mode() method
[layout] Remove FlowLayout:wrap
[layout] Rename BinLayout and FlowLayout interactive tests
[layout] Skip invisible children in FlowLayout
[layout] Clean up and document FlowLayout
[layout] Snap children of FlowLayout to column/row
...
The layout manager reference should have some documentation on how
to use a LayoutManager object inside a container and how to implement
a LayoutManager sub-class correctly.
The JSON conditional rules can be moved outside the introspection
conditional ones to avoid a nested check, as all the JSON rules do
is setting up variables that may or may not be used.
The Journal can be considered a standalone component, so even though
it's currently only used to log quads, it seems better to split it
out into its own file.
When we implement atlas textures we will probably want to use the spans API
to handle texture repeating so it doesn't make sense to leave the code in
cogl-texture-2d-sliced.c. Since it's a standalone set of data structures
and algorithms it also seems reasonable to split out from cogl-texture.
cogl-texture-2d-sliced provides an implementation of CoglTexture and this
seperation lays the foundation for potentially supporting atlas textures,
pixmap textures (as in GLX_EXT_texture_from_pixmap) and fast-path
GL_TEXTURE_{1D,2D,3D,RECTANGLE} textures in a maintainable fashion.
cogl-primitives.c was previously digging right into CoglTextures so it could
manually iterate the texture slices for texturing quads and polygons and
because we were missing some state getters we were lazily just poking into
the structures directly.
This adds some extra state getter functions, and adds a higher level
_cogl_texture_foreach_slice () API that hopefully simplifies the way in
which sliced textures may be used to render primitives. This lets you
specify a rectangle in "virtual" texture coords and it will call a given
callback for each slice that intersects that rectangle giving the virtual
coords of the current slice and corresponding "real" texture coordinates for
the underlying gl texture.
At the same time a noteable bug in how we previously iterated sliced
textures was fixed, whereby we weren't correctly handling inverted texture
coordinates. E.g. with the previous code if you supplied texture coords of
tx1=100,ty1=0,tx2=0,ty2=100 (inverted along y axis) that would result in a
back-facing quad, which could be discarded if using back-face culling.
The descriptions for gl_handle and gl_target were inverted.
Thanks to Young-Ho Cha for spotting that.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
This moves most of cogl-context.{c.h} to cogl/common with some driver
specific members now living in a CoglContextDriver struct. Driver specific
context initialization and typedefs now live in
cogl/{gl,gles}/cogl-context-driver.{c,h}
Driver specific members can be found under ctx->drv.stuff
This splits the limited components that differed between
cogl/{gl,gles}/cogl-texture.c into new {gl,gles}/cogl-texture-driver.c files
and the rest that can now be shared into cogl/common/cogl-texture.c
Most of clutter_stage_egl_realize was renamed to
_clutter_stage_egl_try_realize which now takes a cookie indicating which
fallback number should tried next. clutter_stage_egl_realize now keeps
trying to realize with successive fallback numbers until it succeeds or runs
out of fallbacks.
The only fallback supported for now is for hardware with no stencil buffer
support.
This replaces calls to the old (glx 1.2) functions glXChooseVisual,
glXCreateContext, glXMakeCurrent with the 1.3+ fbconfig varients
glXChooseFBConfig, glXCreateNewContext, glXMakeContextCurrent.
The only backend that tried to implement offscreen stages was the GLX backend
and even this has apparently be broken for some time without anyone noticing.
The property still remains and since the property already clearly states that
it may not work I don't expect anyone to notice.
This simplifies quite a bit of the GLX code which is very desireable from the
POV that we want to start migrating window system code down to Cogl and the
simpler the code is the more straight forward this work will be.
In the future when Cogl has a nicely designed API for framebuffer objects then
re-implementing offscreen stages cleanly for *all* backends should be quite
straightforward.
for the marshal files $(srcdir) was getting prefixed twice since my last
commit (2cc88f1140) since it was already being prefixed including
Makefile.am. The problem with prefixing it in the includer file though is
that the Make variable substitutions like :.list=.h mean we end up
generating into the $(srcdir). This removes the prefix added in
clutter/Makefile.am
We were also missing a $(srcdir) prefix when setting EXTRA_DIST
When validating a new GValue against the ClutterParamSpecUnits, we issue
a warning when the units do not match with both the new value and the
unit we expect to have. Unfortunately we were printing the unit of the
new value twice and not the unit of the ParamSpec.
http://bugzilla.openedhand.com/show_bug.cgi?id=1846
This is really useful when trying to animate GTypes that haven't
registered any progress function. Instead of silently not working it
will warn the developer.
http://bugzilla.openedhand.com/show_bug.cgi?id=1845
To be able to animate CLUTTER_TYPE_UNITS properties we need to register
the GType and its progress function against the ClutterInterval code.
The two ClutterUnits defining the interval can use different units, the
resulting unit will always be in pixels, so calculating a progress
between 10px and 4cm is valid.
http://bugzilla.openedhand.com/show_bug.cgi?id=1844
When computing the pixels value of a ClutterUnits value we should
be caching the value to avoid recomputing for every call of
clutter_units_to_pixels(). We already have a flag telling us to
return the cached value, but we miss the mechanism to evict the
cache whenever the Backend settings affecting the conversion, that
is default font and resolution, change.
In order to implement the eviction we can use a "serial"; the
Backend will have an internal serial field which we retrieve and
put inside the ClutterUnits structure (we split one of the two
64 bit padding fields into two 32 bit fields to maintain ABI); every
time we call clutter_units_to_pixels() we compare the units serial
with that of the Backend; if they match and pixels_set is set to
TRUE then we just return the stored pixels value. If the serials
do not match then we unset the pixels_set flag and recompute the
pixels value.
We can verify this by adding a simple test unit checking that
by changing the resolution of ClutterBackend we get different
pixel values for 1 em.
http://bugzilla.openedhand.com/show_bug.cgi?id=1843
Input Methods require to be able to set a "pre-edit string", that is
a string that it's just displayed into the Text actor without being
committed to the actor's buffer. The string might require custom Pango
attributes, and an update of the cursor position.
Casting a float to int to truncate it before assigning the value
to a float again is wrong. We should use ceilf() instead which
does what we want to achieve (rounding up the size to avoid
sub-pixel positioning of children).
* Use g_list_foreach() instead of iterating over the list inside
the destruction sequence, since we are causing the widgets to be
implicitly removed from the list via the destroy() call.
* Use g_signal_connect_swapped() and spare us from a callback.
FlowLayout should compute the correct height for the assigned width when
in horizontal flow, and the correct width for the assigned height when
in vertical flow. This means pre-computing the number of lines inside
the get_preferred_width() and get_preferred_height(). We can then cache
the computed column width and row height, cache them inside the layout
and then use them when allocating the children.
When changing the orientation of a FlowLayout, the associated
container should also change its request mode. A horizontally
flowing layout has a height depending on the width, since it
will reflow vertically; similarly, a vertically reflowing layout
will have a width depending on the height.
The :wrap property is not implemented, and mostly useless: the
FlowLayout is a reflowing grid. This means that if it receives
less than the preferred width or height in the flow direction
then it should always reflow.
Use the column and row size to align each child; with :homogeneous
set to TRUE, or with children with the same size, the FlowLayout
will behave like a reflowing grid.
FlowLayout is a layout manager that arranges its children in a
reflowing line; the orientation controls the major axis for the
layout: horizontal, for reflow on the Y axis, and vertical, for
reflow on the X axis.
The BinLayout should store a pointer to the Container that it is
using it as the layout manager.
This allows us to fix the API and drop the additional Container
arguments from set_alignment() and get_alignment().
This also allows us to add a ClutterBinLayout::add() method which
adds an actor and sets the alignment policies without dealing with
variadic arguments functions and GValue (de)marshalling.
Use the LayoutManager API to set a back pointer to the Box actor
inside the LayoutManager used by the box.
This also allows us to replace the LayoutManager on a Box, since
the LayoutManager will be able to replace all the metadata if
needed.
The LayoutManager implementation might opt to take a back pointer
to the Container that is using the layout instance; this allows
direct access to the container itself from within the implementation.
The ClutterBox::add method is a simple wrapper around the Container
add_actor() method and the LayoutManager layout properties API. It
allows adding an actor to a Box and setting the layout properties in
one call.
If the LayoutManager used by the Box does not support layout properties
then the add() method short-circuits out.
Along with the varargs version of the method there's also a vector-based
variant, for language bindings to use.
Instead of overloading ClutterChildMeta with both container and layout
metadata and delegate to every LayoutManager implementation to keep a
backpointer to the layout manager instance, we can simply subclass
ChildMeta into LayoutMeta and presto! everything works out pretty well
for everyone.
Each actor managed by a BinLayout policy should reside inside its
own "layer", with horizontal and vertical alignment. The :x-align
and :y-align properties of the BinLayout are the default alignment
policies, which are copied to each new "layer" when it is created.
The set_alignment() and get_alignment() methods of BinLayout can
be changed to operate on a specific "layer".
The whole machinery uses the new ChildMeta support inside the
LayoutManager base abstract class.
The ChildMeta object is a storage for child-container properties,
that is properties that exist only when an actor is inside a specific
container. The LayoutManager delegate class should also have
layout-specific properties -- so, for this job, we can "recycle"
ChildMeta as the storage.
Emit the ::layout-changed when the BinLayout alignment policies change.
This will result in a queue_relayout() on the containers using the
BinLayout layout manager.
* Use ::layout-changed to queue a relayout when the layout changes
* Destroy the Box children when destroying the Box
* Allow getting the layout manager from the Box
If a sub-class of LayoutManager wishes to implement a parametrized
layout policy it also needs a way to notify the container using the
layout manager that the layout has changed. We cannot do it directly
and automatically from the LayoutManager because a) it has no back
link to the actor that it is using it and b) it can be attached to
multiple actors.
This is a job for <cue raising dramatic music> signals!
By adding ClutterLayoutManager::layout-changed (and its relative
emitted function) we can notify actors using the layout manager that
the layout parameters have been changed, and thus they should queue
a relayout.
A BinLayout is a simple layout manager that allocates a single cell,
providing alignment on both the horizontal and vertical axis.
If the container associated to the BinLayout has more than one child,
the preferred size returned by the layout manager will be as big as
the maximum of the children preferred sizes; the allocation will be
applied to all children - but it will still depend on each child
preferred size and the BinLayout horizontal and vertical alignment
properties.
The supported alignment properties are:
* center: align the child by centering it
* start: align the child at the top or left border of the layout
* end: align the child at the bottom or right border of the layout
* fill: expand the child to fill the size of the layout
* fixed: let the child position itself
A layout manager instance makes only sense if it's owned by a
container. For this reason, it should have a floating reference
instead of a full reference on construction; this allows constructing
Boxes like:
box = clutter_box_new (clutter_fixed_layout_new ());
without leaking the layout manager instance.
The LayoutManager class is an abstract proxy for the size requesition
and size allocation process in ClutterActor.
A ClutterLayoutManager sub-class must implement get_preferred_width(),
get_preferred_height() and allocate(); a ClutterContainer using the
LayoutManager API will then proxy the corresponding Actor virtual
functions to the LayoutManager instance. This allows having a generic
"blank" ClutterActor sub-class, implementing the ClutterContainer
interface, which leaves only the layout management implementation to
the application developers.
The rules to create signal marshallers and enumeration GTypes are
usually copied and pasted all over different projects, though they
are pretty generic and, given a little bit of parametrization, can
be put in separate Makefile.am files and included whenever needed.
The set_default_stage() method of StageManager should not be used
by application code; technically, nothing in Clutter uses it, and
StageManager's API is not considered public anyway.
The IN_DESTRUCTION flag is set around the unrealization and disposal of
the actor in clutter_actor_destroy() but is never unset (it's set twice
instead).
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Currently, setting the :text property has the side-effect of
setting the :use-markup property to FALSE. This prevents
constructing a Text actor, or setting its properties, like:
g_object_set (text,
"use-markup", TRUE,
"text", some_string,
NULL);
as the ordering becomes important. Unfortunately, the ordering
of the properties cannot be enforced with ClutterScript or
with language bindings.
The documentation of the clutter_text_set_text() method should
be expanded to properly specify that the set_text() method will
change the :use-markup property to FALSE as a side effect.
Transform functions allow the use of g_value_transform() to cast
GValues. It's very handy to have casts to and from G_TYPE_STRING as it
allows generic serialization and parsing of GTypes.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Current parsing of units has a number of shortcomings:
* a number followed by trailing space (without any unit specified) was
not recognized,
* "5 emeralds" was parsed as 5em,
* the way we parse the digits after the separator makes us lose
precision for no good reason (5.0 is parsed as 5.00010014...f which
makes g_assert_cmpfloat() fail)
Let's define a stricter grammar we can recognize and try to do so. The
description is in EBNF form, removing the optional <> which is a pain
when having to write DocBook, and using '' for the terminal symbols.
Last step, add more ClutterUnits unit test to get a better coverage of
the grammar we want to parse.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Parse #rgb and #rrggbb in addition to forms with the alpha channel
specified. This allows conversion of colour strings from documents such as
CSS where the alpha channel is not specified when using '#' notation.
This patch also adds the relevant conformance test.
Parse #rgb and #rrggbb in addition to forms with the alpha channel
specified. This allows conversion of colour strings from documents such as
CSS where the alpha channel is not specified when using '#' notation.
gdk is an optional clutter dependency, so the pick buffer debugging option
needs some guards so we don't break, for example, the OSX builds. This also
adds a comment for the bit fiddling done on the pick colors used to ensure
the pick colors are more distinguished while debugging. (we swap the
nibbles of each color component so that pick buffers don't just look black.)
ClutterGroup previously calculated the size as the distance from the
left edge of the leftmost child to the right edge of the rightmost
child except if there were any chidren left of the origin then the
left edge would be zero.
However the group is always allocated its size relative to its
origin so if all of the children are to the right of the origin then
the preferred size would not be large enough to reach the rightmost
child.
origin
┼──────────┐
│Group │
│ ┌────────┼─┐
│ │Child │ │
│ │ │ │
└─┼────────┘ │
│ │
└──────────┘
group size
╟──────────╢
This patch makes it so the size is always just the rightmost edge.
origin
┼────────────┐
│Group │
│ ┌──────────┤
│ │Child │
│ │ │
│ │ │
│ │ │
└─┴──────────┘
group size
╟────────────╢
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1825
Since the Great Rework of ClutterUnits, functions have been using
'units' not 'unit' in their name. clutter_value_get_unit() is a left
over from a dark age, its declaration and documentation have been
updated but not the symbol itself.
Instead of having an assertion failure with a message of dubious
usefulness, we should probably use a more verbose warning explaining
what is the problem and what might be the cause.
The user-initiated resize is conflicting with the allocated size. This
happens because we change the size of the stage's X Window behind the
back of the size allocation machinery.
Instead, we should change the size of the actor whenever we receive a
ConfigureNotify event to reflect the new size of the actor.
We force the redraw before mapping, in the hope that when a composited
window manager maps the window it will have its contents ready; that is
not going to work: the solution for this problem requires the implementation
of a protocol for compositors, and not a hack.
Moreover, painting before mapping will cause a paint with the wrong
GL viewport size, which is the wrong thing to do on GLX.
When not building a debug build the compiler was warning about empty
else clauses with no braces due to code like:
if (blah)
do_foo();
else
COGL_NOTE (DRAW, "a-wibble");
This simply ensures that even for non debug builds COGL_NOTE will expand to
a single statement.
glVertexPointer expects positions with 2, 3 or 4 components, glColorPointer
expects colors with 3 or 4 components and glNormalPointer expects normals
with three components so when adding vertex buffer atributes with the names
"gl_Vertex", "gl_Color" or "gl_Normal" we assert these constraints and print
an explanation to the developer if not met.
This also fixes the previosly incorrect constraint that gl_Normal attributes
must have n_components == 1; thanks to Cat Sidhe for reporting this:
Bug: http://bugzilla.openedhand.com/show_bug.cgi?id=1819
Now if you export CLUTTER_DEBUG=dump-pick-buffers clutter will write out a
png, e.g. pick-buffer-00000.png, each time _clutter_to_pick() is called.
It's a rather crude way to debug the picking (realtime visualization in a
second stage would probably be nicer) but it we've used this approach
successfully numerous times when debugging Clutter picking issues so it
makes sense to have a debug option for it.
It looks like the intention was to duplicate an XVisualInfo in such a way
that the pointer could be returned and then later freed using XFree. But
Xalloc isn't an Xlib counterpart to XFree; Xlib doesn't provide a general
purpose malloc wrapper afik. By shuffling things about a bit, it was
possible to avoid the need for this hack.
By default, float * is considered as an out argument by gobject
introspection which is wrong for quite a few Cogl symbols. Start adding
annotations to fix that for the ones in the "Primitives" gtk-doc
section.
In the default implementation of container::destroy_child_meta Set child
meta qdata to NULL on the child and not the container, since the child
is the object that owns the data.
The lifetime of the journal VBO is entirely within the scope of the
cogl_journal_flush function so there is no need to store it globally
in the Cogl context. Instead, upload_vertices_to_vbo just returns the
new VBO. cogl_journal_flush stores this in a local variable and
destroys it before returning.
This also fixes an assertion when using the GLES backend which was
caused by nothing initialising the journal_vbo variable.
If the system clock rolls back between two frames then we need
to account for the change, to avoid stopping the timeline.
The best option, since a roll back can be any arbitrary amount
of milliseconds, is to skip a frame.
Fixes bug:
http://bugzilla.moblin.org/show_bug.cgi?id=3839
The framebuffer_object spec isn't clear in defining whether attaching a
texture as a renderbuffer with mipmap filtering enabled while the mipmaps
have not been uploaded should result in an incomplete framebuffer object.
(different drivers make different decisions)
To avoid an error with drivers that do consider this a problem we explicitly
set non mipmapped filters before calling glCheckFramebufferStatusEXT. The
filters will later be reset when the texture is actually used for rendering
according to the filters set on the corresponding CoglMaterial.
Since an actor can only be parented to one container we don't need
the extra complications of maintaining a list of ChildMeta objects
attached to an actor in the default implementation of the Container
interface.
Instead of using ClutterActor for the base class of the Stage
implementation we should extend the StageWindow interface with
the required bits (geometry, realization) and use a simple object
class.
This require a wee bit of changes across Backend, Stage and
StageWindow, even though it's mostly re-shuffling.
First of all, StageWindow should get new virtual functions:
* geometry:
- resize()
- get_geometry()
* realization
- realize()
- unrealize()
This covers all the bits that we use from ClutterActor currently
inside the stage implementations.
The ClutterBackend::create_stage() virtual function should create
a StageWindow, and not an Actor (it should always have been; the
fact that it returned an Actor was a leak of the black magic going
on underneath). Since we never guaranteed ABI compatibility for
the Backend class, this is not a problem.
Internally to ClutterStage we can finally drop the shenanigans of
setting/unsetting actor flags on the implementation: if the realization
succeeds, for instance, we set the REALIZED flag on the Stage and
we're done.
As an initial proof of concept, the X11 and GLX stage implementations
have been ported to the New World Order(tm) and show no regressions.
The old code checked whether the property began with 'signal-' and
then checked for 'signal-swapped' and 'signal-after'. This prevented
you from animating a property called for example 'signal-strength'.
The check for the prefix is now in a separate function which also adds
a 'signal-swapped-after' prefix for completeness.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1798
The blend string compiler checks that the syntax of a function name is
[A-Za-z_]*, preventing the use of DOT3_RGB[A].
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The column names are optional - ClutterModel will use the GType name
if there is no user-specified column name. Hence, the ::finalize vfunc
should not try to free an empty column names vector.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1790
The default floating point type for JSON is double precision; this means
that we need to conver to single precision when setting a property with
type G_TYPE_FLOAT.
Currently, to update a property inside an animation you have to
get the interval for that property and then call the set_final_value()
method.
We can provide a simpler, bind()-like method for the convenience of
the developers that just validates everything and then calls the
Interval.set_final_value().
Right now we just check for a NULL stage before calling glXMakeCurrent().
We can, though, get a valid stage without an implementation attached to
it while we are disposing a stage after a CLUTTER_DELETE event, since the
events processing is performed on a vblank-locked basis.
ClutterClone bases its preferred size on the preferred size of
the source actor, so it needs to invalid its cached preferred
size when the preferred size of the source actor changes.
In order for this to work, we need to have notification when
the size of the source actor changes, so add a ::queue-relayout
signal to ClutterActor.
Then connect to this from ClutterClone and queue a relayout
on the clone when a relayout is queued on the source.
http://bugzilla.openedhand.com/show_bug.cgi?id=1755
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This reverts commit 3c47a3beb5.
Of course I remembered just after pushing the patch why we hadn't done
this before :-) If you look in the glsl spec:
http://www.khronos.org/registry/gles/specs/2.0/es_full_spec_2.0.24.pdf
Section 3.7.10 Texture Completeness and Non-Power-Of-Two Textures
you can see GLES 2.0 doesn't support mipmaps for npot textures.
There is possibly some way we could support this in Cogl but at least
it's not as simple as or-ing in the feature flag, sadly.
The core GLES2 API supports NPOT textures, i.e. there is no extension as for
OpenGL, so we now add COGL_FEATURE_TEXTURE_NPOT to the feature flags in
_cogl_features_init.
Thanks to Gordon Williams for spotting this.
Don't let stringify.sh write to the $srcdir + use the BUILT_SOURCES var in
Makefile.am so as to ensure all .c. and .h files get generated from their
corresponding .glsl files before building other targets.
If the timeline is running backwards, the completed signal handler should
set the final state from the interval's initial value.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
When rendering a glyph run from a texture we were premultiplying the
colour once in display_list_render() and then again in
display_list_render_texture(). This was causing the color to come out
wrong. This fixes bug #1775.
Thanks to Pierre-Luc Beaudoin for reporting.
The wrong part of an expression was bracketed in the test to determine
when a new texture matrix needed to be loaded which resulted in the
first pass through _cogl_material_layer_flush_gl_sampler_state
not uploading any user matrix.
clutter_text_move_word_backward/forward() calls did not use the
start argument consistently. Also, clutter_text_move_word_forward()
bound check checked the wrong end.
Fixes#1765
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
When a letter key is pressed with the control key held down one of
three things will happen :-
a) If the stage is embedded within a GtkClutterEmbed the unicode value
will be filled from gdk_keyval_to_unicode. This will be the same
value as if control was not pressed (so Ctrl+V will be 'v').
b) If the stage is not in a GtkClutterEmbed and Clutter is running on
the X11 backend then it will try to fill in the unicode value from
XLookupString. This *will* take into account the control so the
unicode value will represent a control character (Ctrl+V will be
'\x16').
c) Most other backends will not bother to fill in the unicode
value. Therefore clutter_keysym_to_unicode will be used which also
does not take into account the control key (so Ctrl+V will be 'v').
For cut and paste to work in Nbtk, the control keys need to bubble up
to the parent NbtkEntry container. This works fine for 'b' but not 'a'
and 'c'.
This patch makes ClutterText always allow the event to bubble if the
key is not handled by the binding pool and the control modifier is
down.
Ideally ClutterText would always get a unicode value that takes into
account the modifiers but this is probably best left up to the input
methods.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
g-ir-compiler currently opens the library for the .gir it is compiling;
to make that work we need to set LD_LIBRARY_PATH before running
g-ir-compiler to include .libs.
(I think this may have been working earlier because there was a
hack that substituted .so with .la and tried opening that; that
works for the incorrect libclutter-glx-1.0.so but not for the
correct libclutter-glx-1.0.so.0)
http://bugzilla.openedhand.com/show_bug.cgi?id=1771
Update the sed hack for the shared library to be more robust.
Remove the --shared-library command line argument from g-ir-scanner,
as no distribution will ever ship the .la files. This effectively
reverts commit 68f8a98cfb.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Use the --shared-library option to specify the shared object to link
against when compiling the typelib from the GIR data.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Following bug #1762, the syntax of g-ir-scanner was changed in
gobject-introspection, so Clutter does not build anymore with 0.6.4.
See the bugzilla bug:
http://bugzilla.gnome.org/show_bug.cgi?id=591669
GObject-Introspection now uses a different mechanism to extract the
SONAME when building the gir file and it needs the libtool archive as
option.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
When dumping a ClutterUnits structure to a string we are using a bare
g_strdup_printf(), which unfortunately is locale dependant. So, for
instance, a type of CLUTTER_UNIT_EM and a value of 42 are stringified
as:
C: 42.00 em
en_GB 42.00 em
it_IT 42,00 em
fr_FR 42,00 em
This would not be a problem -- clutter_units_from_string() allows both
'.' and ',' as fractionary part delimiters. The test suite, on the
other hand, does not know that, and it checks for exact matches with
the C locale.
Calling setlocale(LC_ALL,"C") at the beginning of the conformance test
suite is not a good idea, because it would prevent external testing; and
it's a lame cop out from doing exactly what we have to do -- pick a format
and stick with it.
Like other platforms, languages and frameworks before us, we opt to
be less liberal in what we create; so, we choose to always stringify
ClutterUnits with fractionary parts using '.' as the delimiter.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1763
Clutter advertises itself on X11 as implementing the _NET_WM_PING protocol,
which is needed to be able to detect frozen applications; this allows us to
stop the destruction of the stage by blocking the CLUTTER_DELETE event and
wait for user feedback without the Window Manager thinking that the app has
gone unresponsive.
In order to implement the _NET_WM_PING protocol properly, though, we need
to add the _NET_WM_PID property on the Stage window, since the EWMH states:
[_NET_WM_PID] MAY be used by the Window Manager to kill windows which
do not respond to the _NET_WM_PING protocol.
Meaning that an unresponsive Clutter application might not be killable by
the window manager.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1748
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
* Do _not_ use CLUTTER_MAJORMINOR to define the installation path
for the headers; we must use CLUTTER_API_VERSION for that.
* Do not put the C compiler flags in the INCLUDES directive.
Bases on a patch by: Gary Ching-Pang Lin <glin@novell.com>
It is possible to unset the size of an actor specified with set_width()
and set_height() by using:
clutter_actor_set_size (actor, -1, -1);
Which works by unsetting the :min-*-set and the :natural-*-set properties.
Calling set_width(-1) and set_height(-1) separately, though, doesn't work
thus implicitly breaking the assumption that set_size() is nothing more
than set_width()+set_height(). This was obviously due to the face that
pre-1.0 set_width() and set_height() took an unsigned integer as an
argument.
ClutterActor parses positional and dimensional properties with a
custom deserializer. We need to:
- handle G_TYPE_INT64, the default integer type for JSON-GLib
- use G_TYPE_FLOAT for properties, since Actor switched to it
for the pixel-based ones
This makes ClutterScript work again.
The json-types.h header is found by the mere fact of it being
in the project; if we are compiling against the system JSON-GLib
this could be horribly out of date.
We need to use clutter-json.h, which will include the right
header for us.
JSON-GLib moved to a single include scheme, so we should only include
json-glib.h. If we use the internal copy it doesn't matter, since the
header does the right thing.
The clutter-script-parser.c does not have a copyright and license
notices; even though the LGPL is a per-project license and not a
per-file license, having those notices in every source file is a
good idea.
The OS X backend Makefile.am was missing a line concatenation, and
so the -xobjective-c directive was always ignored.
Instead of dumping everything into INCLUDES and LDADD we should follow
what the rest of the backends do, and use per-target CFLAGS and LDADD,
and reserve the INCLUDES to -D and -I directives.
Thanks to: Christian Hergert <chris@dronelabs.com>
Don't install inside the clutter-MAJOR_MINOR/ directory, but use
the API_VERSION (1.0).
Otherwise we'd have the Clutter headers for 1.x inside:
$includedir/clutter-1.0/clutter
And the JSON-related headers inside:
$includedir/clutter-1.<minor>/clutter
The fix for bug 1750 inside commit b190448e made Clutter-GTK spew
BadWindow errors. The reason for that is that we call XDestroyWindow()
without checking if the old Window is None; this happens if we call
clutter_x11_set_stage_foreign() on a new ClutterStage before it has
been realized.
Since Clutter-GTK does not need to realize the Stage it is going to
embed anymore (the only reason for that was to obtain a proper Visual
but now there's ClutterBackendX11 API for that), the set_stage_foreign()
call is effectively setting the StageX11 Window for the first time.
When we replace the stage Window using a foreign one we also need to
destroy the Window we created, if needed, to avoid leaking resources
all around.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1750
The "catch all" warning for a the mapped invariant violation is too
generic: it doesn't tell you why the invariant was broken in case
we are trying to map an unparented actor - e.g. through a Clone.
The right gcc define is __GNUC__ not __GNUC_. This typo had the side
effect that we were using the non gcc specific debug macros leading to
a less optmised CLUTTER_NOTE () than one could have dreamed of.
The vertex that should be used by the apply_relative_transform
is the one passed in as const, and the result should be placed
inside the non-const ClutterVertext. Currently, we are using
the latter, and thus the function is completely useless.
We should follow the convention for boxed types initializers of:
<type_name>_from_<another_type> (boxed, value)
For ClutterUnits as well; so:
clutter_units_pixels -> clutter_units_from_pixels
clutter_units_em -> clutter_units_from_em
...
We should still keep the short-hand version as a macro, though.
This makes clutter_stage_win32_show/hide be implementations of
ClutterStageWindowIface rather than overriding the methods in
ClutterActor. This reflects the changes in e4ff24bc for the X11
backend.
In case we are skipping too many frames, we should force the animation
instance to apply the final state of the animated interval inside the
::completed signal handler.
The Stage:offscreen property hasn't been tested for ages, and it
should really just use a FBO, not indirect rendering on a X Pixmap
only on X11. There are better ways anyway to get the current
contents of ClutterStage as a buffer anyway.
We might remove it at any later date, or actually make it work
properly.
When requesting a GLX visual from the X server we should explicitly
set the GL_DEPTH_SIZE and the GL_ALPHA_SIZE bits, otherwise some
functionality might just not work, or work unreliably.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1723
The GValue wrappers for ClutterShader types should always store
values using GL types (GLfloat, GLint) internally, but give and
take generic C types (float, int) to the Clutter side.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1359
The HLS to RGB conversion in case the S value is zero is:
R = G = B = luminance
ClutterColor uses a byte (0 to 255) for the R, G and B channels
encoding, while luminance is expressed using a floating point value
in the closed interval [0, 1]; thus the case above becomes:
R = G = B = (luminance * 255)
The clutter_color_from_hls() code is missing the final step of
de-normalizing the luminance value, and so it breaks the roundtrip
colorspace conversion between RGB and HLS.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1695
If clutter_x11_texture_set_window() was called after
clutter_x11_texture_pixmap_set_automatic(), then the Damage object would
not be properly created so updates to the window were ignored.
Refactor creation of the damage object to a separate function, and
call it from clutter_x11_texture_set_window() and clutter_x11_texture_set_pixmap()
as appropriate. Addition and removal of the filter function is made
conditional on priv->damage to make free_damage_resources() cleanly
idempotent.
See: http://bugzilla.gnome.org/show_bug.cgi?id=587189 for the original
bug report.
http://bugzilla.openedhand.com/show_bug.cgi?id=1710
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If you select all the text in a ClutterText, there is an invisible
cursor position either at the beginning or end. If it's at the beginning,
the bug is that left arrow won't clear the selection. If it's at the end,
the bug is that the right arrow won't.
Here are the ways to reproduce it:
a. Ctrl-A selects all and moves the hidden cursor position to the left.
b. For single line: End, Shift-Home does the same.
c. Or manually moving to the end and doing Shift-Left Arrow to the
beginning.
These all put it in the state where right arrow will properly clear
selection and move to cursor position 1, but left arrow fails to clear
the selection.
For b and c above, the opposite will give you the end case where right
arrow doesn't work.
Anyway, it turns out clear_selection is getting called, it just doesn't
show up because it's not doing a queue_redraw. So the attached patch
seems to fix things.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
It might be desirable for some applications and/or platforms to get
every motion event that was delivered to Clutter from the windowing
backend. By adding a per-stage flag we can bypass the throttling
done when processing the events.
http://bugzilla.openedhand.com/show_bug.cgi?id=1665
Keep the CoglContext in sync between GL and GLES backends. We ought
to find a way to have a generic context, though, and have backend
specific sections.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1698
We need to explicitly force order so that ClutterJson.gir and Cogl.gir
are present in the parent directory before we try to build Clutter.typelib.
http://bugzilla.openedhand.com/show_bug.cgi?id=1700
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
On some platforms (anything but Linux, and on obscure Linux
architectures) dolt isn't used, so $(top_builddir)/doltlibtool
won't exist. $(top_builddir)/libtool will always be generated
even if dolt is used, so just use that unconditionally. We don't
need the extra speed when linking the single program for
introspection.
http://bugzilla.openedhand.com/show_bug.cgi?id=1699
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
A lot of applications change the size of the stage from the default
before the stage is initially shown. The size change won't take affect
until the first allocation run. However we want the window to be at
the correct size when we first map it so we should force an allocation
run before showing the stage.
There was an explicit call to XResizeWindow in
clutter_stage_x11_show. This is not needed anymore because
XResizeWindow will already have been called by the allocate method.
By default NSWindow does not listen to mousemoved events and hence the
default behaviour for Actors using the "motion-event" signal differs
from backend to backend.
Using setAcceptsMouseMovedEvents seems to fix it; unfortunately, I
cannot verify it, but since nobody is currently working on the Quartz
backend I guess it cannot get more broken than how currently is.
Thanks to: Michael <michael@f3k.org>
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1687
It would be useful inside a custom actor's paint function to be able to
tell if this is a primary paint call, or if we are in fact painting on
behalf of a clone.
In Mutter we have an optimization not to paint occluded windows; this is
desirable for the windows per se, to conserve bandwith to the card, but
if something like an application switcher is using clones of these windows,
they will not get painted either; currently we have no way of
differentiating between the two.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1685
The CLUTTER_TEXTURE_IN_CLONE_PAINT was used with the old CloneTexture
actor; now that we have ClutterClone nothing sets the private flag
anymore, and the flag itself is not needed.
Updating the WM hints on the stage window shortcircuits if the stage
is in WITHDRAWN state, so we need to move the update_wm_hints() call
after the flag has been unset.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we manually wait for the VBLANK with:
- SGI_video_sync
- Direct usage of the DRM ioctl
Then we should call glFinish() first, or otherwise the swap-buffers
may be delayed by pending drawing and cause a tear.
http://bugzilla.openedhand.com/show_bug.cgi?id=1636
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
commit e2c4a2a9f8 fixed one thing but broke many others things :-/
hopfully this fixes that.
It turned out that the journal was mistakenly setting the OVERRIDE_LAYER0
flush option for all entries, but some other logic errors were also
uncovered in _cogl_material_equal.
Added an internal clutter function, _clutter_master_clock_ensure_next_iteration
that ensures another iteration of the master clock, can be called from repaint
functions as well as other threads.
To help us handle sliced textures; When flushing materials there is an
override option that can be given to replace the texture name for layer0
so we may iterate the slices without needing to modify the material
in use.
Since improving the journal's ability to batch state changes we added a
_cogl_material_equals function that is used by the journal to compare
materials and identify when a state change is required, but this wasn't
correctly considering the layer0 override resulting in false positives that
meant the journal wouldn't update the GL state and the first texture name
was used for all slices.
The cost of glGetFloatv with Mesa is still representing a majority of our
time in OpenGL for some applications, and the last thing left using this is
the current-matrix API when getting the projection matrix.
This adds a matrix stack for the projection matrix, so all getting, setting
and modification of the projection matrix is now managed by Cogl and it's only
when we come to draw that we flush changes to the matrix to OpenGL.
This also brings us closer to being able to drop internal use of the
deprecated OpenGL matrix functions, re: commit 54159f5a1d
The clutter_actor_get_allocation_coords() is not used, and since
the switch to floats in the Actor's API, it returns exactly what
the get_allocation_box() returns.
Currently, the transformation matrix for an actor is constructed
from scenegraph-related accessors. An actor, though, can call COGL
API to add new transformations inside the paint() implementation,
for instance:
static void
my_foo_paint (ClutterActor *a)
{
...
cogl_translate (-scroll_x, -scroll_y, 0);
...
}
Unfortunately these transformations will be completely ignored by
the scenegraph machinery; for instance, getting the actor-relative
coordinates from event coordinates is going to break badly because
of this.
In order to make the scenegraph aware of the potential of additional
transformations, we need a ::apply_transform() virtual function. This
vfunc will pass a CoglMatrix which can be used to apply additional
operations:
static void
my_foo_apply_transform (ClutterActor *a, CoglMatrix *m)
{
CLUTTER_ACTOR_CLASS (my_foo_parent_class)->apply_transform (a, m);
...
cogl_matrix_translate (m, -scroll_x, -scroll_y, 0);
...
}
The ::paint() implementation will be called with the actor already
using the newly applied transformation matrix, as expected:
static void
my_foo_paint (ClutterActor *a)
{
...
}
The ::apply_transform() implementations *must* chain up, so that the
various transformations of each class are preserved. The default
implementation inside ClutterActor applies all the transformations
defined by the scenegraph-related accessors.
Actors performing transformations inside the paint() function will
continue to work as previously.
Scanners like gtk-doc and g-ir-scanner get confused by:
typedef struct _Foo {
...
} Foo;
And expect instead:
typedef struct _Foo Foo;
struct _Foo {
...
};
CoglMatrix definition should be changed to avoid the former type.
The race we were experiencing in the X11 backends is apparently
back after the fix in commit 00a3c698.
This time, just delaying the setting of the SYNC_MATRICES flag
is not enough, so we can resume the use of a STAGE_IN_RESIZE
private flag.
This should also fix bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1668
In order to validate the sequence of:
XResizeWindow
ConfigureNotify
glViewport
that should happen on X11 we need to add debug annotations to the
calls to glViewport() done through COGL.
This avoids some calls to glGetFloatv, which have at least proven to be very
in-efficient in mesa at this point in time, since it always updates all derived
state even when it may not relate to the state being requested.
Fixes and adds a unit test for creating and drawing using materials with
COGL_INVALID_HANDLE texture layers.
This may be valid if for example the user has set a texture combine string
that only references a constant color.
_cogl_material_flush_layers_gl_state will bind the fallback texture for any
COGL_INVALID_HANDLE layer, later though we could explicitly check when the
current blend mode does't actually reference a texture source in which case
binding the fallback texture is redundant.
This tests drawing using cogl_rectangle, cogl_polygon and
cogl_vertex_buffer_draw.
Although we wouldn't recommend developers try and interleve OpenGL drawing
with Cogl drawing - we would prefer patches that improve Cogl to avoid this
if possible - we are providing a simple mechanism that will at least give
developers a fighting chance if they find it necissary.
Note: we aren't helping developers change OpenGL state to modify the
behaviour of Cogl drawing functions - it's unlikley that can ever be
reliably supported - but if they are trying to do something like:
- setup some OpenGL state.
- draw using OpenGL (e.g. glDrawArrays() )
- reset modified OpenGL state.
- continue using Cogl to draw
They should surround their blocks of raw OpenGL with cogl_begin_gl() and
cogl_end_gl():
cogl_begin_gl ();
- setup some OpenGL state.
- draw using OpenGL (e.g. glDrawArrays() )
- reset modified OpenGL state.
cogl_end_gl ();
- continue using Cogl to draw
Again; we aren't supporting code like this:
- setup some OpenGL state.
- use Cogl to draw
- reset modified OpenGL state.
When the internals of Cogl evolves, this is very liable to break.
cogl_begin_gl() will flush all internally batched Cogl primitives, and emit
all internal Cogl state to OpenGL as if it were going to draw something
itself.
The result is that the OpenGL modelview matrix will be setup; the state
corresponding to the current source material will be setup and other world
state such as backface culling, depth and fogging enabledness will be also
be sent to OpenGL.
Note: no special material state is flushed, so if developers want Cogl to setup
a simplified material state it is the their responsibility to set a simple
source material before calling cogl_begin_gl. E.g. by calling
cogl_set_source_color4ub().
Note: It is the developers responsibility to restore any OpenGL state that they
modify to how it was after calling cogl_begin_gl() if they don't do this then
the result of further Cogl calls is undefined.
This function should only need to be called in exceptional circumstances
since Cogl can normally determine internally when a flush is necessary.
As an optimization Cogl drawing functions may batch up primitives
internally, so if you are trying to use raw GL outside of Cogl you stand a
better chance of being successful if you ask Cogl to flush any batched
geometry before making your state changes.
cogl_flush() ensures that the underlying driver is issued all the commands
necessary to draw the batched primitives. It provides no guarantees about
when the driver will complete the rendering.
This provides no guarantees about the GL state upon returning and to avoid
confusing Cogl you should aim to restore any changes you make before
resuming use of Cogl.
If you are making state changes with the intention of affecting Cogl drawing
primitives you are 100% on your own since you stand a good chance of
conflicting with Cogl internals. For example clutter-gst which currently
uses direct GL calls to bind ARBfp programs will very likely break when Cogl
starts to use ARBfb programs internally for the material API, but for now it
can use cogl_flush() to at least ensure that the ARBfp program isn't applied
to additional primitives.
This does not provide a robust generalized solution supporting safe use of
raw GL, its use is very much discouraged.
Previously we would call _cogl_material_pre_change_notify unconditionally, but
now we wait until we really know we are removing a layer before notifying the
change, which will require a journal flush.
Since the convenience functions cogl_set_source_color4ub and
cogl_set_source_texture share a single material, cogl_set_source_color4ub
always calls cogl_material_remove_layer. Often this is a NOP though and
shouldn't require a journal flush.
This gets performance back to where it was before reverting the per-actor
material commits.
This reverts commit 8cf42ea8ac5c05f6b443c453f9c6c2a3cd75acfa.
Since the journal puts material colors in the vertex array accumulated for
drawing we don't need to flush the journal simply due to color changes which
means using cogl_set_source_color4ub is no longer a concern.
This reverts commit 85243da382025bd516937c76a61b8381f6e74689.
Since the journal puts material colors in the vertex array accumulated for
drawing we don't need to flush the journal simply due to color changes
which means using cogl_set_source_color4ub is no longer a concern.
Before any cogl vertex buffer drawing we call
enable_state_for_drawing_buffer which sets up the GL state, but we weren't
disabling unsed client texture coord arrays.
This simplifies the vertex data uploading in the journal, and could improve
performance. Modifying a VBO mid-scene could reqire synchronizing with the
GPU or some form of shadowing/copying to avoid modifying data that the GPU
is currently processing; the buffer was also being marked as GL_STATIC_DRAW
which could have made things worse.
Now we simply create a GL_STATIC_DRAW VBO for each flush and and delete it
when we are finished.
Using cogl_rectangle (and thus the journal) in
_cogl_add_path_to_stencil_buffer means we have to consider all the state
that the journal may change in case it may interfer with the direct GL calls
used. This has proven to be error prone and in this case the journal is an
unnecissary overhead. We now simply call glRectf instead of using
cogl_rectangle.
For small runs of text like icon labels, we can get better performance
going through the Cogl journal since text may then be batched together
with other geometry.
For larger runs of text though we still use VBOs since the cost of logging
the quads becomes too expensive, including the software transform which
isn't at all optimized at this point. VBOs also have the further advantage
of avoiding repeated validation of vertices by the driver and repeated
mapping of data into the GPU so long as the text doesn't change.
Currently the threshold is 100 vertices/25 quads. This number was plucked
out of thin air and should be tuned later.
With this change I see ~180% fps improvment for test-text. (x61s + i965 +
Mesa 7.6-devel)
We were missing the simplest test of all: are the two CoglHandles equal and
are the flush option flags for each material equal? This should improve
batching for some common cases.
Whenever we modify a material we call _cogl_material_pre_change_notify which
checks to see if the material is referenced by the journal and if so flushes
if before we modify the material.
Since the journal logs material colors directly into a vertex array (to
avoid us repeatedly calling glColor) then we know we never need to flush
the journal when material colors change.
Since most Clutter actors aren't much more than textured quads; flushing the
journal typically involves lots of 'change modelview; draw quad' sequences.
The amount of overhead involved in uploading a new modelview and queuing
that primitive is huge in comparison to simply transforming 4 vertices by
the current modelview when logging quads. (Note if your GPU supports HW
vertex transform, then it still does the projective and viewport transforms)
At the same time a --cogl-debug=disable-software-transform option has been
added for comparison and debugging.
This change allows typical pick scenes to be batched into a single draw call
and I'm seeing test-pick run over 200% faster with this. (i965 + Mesa
7.6-devel)
Enabling this option makes Cogl trace how the journal is managing to batch
your rectangles. The journal staggers how it emmits state to the GL driver
and the batches will normally get smaller for each stage, but ideally you
don't want to be in a situation where Cogl is only able to draw one quad per
modelview change and draw call.
E.g. this is a fairly ideal example:
BATCHING: journal len = 101
BATCHING: vbo offset batch len = 101
BATCHING: material batch len = 101
BATCHING: modelview batch len = 101
This isn't:
BATCHING: journal len = 1
BATCHING: vbo offset batch len = 1
BATCHING: material batch len = 1
BATCHING: modelview batch len = 1
BATCHING: journal len = 1
BATCHING: vbo offset batch len = 1
BATCHING: material batch len = 1
BATCHING: modelview batch len = 1
<repeat>
When this option is used Cogl will print a trace of all quads that get
logged into the journal, and a trace of quads as they get flushed.
If you are seeing a bug with the geometry being drawn by Cogl this may give
some clues by letting you sanity check the numbers being logged vs the
numbers being emitted.
For testing the VBO fallback paths it helps to be able to disable the
COGL_FEATURE_VBOS feature flag. When VBOs aren't available Cogl should use
client side malloc()'d buffers instead.
Previously we only used the Cogl matrix stack API for indirect contexts, but
it's too costly to keep on requesting modelview matrices from GL (for
logging in the journal) even for direct rendering.
I also experimented with a patch for mesa to improve performance and
discussed this with upstream, but we agreed to consider the GL matrix API
essentially deprecated. (For reference the GLES 2 and GL 3 specs have
removed the matrix APIs)
CoglColors shouldn't be compared using memcmp since they may contain
uninitialized padding bytes.
The prototype is also suitable for passing to g_hash_table_new as the
key_equal_func.
_cogl_pango_display_list_add_texture now uses this instead of memcmp.
We now put the color of materials into the vertex array used by the journal
instead of calling glColor() but the number of requests for the material
color were quite expensive so we have changed the material color to
internally be byte components instead of floats to avoid repeat conversions
and added _cogl_material_get_colorubv as a fast-path for the journal to
copy data into the vertex array.
To improve batching of geometry in the Cogl journal we need to avoid modifying
materials midscene.
Currently cogl_set_source_color and cogl_set_source_texture simply modify a
single shared material. In the future we can improve this so they use a pool
of materials that gets recycled as the journal is flushed, but for now we
give all ClutterRectangles their own private materials for painting with.
Currently cogl_set_source_color uses a single shared material which means
each actor that uses it causes the journal to flush if the color changes.
Until we improve cogl_set_source_color to use a pool of materials that can
be recycled as the journal is flushed we avoid mid-scene material changes by
giving all actors a private material instead.
The number of material layers enabled when logging a quad in the journal
determines the stride of the corresponding vertex data (since we need a set
of texture coordinates for each layer.) By padding data in the case where we
have only one layer we can avoid a change in stride if we are mixing single
and double layer primitives in a scene (e.g. relevent for a composite
manager that may use 2 layers for all shaped windows) Avoiding stride
changes means we can minimize calls to gl{Vertex,Color}Pointer when flushing
the journal.
Since we need to update the texcoord pointers when the actual number of
layers changes, this adds another batch_and_call() stage to deal with
glTexCoordPointer and enabling/disabling the client arrays.
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e. the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry. In ideal circumstances we will only flush once per scene.
In summary the journal works like this:
When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal. A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix. Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:
- modifying materials mid-scene
This is because each quad in the journal has an associated material
reference (i.e. not copy), so if you try and modify a material that is
already referenced in the journal we force a flush first)
NOTE: For now this means you should avoid using cogl_set_source_color()
since that currently uses a single shared material. Later we
should change it to use a pool of materials that is recycled
when the journal is flushed.
- modifying any state that isn't currently logged, such as depth, fog and
backface culling enables.
The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.
We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together. This is
currently broken up into 3 levels so we can stagger the state changes:
1) we break the journal up according to changes in the number of material layers
associated with logged quads. The number of layers in a material determines
the stride of the associated vertices, so we have to update our vertex
array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
we update the modelview matrix and actually emit the actual draw command.
This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
Removed the G_PARAM_CONSTRUCT from the property registration of
"load-async" and "load-data-async". It made it impossible to use only
load-data-async, as the async loading state would be unset when
load-async got set it's default FALSE value.
Use signed integers while combining window space clip rectangles, so we avoid
arithmatic errors later resulting in glScissor getting negative width and
height arguments.
Previously this was RGBA_8888. It souldn't really make a difference but for
consistency we expect almost all textures in use to have an internaly
premultiplied pixel format.
_cogl_texture_download_from_gl needs to create transient CoglBitmaps when
downloading sliced textures from GL, and then copies these as subregions
into the final target_bitmap. _cogl_texture_download_from_gl also supports
target_bitmaps with a different format to the source CoglTexture being
downloaded.
The problem was that in the case of slice textures we were always looking
at the format of the CoglTexture, not of the target_bitmap when setting
up the transient slice bitmap.
To allow for flushing of batched geometry within Cogl we can't support users
directly calling glReadPixels. glReadPixels is also awkward, not least
because it returns upside down image data.
All the unit tests have been swithed over and clutter_stage_read_pixels now
sits on top of this too.
I've found this is something I do quite often when debugging rendering
problems since its a simple way to wipe out lots of geometry and removes a
lot of unpredictable noise when logging geometry passing through the Cogl
journal.
We were calculating our vertex stride and allocating our vertex array
differently depending on whether the user passed TRUE for use_color or not.
The problem was that we were always writting color data to the array
regardless of use_color.
There was also a bug with _cogl_texture_sliced_polygon in that it was
writing byte color components but we were expecting float components. We
now use byte components in _cogl_multitexture_unsliced_polygon too and pass
GL_UNSIGNED_BYTE to glColorPointer.
Cogl already add similar defines but with the CLUTTER namespace
(CLUTTER_COGL_HAS_GL and CLUTTER_COGL_HAS_GLES). Let's just add two
similar defines with the COGL namespace. Removing the CLUTTER_COGL ones
could break applications silently for no real good reason.
While grepping through the public headers looking for invalid use of
private HAVE_* defines, I stumbled upon two out of sync comments. Yes
it's a very minor trivial change.
JSON-GLib provides simple accessors for basic types so that we
can avoid getting the JsonNode out of a complex type. This makes
the code simpler to understand.
Currently, Clutter depends on the internal copy of JSON-GLib for
the ClutterScript parser. This is done to allow building Clutter
on platforms that do not have the library installed on the system.
Just like we use the internal PNG/JPEG loader as a fallback in
case we don't have GdkPixbuf or CoreGraphics available, we should
use the internal copy of JSON-GLib only in case the system copy
is not present.
The change is simply to move the default for the --with-json
configure switch from "internal" to "check".
In order to allow stricter compliance, a third setting should
be present: "system", which fails if the system copy is not
available.
We should also change the introspection generation to avoid
breaking in case we require the installed Json-1.0.gir instead
of the generated ClutterJson.gir
The clutter_actor_pick() function just emits the ::pick signal
on the actor. Nobody should be using it, since the paint() method
is already context sensitive and will result in a ::pick emission
by itself. The clutter_actor_pick() is just confusing things.
In the int-to-float switch for actor properties, the ::size-change signal
was moved to use floats instead of integers. Sub-pixel precision for image
size is meaningless, though, so we should revert it back to ints.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1659
Instead of using a specific function to check whether the X
server supports the XInput extension we can use the generic
Xlib function XQueryExtension(). This cuts down the extra
checks inside the configure.ac and simplifies the code inside
clutter_x11_register_xinput().
Currently, XInput support requires a function call. In order to
make it easier for people to test it, we can also add a command
line switch that moves the pointer device detection and handling
to XInput. This should ensure that, at least for people building
Clutter with --enable-xinput, applications can be easily migrated
and regressions can be caught.
The StageManager singleton instance is already kept around
by the clutter_stage_manager_get_default() function; there is
no need to have it inside the main Clutter context as well.
Instead of using _clutter_context_get_default() and checking the
is_initialized flag, we should use the newly added private function
that does not cause side effects, especially for functions that have
to be called before any other Clutter function.
The _clutter_context_get_default() function will automatically
create the main Clutter context; if we just want to check whether
Clutter has been initialized this will complicate matters, by
requiring a call to g_type_init() inside the client code.
Instead, we should simply provide an internal API that checks
whether the main Clutter context exists and if it has been
initialized, without any side effect.
The input device API is split halfway thorugh the backends in a very
weird way. The data structures are private, as they should, but most
of the information should be available in the main API since it's
generic enough.
The device type enumeration, for instance, should be common across
every backend; the accessors for device type and id should live in the
core API. The internal API should always use ClutterInputDevice and
not the private X11 implementation when dealing with public structures
like ClutterEvent.
By adding accessors for the device type and id, and by moving the
device type enumeration into the core API we can cut down the amount
of symbols private and/or visible only to the X11 backends; this way
when other backends start implementing multi-pointer support we can
share the same API across the code.
HAVE_COGL_GLES2 is defined in config.h through the configure script and
should not be used in public headers.
The patch makes configure generate the right define that can be used
later in the header.
The clutter_context_get_default() function is private, but shared
across Clutter. For this reason, it should be prefixed by '_' so
that the symbol is hidden from the shared object.
ActorBox should have methods for easily extracting the X and Y
coordinates of the origin, and the width and height separately.
These methods will make it easier for high-level language bindings
to manipulate ActorBox instances and avoid the Geometry type.
The Vertex and ActorBox boxed types are meant to be used across
the API, but are fairly difficult to bind. Their memory management
is also unclear, and has to go through the indirection of
g_boxed_copy() and g_boxed_free().
Cairo stores the image data in ARGB native byte order so we need to
upload this as BGRA on little endian architectures and ARGB on big
endian. ClutterTexture doesn't currently expose any flags to describe
ARGB format so until we can fix the Clutter API it now uses the Cogl
API directly.
In order to chain up animations using clutter_actor_animate() and
friends you have to use an idle handler that guarantees that the
main loop spins at least once after the animation pointer has been
detached from the actor.
This has several drawbacks, first and foremost the fact that the
slice of the main loop for the idle handler might be starved by
other operations, like redrawing. This inevitably leads to tricks
with priorities and the like, contributing to the overall complexity.
Instead, we should guarantee that the animation instance created by
clutter_actor_animate() is valid for the ::completed signal until
it reaches its default handler; after that, the animation is detached
from the actor and destroyed. This means that it's possible to
create a new animation after the first is complete by simply using
g_signal_connect_after().
This unfortunately makes it impossible to keep a reference to the
animation pointer attached to the actor by using g_object_ref(); a
way to "fix" this would be to have a clutter_animation_attach()
and a clutter_animation_detach() pair of methods that allow attaching
any animation to an actor. This might overcomplicate what it is
the simple animation API, though, so it's currently not implemented
and left for future versions.
The test-easing interactive demo has been modified to show how
the animation queuing works by adding a command line switch that
recenters the animated actor once the first animation has ended.
Continuing in the tradition on making clutter_actor_animate() the
next g_object_connect(), here's the addition of the signal-after::
and signal-swapped:: modifiers for the automagic signal connection
arguments.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1646
In order to be ready for the next major version of GLib we need to
disable single header inclusion by using the G_DISABLE_SINGLE_INCLUDES
define in the build process.
We can't short-circuit the emission of ::queue-redraw for not-visible
actors, since ClutterClone uses that signal to know when things need
to be redrawn.
Calling clutter_actor_queue_redraw() out of clutter_actor_real_map() /
clutter_actor_real_unmap() was causing the flag state to get set
incorrectly from _clutter_actor_set_enable_paint_unmapped(), because
a paint queueing a redraw was not expected.
Moving queuing the redraw to clutter_actor_hide()/show() fixes this, and
also fixes a problem where showing a child of a cloned actor wouldn't
cause the clone to be repainted.
http://bugzilla.openedhand.com/show_bug.cgi?id=1484
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we have an not-visible texture pixmap, we need to:
- Still update it if it is realized, since it won't be
updated when shown. And it might be also be cloned.
- Queue a redraw if even if not visible, since it
it might be cloned.
http://bugzilla.openedhand.com/show_bug.cgi?id=1647
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
My patch to choose a premultiplied format when the user gives
COGL_PIXEL_FORMAT_ANY for the internal_format broke the case where the data
in question doesn't have and alpha channel.
This was accidentally missed when merging the premultiplication branch
since I merged a local version of the branch that missed this commit.
Although the underlying materials should allow layers with INVALID_HANDLES
it shouldn't be necissary to expose that via cogl_set_source_texture() and
it's easier to resolve a warning/crash here than odd artefacts/crashes later
in the pipeline.
Merge branch 'premultiplication'
[cogl-texture docs] Improves the documentation of the internal_format args
[test-premult] Adds a unit test for texture upload premultiplication semantics
[fog] Document that fogging only works with opaque or unmultipled colors
[test-blend-strings] Explicitly request RGBA_888 tex format for test textures
[premultiplication] Be more conservative with what data gets premultiplied
[bitmap] Fixes _cogl_bitmap_fallback_unpremult
[cogl-bitmap] Fix minor copy and paste error in _cogl_bitmap_fallback_premult
Avoid unnecesary unpremultiplication when saving to local data
Don't unpremultiply Cairo data
Default to a blend function that expects premultiplied colors
Implement premultiplication for CoglBitmap
Use correct texture format for pixmap textures and FBO's
Add cogl_color_premultiply()
Clarifies that if you give COGL_PIXEL_FORMAT_ANY as the internal format for
cogl_texture_new_from_file or cogl_texture_new_from_data then Cogl will
choose a premultiplied internal format.
The fixed function fogging provided by OpenGL only works with unmultiplied
colors (or if the color has an alpha of 1.0) so since we now premultiply
textures and colors by default a note to this affect has been added to
clutter_stage_set_fog and cogl_set_fog.
test-depth.c no longer uses clutter_stage_set_fog for this reason.
In the future when we can depend on fragment shaders we should also be
able to support fogging of premultiplied primitives.
We don't want to force texture data to be premultipled if the user
explicitly specifies a non premultiplied internal_format such as
COGL_PIXEL_FORMAT_RGBA_8888. So now Cogl will only automatically
premultiply data when COGL_PIXEL_FORMAT_ANY is given for the
internal_format, or a premultiplied internal format such as
COGL_PIXEL_FORMAT_RGBA_8888_PRE is requested but non-premultiplied source
data is given.
This approach is consistent with OpenVG image formats which have already
influenced Cogl's pixel format semantics.
The _cogl_unpremult_alpha_{first,last} functions which
_cogl_bitmap_fallback_unpremult depends on were incorrectly casting each
of the byte components of a texel to a gulong and performing shifts as
if it were dealing with the whole texel.
It now just uses array indexing to access the byte components without
needing to cast or manually shift any bits around.
Even though we used to depend on unpremult whenever we used a
ClutterCairoTexture, clutter_cairo_texture_context_destroy had it's own
unpremult code which worked which is why this bug wouldn't have been noticed
before.
Now that we typically have premultiplied data stored in Cogl
textures, when fetching a texture into local data for temporary
storage, use a premultiplied format to avoid an unpremultiply/
premultiply roundtrip.
http://bugzilla.openedhand.com/show_bug.cgi?id=1406
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Instead of unpremultiplying the Cairo data, pass it directly to Cogl
in premultiplied form; we now *prefer* premultiplied data.
http://bugzilla.openedhand.com/show_bug.cgi?id=1406
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Many operations, like mixing two textures together or alpha-blending
onto a destination with alpha, are done most logically if texture data
is in premultiplied form. We also have many sources of premultiplied
texture data, like X pixmaps, FBOs, cairo surfaces. Rather than trying
to work with two different types of texture data, simplify things by
always premultiplying texture data before uploading to GL.
Because the default blend function is changed to accommodate this,
uses of pure-color CoglMaterial need to be adapted to add
premultiplication.
gl/cogl-texture.c gles/cogl-texture.c: Always premultiply
non-premultiplied texture data before uploading to GL.
cogl-material.c cogl-material.h: Switch the default blend functions
to ONE, ONE_MINUS_SRC_ALPHA so they work correctly with premultiplied
data.
cogl.c: Make cogl_set_source_color() premultiply the color.
cogl.h.in color-material.h: Add some documentation about
premultiplication and its interaction with color values.
cogl-pango-render.c clutter-texture.c tests/interactive/test-cogl-offscreen.c:
Use premultiplied colors.
http://bugzilla.openedhand.com/show_bug.cgi?id=1406
Signed-off-by: Robert Bragg <robert@linux.intel.com>
cogl-bitmap.c cogl-bitmap-pixbuf.c cogl-bitmap-fallback.c cogl-bitmap-private.h:
Add _cogl_bitmap_can_premult(), _cogl_bitmap_premult() and implement
a reasonably fast implementation in the "fallback" code.
http://bugzilla.openedhand.com/show_bug.cgi?id=1406
Signed-off-by: Robert Bragg <robert@linux.intel.com>
RGBA data in X pixmaps and in FBOs is already premultiplied; use
the right format when creating cogl textures.
http://bugzilla.openedhand.com/show_bug.cgi?id=1406
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Since commit d743aeaa updated the internal copy of JSON-GLib and
added a new private header file, we need to fix the build to avoid
a distcheck failure.
Merge branch 'master-clock-updates'
* master-clock-updates: (22 commits)
Change the paint forcing on the Text cache text
[timelines] Improve marker hit check and don't fudge the delta
Revert "[timeline] Don't clamp the elapsed time when a looping tl reaches the end"
[tests] Don't add a newline to the end of g_test_message calls
[test-timeline] Add a marker at the beginning of the timeline
[timeline] Don't clamp the elapsed time when a looping tl reaches the end
[master-clock] Throttle if no redraw was performed
[docs] Update Clutter's API reference
Force a paint instead of calling clutter_redraw()
Fix clutter_redraw() to match the redraw cycle
Run the repaint functions inside the redraw cycle
Remove useless manual timeline ticking
Move elapsed-time calculations into ClutterTimeline
Limit the frame rate when not syncing to VBLANK
Decrease the main-loop priority of the frame cycle
Avoid motion-compression in test-picking test
Compress events as part of the frame cycle
Remove stage update idle and do updates from the master clock
Call g_main_context_wakeup() when we start running timelines
Remove unused msecs_delta member
...
Markers added at the start of the timeline need to be special cased
because we effectively check whether the marker time is greater than
the old frame time or less than or equal to the new frame time but we
never actually emit a frame for the start of the timeline.
If the timeline is looping then it adjusts the position to interpolate
a wrapped around position. However we do not emit a new frame after
setting this position so we need to check for markers again there.
clutter_timeline_get_delta should return the actual wall clock time
between emissions of the new-frame signal - even if the elapsed time
has been fudged at the end of the timeline. To make this work it no
longer directly manipulates priv->msecs_delta but instead passes a
delta value to check_markers.
Someone might hide the previously focused actor in the focus-out signal
handler and as key focus still appears to be on that actor we'd get
re-entrant call and get glib critical from g_object_weak_unref
This changes clutter_stage_get_key_focus() to return stage/NULL during
focus-out signal emission. It used to be the actor focus-out was being
emitted on.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1547
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This reverts commit 9c5663d671.
The patch was causing problems for applications that expect the
elapsed_time to be at either end of the timeline when the completed
signal is fired. For example test-behave swaps the direction of the
timeline in the completed handler but if the time has overflowed the
end then the timeline would only take a short time to get back the
beginning. This caused the animation to just vibrate around the
beginning.
The new-frame signal of a timeline was previously guaranteed to be
emitted with the elapsed_time set to the end before it emits the
completed signal. This doesn't necessarily make sense for looping
timelines because it would cause the elapsed time to be clamped to a
slightly off value whenever the timeline restarts. This patch makes it
perform the wrap around before emitting the new-frame signal so that
the elapsed time always corresponds to the time elapsed since the
timeline was started.
Additionally it no longer fudges the msecs_delta property to make the
marker check work so clutter_timeline_get_delta will always return the
wall clock time since the last frame.
A flag in the master clock is now set whenever the dispatch caused an
actual redraw of a stage. If this flag is not set during the prepare
and check functions then it will resort to limiting the redraw
attempts to the default frame rate as if vblank syncing was
disabled. Otherwise if a timeline is running that does not cause the
scene to change then it would busy-wait with 100% CPU until the next
frame.
This fix was suggested by Owen Taylor in:
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
We do not need the whole redraw machinery inside
clutter_stage_read_pixels(): instead, we want Clutter to drop everything,
paint and call glReadPixels() with the current buffer.
The clutter_redraw() function is used by embedding toolkits to
force a redraw on a stage. Since everything is performed by
toggling a flag inside the Stage itself and then letting the
master clock advance, we need a ClutterStage method to ensure
that we start the master clock and redraw.
Instead of calculating a delta in the master clock, and passing that
into each timeline, make each timeline individually responsible for
remembering the last time and computing the delta.
This:
- Fixes a problem where we could spin infinitely processing
timeline-only frames with < 1msec differences.
- Makes timelines consistently start timing on the first frame;
instead of doing different things for the first started timeline
and other timelines.
- Improves accuracy of elapsed time computations by avoiding
accumulating microsecond => millisecond truncation errors.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
clutter-master-clock.c clutter-master-clock.h: When the
SYNC_TO_VBLANK feature is not available, wait for 1/frame_rate
seconds since the start of the last frame before drawing the next
frame. Add _clutter_master_clock_start_running() to abstract
the usage of g_main_context_wakeup()
clutter-stage.c: Add _clutter_master_clock_start_running()
clutter-main.c: Update docs for clutter_set_default_frame_rate()
clutter_get_default_frame_rate() to no longer talk about timeline
frame rates.
test-text-perf.c test-text.c: Set a frame rate of 1000fps so that
frame-rate limiting doesn't affect the result.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Change CLUTTER_PRIORITY_REDRAW to be lower than the GTK+ resize
and relayout priorities to avoid starving GTK+ when run in the
same process as clutter.
Remove the unused CLUTTER_PRIORITY_TIMELINE
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Instead of trying to guess about which motion events are
extraneous, queue up all events until we process a frame.
This allows us to look ahead and reliably compress consecutive
sequence of motion events.
clutter-main.c: Feed received events to the stage for queueing.
Remove old compression code. Remove clutter_get_motion_events_frequency()
clutter_set_motion_events_frequency()
clutter-stage.c: Keep a queue of pending events.
clutter-master-clock.c: Add processng of queued events to the
clock source dispatch function.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
When a redraw is queued on a stage, simply set a flag; then in
the check/prepare functions of the master clock source, check
for stages that need redrawing.
This avoids the complexity of having multiple competing sources
at the same priority and makes the update ordering more reliable and
understandable.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If a timeline is added from a different thread, we need to
call g_main_context_wakeup() to wake the main thread up to
start updating the timeline.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Instead of keeping a list of all timelines, and connecting to
signals and weak notifies, simply keep a list of running timelines;
this greatly simplifies both the book-keeping, and also determining
if there are any running timelines.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Remove code to advance the master clock after drawing a frame; if
there are any running timelines the master clock will do another
frame by itself, and the clock will be advanced before running
that frame.
With this change, there is no point in queueing an extra frame
redraw after completing a timeline, since we are always advancing
the timeline *before* redrawing, so remove that code as well.
(This does mean that calling clutter_timeline_stop() won't implicitly
cause the stage to be redrawn; this doesn't seem like something
an app should rely on in any case.)
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The clutter_stage_fullscreen() and clutter_stage_unfullscreen() are
a GDK-ism. The underlying implementation is already using an accessor
with a boolean parameter.
This should take the amount of collisions between properties, methods
and signals to zero.
The :fullscreen property is very much confusing as it is implemented.
It can be written to a value, but the whole process might fail. If we
set:
g_object_set (stage, "fullscreen", TRUE, NULL);
and the fullscreen process fails or it is not implemented, the value
will be reset to FALSE (if we're lucky) or left TRUE (most of the
times).
The writability is just a shorthand for invoking clutter_stage_fullscreen()
or clutter_stage_unfullscreen() depending on a boolean value without
using an if.
The :fullscreen property also greatly confuses high level languages,
since the same symbol is used:
- for a method name (Clutter.Stage.fullscreen())
- for a property name (Clutter.Stage.fullscreen)
- for a signal (Clutter.Stage::fullscreen)
For these reasons, the :fullscreen should be renamed to :fullscreen-set
and be read-only. Implementations of the Stage should only emit the
StageState event to change from normal to fullscreen, and the Stage
will automatically update the value of the property and emit a notify
signal for it.
There have been changes in JSON-GLib upstream to clean up the
data structures, and facilitate introspection.
We still not use the updated JsonParser with the (private) JsonScanner
code, since it's a fork of GLib's GScanner.
Otherwise if there is an error before the slices are created it will
try to free the first_pixels array and crash.
It now also checks whether first_pixels has been created before using
it to update the mipmaps. This should only happen for
cogl_texture_new_from_foreign and doesn't matter if the FBO extension
is available. It would be better in this case to fetch the first pixel
using glGetTexImage as Owen mentioned in the last commit.
tex->first_pixels was never set for foreign textures, leading
to a crash when the texture object is freed.
As a quick fix, simply set to NULL. A more complete fix would
require remembering if we had ever seen the first pixel uploaded,
and if not, doing a glReadPixel to get it before triggering the
mipmap update.
http://bugzilla.openedhand.com/show_bug.cgi?id=1645
Signed-off-by: Neil Roberts <neil@linux.intel.com>
It's very common that there's no reasonable fallback to do if the
blend or combine string you set isn't supported. So, rather than
requiring everybody to pass in a GError purely to catch syntax erorrs,
automatically g_warning() if a parse error is encountered and @error
is NULL.
http://bugzilla.openedhand.com/show_bug.cgi?id=1642
Signed-off-by: Robert Bragg <robert@linux.intel.com>
When we complete a timeline, we clamp the elapsed_time variable
to the range of the timeline. We need to adjust msecs_delta so that
when we check for hit markers we have the correct interval.
http://bugzilla.openedhand.com/show_bug.cgi?id=1641
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The Animation should be referenced during the notification of the
alpha value, since the callback is invoked depending on the Alpha
and it won't vivify the Animation instance for us.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1537
ClutterEvent is not really gobject-introspection friendly because
of the whole discriminated union thing. In particular, if you get
a ClutterEvent in a signal handler, you probably can't access the
event-type-specific fields, and you probably can't call methods
like clutter_key_event_symbol() either, because you can't cast the
ClutterEvent to a ClutterKeyEvent.
The cleanest solution is to turn every accessor into ClutterEvent
methods, accepting a ClutterEvent* and internally checking the event
type.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1585
According to clutter_texture_set_cogl_texture you should unref the handle as
the texture takes its own.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
The OpenGL spec states that if you create a pixmap using glXCreatePixmap you
should use glXDestroyPixmap to destroy it.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Setting the pixmap for an unrealized ClutterGLXTexturePixmap should
not cause it to be realized, and certainly shouldn't cause the the
REALIZED flag to be set without using clutter_actor_realize().
This patch uses the simple approach that;
- pixmap changes on an unrealized ClutterGLXTexturePixmap
are ignored
- when the ClutterGLXTexturePixmap is realized, we then create
the GLXPixmap and the corresponding texture.
The call to clutter_glx_texture_pixmap_update_area() is moved
from create_cogl_texture() to
clutter_glx_texture_pixmap_create_glx_pixmap() since
create_cogl_texture() is only called from one place, and updating
the area is really something we do *after* creating the texture,
not part of creating the texture.
clutter_glx_texture_pixmap_create_glx_pixmap() is reorganized a
bit to avoid debug-logging confusingly if it's called before a pixmap
has been set, and for readability.
http://bugzilla.openedhand.com/show_bug.cgi?id=1635
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
An implementaton of realize() never needs to set the
CLUTTER_ACTOR_REALIZED flag, though it can unset the flag if
things fail unexpectedly. (Previously, stage backend implementations
had to do this since clutter_actor_realize() wasn't used; this
is no longer the case.)
http://bugzilla.openedhand.com/show_bug.cgi?id=1634
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Due to the accumulation of floating point errors, natural_width
and min_width can diverge significantly even if the math for
computing them is correct. So just clamp natural_width to
min_width instead of warning about it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1632
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we use float temporaries when computing the bounds of
a group, then, depending on what variables are kept in registers
and what stored on the stack, the accumulated difference between
natural_width and min_width can be more than FLOAT_EPSILON.
Using double temporaries will eliminate the difference in most
cases, or, very rarely, reduce it to a last-bit error.
http://bugzilla.openedhand.com/show_bug.cgi?id=1632
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we are cloning an source actor with an unmapped parent, then when
we temporarily map the source actor:
- We need to skip the check that a mapped actor has a mapped
parent.
- We need to realize the actor's parents before mapping it,
or we'll get an assertion failure in clutter_actor_update_map_state()
because an actor with an unmapped parent is !may_be_realized.
http://bugzilla.openedhand.com/show_bug.cgi?id=1633
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Setting the stage size using clutter_actor_set_size() is almost always
wrong: the X11 stage implementation should save the size and queue a
relayout -- like it does when receiving a ConfigureNotify. The same
should happen when setting it to be full screen.
Since we build the Cogl GIR inside /clutter/cogl we should be looking
there when building the Clutter GIR. Otherwise g-ir-scanner will look
inside the gir directory -- and if you never built Clutter before it
will error out.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1638
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The load-finished signal has a GError* argument which is meant to
signify whether the loading was successful. However many of the
places in ClutterTexture that emit this signal directly pass their
'error' variable which is a GError** and will be NULL or not
completely independently of whether there was an error. If the
argument was dereferenced it would probably crash.
The test-texture-async interactive test case should also verify
that the ::load-finished signal is correctly emitted.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1622
Correctly apply De Morgan's laws to the short-circuit test in
clutter_timeline_pause(); it was short-circuiting always and
never actually pausing.
http://bugzilla.openedhand.com/show_bug.cgi?id=1629
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The commit 2c95b378 prevents clutter_animation_setup_property from being
called with fixed:: property names. This patch adds a additional
parameter "is_fixed" to clutter_animation_setup_property instead of
searching for "fixed::" in property_name.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
It should be possible render a single PangoLayout with different
colors without recalculating the layout. This was not working because
the color used at the first edit was being stored in the display
list. This broke changing the opacity on a ClutterText.
Now each node in the display list has a 'color override' flag which
marks whether it should use the base color or not. The base color is
now passed in from _cogl_pango_display_list_render_texture. The alpha
value is always taken from the base color.
The clutter_redraw() function is used by libraries embedding
Clutter inside another toolkit, instead of queueing a redraw
on the embedded stage. This means that clutter_redraw() should
perform the same sequence of actions done by the redraw idle
callback.
Clutter short-circuits painting when an actor's opacity is
zero. However if the actor is being painted from a ClutterClone then
it will be painted using the clone's opacity instead so the test was
broken.
* 1.0-integration: (138 commits)
[x11] Disable XInput by default
[xinput] Invert the XI extension version check
[cogl-primitives] Fix an unused variable warning when building GLES
[clutter-stage-egl] Pass -1,-1 to clutter_stage_x11_fix_window_size
Update the GLES backend to have the layer filters in the material
[gles/cogl-shader] Add a missing semicolon
[cogl] Move the texture filters to be a property of the material layer
[text] Fix Pango unit to pixels conversion
[actor] Force unrealization on destroy only for non-toplevels
[x11] Rework map/unmap and resizing
[xinput] Check for the XInput entry points
[units] Validate units against the ParamSpec
[actor] Add the ::allocation-changed signal
[actor] Use flags to control allocations
[units] Rework Units into logical distance value
Remove a stray g_value_get_int()
Remove usage of Units and macros
[cogl-material] Allow setting a layer with an invalid texture handle
[timeline] Remove the concept of frames from timelines
[gles/cogl-shader] Fix parameter spec for cogl_shader_get_info_log
...
Conflicts:
configure.ac
The XInput support in Clutter is still using XI 1.x. This will never
work correctly, and we are all waiting for XInput 2 anyway. The changes
internally should be minimal, so we can leave everything in place, but
it's better to disable XInput support by default -- at least for the
time being.
The texture filters are now a property of the material layer rather
than the texture object. Whenever a texture is painted with a material
it sets the filters on all of the GL textures in the Cogl texture. The
filter is cached so that it won't be changed unnecessarily.
The automatic mipmap generation has changed so that the mipmaps are
only generated when the texture is painted instead of every time the
data changes. Changing the texture sets a flag to mark that the
mipmaps are dirty. This works better if the FBO extension is available
because we can use glGenerateMipmap. If the extension is not available
it will temporarily enable automatic mipmap generation and reupload
the first pixel of each slice. This requires tracking the data for the
first pixel.
The COGL_TEXTURE_AUTO_MIPMAP flag has been replaced with
COGL_TEXTURE_NO_AUTO_MIPMAP so that it will default to
auto-mipmapping. The mipmap generation is now effectively free if you
are not using a mipmap filter mode so you would only want to disable
it if you had some special reason to generate your own mipmaps.
ClutterTexture no longer has to store its own copy of the filter
mode. Instead it stores it in the material and the property is
directly set and read from that. This fixes problems with the filters
getting out of sync when a cogl handle is set on the texture
directly. It also avoids the mess of having to rerealize the texture
if the filter quality changes to HIGH because Cogl will take of
generating the mipmaps if needed.
The mapping and unmapping of the X11 stage implementation is
a bit bong. It's asynchronous, for starters, when it really
can avoid it by tracking the state internally.
The ordering of the map/unmap sequence is also broken with
respect to the resizing.
By tracking the state internally into StageX11 we can safely
remove the MapNotify and UnmapNotify X event handling.
In theory, we should use _NET_WM_STATE a lot more, and reuse
the X11 state flags for fullscreening as well.
Apparently, the XInput extension is using the same pkg-config
file ('xi') for both the 1.x and the 2.x API, so we need to
check for both the 1.x XGetExtensionVersion and the 2.x
XQueryInputVersion.
When declaring a property using ClutterParamSpecUnits we pass a
default type to limit the type of units we accept as valid values
for the property.
This means that we need to add the unit type check as part of the
validation process.
Sometimes it is useful to be able to track changes in the allocation
flags, like the absolute origin, inside children of a container.
Using the notify::allocation signal is not enough, in these cases, so
we need a specific signal that gives us both the allocation box and the
allocation flags.
Instead of passing a boolean value, the ::allocate virtual function
should use a bitmask and flags. This gives us room for expansion
without breaking API/ABI, and allows to encode more information to
the allocation process instead of just changes of absolute origin.
Units as they have been implemented since Clutter 0.4 have always been
misdefined as "logical distance unit", while they were just pixels with
fractionary bits.
Units should be reworked to be opaque structures to hold a value and
its unit type, that can be then converted into pixels when Clutter needs
to paint or compute size requisitions and perform allocations.
The previous API should be completely removed to avoid collisions, and
a new type:
ClutterUnits
should be added; the ability to install GObject properties using
ClutterUnits should be maintained.
It was previously possible to create a material layer with no texture
by setting some property on it such as the matrix. However it was not
possible to get back to that state without removing the layer and
recreating it. It is useful to be able to remove the texture to free
resources without forgetting the state of the layer so we can put a
different texture in later.
Timelines no longer work in terms of a frame rate and a number of
frames but instead just have a duration in milliseconds. This better
matches the working of the master clock where if any timelines are
running it will redraw as fast as possible rather than limiting to the
lowest rated timeline.
Most applications will just create animations and expect them to
finish in a certain amount of time without caring about how many
frames are drawn. If a frame is going to be drawn it might as well
update all of the animations to some fraction of the total animation
rather than rounding to the nearest whole frame.
The 'frame_num' parameter of the new-frame signal is now 'msecs' which
is a number of milliseconds progressed along the
timeline. Applications should use clutter_timeline_get_progress
instead of the frame number.
Markers can now only be attached at a time value. The position is
stored in milliseconds rather than at a frame number.
test-timeline-smoothness and test-timeline-dup-frames have been
removed because they no longer make sense.
The clutter_actor_map and unmap functions need to be called to
properly update the mapped state. This matches the changes to the X11
stage in 125bded8.
If the application code calls for destruction of an actor we need
to make sure that the actor is unrealized before running the dispose
sequence; otherwise, we might trigger an assertion failure on composite
actors.
The commit 762873e79e is completely
and utterly wrong and I should have never pushed it.
Serves me well for trying to work on three different branches and
on three different things.
Currently, the clock source spins a redraw every time there is at
least a timeline running. If the timelines were not advanced in
the previous frame, though, because their interval is larger than
the vblanking interval then this will lead to excessive redraws of
the scenegraph even if nothing has changed.
To avoid this a simple guard should be set by the MasterClock::advance
method in case no timeline was effectively advanced, and checked
before dispatching the stage redraws.
When creating a Cogl texture from a Cogl bitmap it would steal the
data by setting the bitmap_owner flag and clearing the data pointer
from the bitmap. The data would be freed by the time the
new_from_bitmap is finished. There is no reason to do this because the
data will be freed when the Cogl bitmap is unref'd and it is confusing
not to be able to reuse the bitmap for creating multiple textures.
clutter_color_from_string() only supported the "#rrggbbaa" format with
alpha channel, this patch adds support for "#rgba".
Colors in "#rrggbb" format were parsed manually, this is now left to
the pango color parsing fallback, since that's handling it just fine.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The cogl_shader_get_info_log() function is very inconvenient for
language bindings and for regular use, as it requires a static
buffer to be filled -- basically just providing a wrapper around
glGetInfoLogARB().
Since COGL aims to be a more convenient API than raw GL we should
just make cogl_shader_get_info_log() return an allocated string
with the GLSL compiler log.
Instead of using GL_TRIANGLES and uploading the indices every time, it
now uses GL_QUADS instead on OpenGL. Under GLES it still uses indices
but it uses the new cogl_vertex_buffer_indices_get_for_quads function
to avoid uploading the vertices every time.
This requires the _cogl_vertex_buffer_indices_pointer_from_handle
function to be exposed privately to the rest of Cogl.
The static_indices array has been removed from the Cogl context.
The GIR file for Clutter still contains symbols from COGL, even
though we provide a Cogl GIR as well. The Clutter GIR should
depend on the Cogl GIR instead.
All the underlying implementation and the public entry points have
been switched to floats; the only missing bits are the Actor properties
that deal with positioning and sizing.
This usually means a major pain when dealing with GValues and varargs
functions. While GValue will warn you when dealing with the wrong
conversions, varags will simply die an horrible (and hard to debug)
death via segfault. Nothing much to do here, except warn people in the
release notes and hope for the best.
The documentation for ClutterTexture's set_from_rgb_data() and
set_from_yuv_data() says:
Note: This function is likely to change in future versions.
This is not true, since they'll remain for the whole 1.x API cycle.
Now that CoglVertexBuffers support indices we can use them with GLES
to avoid duplicating vertices. Regular GL still uses GL_QUADS because
it is shown to still have a performance benefit over indices with the
Intel drivers.
This function can be used as an efficient way of drawing groups of
quads without using GL_QUADS. It generates a VBO containing the
indices needed to render using pairs of GL_TRIANGLES. The VBO is
globally cached so that it only needs to be uploaded whenever more
indices are requested than ever before.
The allocate_available_size() method is a convenience method in
the same spirit as allocate_preferred_size(). While the latter
will allocate the preferred size of an actor regardless of the
available size provided by the actor's parent -- and thus it's
suitable for simple fixed layout managers like ClutterGroup -- the
former will take into account the available size provided by the
parent and never allocate more than that; it is, thus, suitable
for simple fluid layout managers.
The cogl-enum-types.h file is created by glib-mkenums under
/clutter/cogl/common, and then copied in /clutter/cogl in order
to make the inclusion of that file work inside cogl.h.
Since we're copying it in a different location, the Makefile
for that location has to clean up the copy.
Notifications should be fired off from both the internal timeline and
the wrapping animation here, so notifiers should be frozen around these
property setters.
Signed-off-by: Jonas Bonn <jonas@southpole.se>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Just a couple of final cleanups after the reimplementation of the
Animation model.
i) _set_mode does not need to set the timeline on the alpha
ii) freeze notifications around the setting of a new alpha
Signed-off-by: Jonas Bonn <jonas@southpole.se>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The "started" signal is sent first after the timeline has been set to the
'running' state. For this reason, checking if the clock has any running
timelines running will always return true in the "started" signal handler:
the timeline that sent the signal is running.
What needs to be checked in the signal handler is if there are any
timelines running other than the one that emitted the ::started signal,
which we know is running anyway.
This prevents frames from being lost at the beginning of an animation when
a timeline is started after a quiescent period.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1617
Signed-off-by: Jonas Bonn <jonas@southpole.se>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
We avoid rebuilding cogl-enum-types.h and cogl-enum-types.c by
using a "guard" -- a stamp file that will block Makefile. Since
we need cogl-enum-types.h into /clutter/cogl as well for the
cogl.h include to work, if we copy the cogl-enum-types.h
unconditionally it will cause a rebuild of the whole COGL; which
will cause a full rebuild.
To solve this, we can copy the header file when generating it
under the stamp file.
The libclutter-cogl internal object should be the only dependency
for Clutter, since we are already copying it inside clutter/cogl
for the introspection scanner. For this reason, the backend-specific,
real internal object should be built with the backend encoded into
the file name, like libclutter-common. This makes the build output
a little bit more clear: instead of having two:
LINK libclutter-cogl-common.la
...
LINK libclutter-cogl.la
LINK libclutter-cogl.la
We'll have:
LINK libclutter-cogl-common.la
...
LINK libclutter-cogl-gl.la
LINK libclutter-cogl.la
Same applies for the GLES backend.
Just like we do with GObject types and G_DEFINE_TYPE, we should
use the g_once_init_enter/g_once_init_leave mechanism to make the
GType registration of enumeration types thread safe.
The setup_viewport() function should only be used by Clutter and
not by application code.
It can be emulated by changing the Stage size and perspective and
requeueing a redraw after calling clutter_stage_ensure_viewport().
The backface culling enabling function was split and renamed, just
like the depth testing one, so we need to add the macro to the
cogl-deprecated.h header.
Previously indices were tightly bound to a particular Cogl vertex buffer
but we would like to be able to share indices so now we have
cogl_vertex_buffer_indices_new () which returns a CoglHandle.
In particular we could like to have a shared set of indices for drawing
lists of quads that can be shared between the pango renderer and the
Cogl journal.
At the moment Cogl doesn't do much batching of quads so most of the time we
are flushing a single quad at a time. This patch simplifies how we submit
those quads to OpenGL by using glDrawArrays with GL_TRIANGLE_FAN mode
instead of sending indexed vertices using GL_TRIANGLES mode.
Note: I hope to follow up soon with changes that improve our batching and
also move the indices into a VBO so they don't need to be re-validated every
time we call glDrawElements.
To assist people porting code from 0.8, the cogl_texture_* functions that
have been replaced now have defines that give some hint as to how they
should be replaced.
cogl_enable_depth_test and cogl_enable_backface_culling have been renamed
and now have corresponding getters, the new functions are:
cogl_set_depth_test_enabled
cogl_get_depth_test_enabled
cogl_set_backface_culling_enabled
cogl_get_backface_culling_enabled
This adds cogl_matrix api for multiplying matrices either by a perspective
or ortho projective transform. The internal matrix stack and current-matrix
APIs also have corresponding support added.
New public API:
cogl_matrix_perspective
cogl_matrix_ortho
cogl_ortho
cogl_set_modelview_matrix
cogl_set_projection_matrix
cogl_create_context is dealt with internally when _cogl_get_default context
is called, and cogl_destroy_context is currently never called.
It might be nicer later to get an object back when creating a context so
Cogl can support multiple contexts, so these functions are being removed
from the API until we get a chance to address context management properly.
For now cogl_destroy_context is still exported as _cogl_destroy_context so
Clutter could at least install a library deinit handler to call it.
Originally cogl_vertex_buffer_add_indices let the user pass in their own unique
ID for the indices; now the Id is generated internally and returned to the
caller.
It's now possible to add arrays of indices to a Cogl vertex buffer and
they will be put into an OpenGL vertex buffer object. Since it's quite
common for index arrays to be static it saves the OpenGL driver from
having to validate them repeatedly.
This changes the cogl_vertex_buffer_draw_elements API: It's no longer
possible to provide a pointer to an index array at draw time. So
cogl_vertex_buffer_draw_elements now takes an indices identifier that
should correspond to an idendifier returned when calling
cogl_vertex_buffer_add_indices ()
This is being removed before we release Clutter 1.0 since the implementation
wasn't complete, and so we assume no one is using this yet. Util we have
someone with a good usecase, we can't pretend to support breaking out into
raw OpenGL.
There were a number of functions intended to support creating of new
primitives using materials, but at this point they aren't used outside of
Cogl so until someone has a usecase and we can get feedback on this
API, it's being removed before we release Clutter 1.0.
This removes the following API:
cogl_material_set_blend_factors
cogl_material_set_layer_combine_function
cogl_material_set_layer_combine_arg_src
cogl_material_set_layer_combine_arg_op
These were rather awkward to use, so since it's expected very few people are
using them at this point and it should be straight forward to switch over
to blend strings, the API is being removed before we release Clutter 1.0.
Setting up layer combine functions and blend modes is very awkward to do
programatically. This adds a parser for string based descriptions which are
more consise and readable.
E.g. a material layer combine function could now be given as:
"RGBA = ADD (TEXTURE[A], PREVIOUS[RGB])"
or
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PREVIOUS, TEXTURE)"
The simple syntax and grammar are only designed to expose standard fixed
function hardware, more advanced combining must be done with shaders.
This includes standalone documentation of blend strings covering the aspects
that are common to blending and texture combining, and adds documentation
with examples specific to the new cogl_material_set_blend() and
cogl_material_layer_set_combine() functions.
Note: The hope is to remove the now redundant bits of the material API
before 1.0
After long deliberation, the Animation class handling of the
:mode, :duration and :loop properties, as well as the conditions
for creating the Alpha and Timeline instances, came out as far too
complicated for their own good.
This is a rework of the API/parameters matrix and behaviour:
- :mode accessors will create an Alpha, if needed
- :duration and :loop accessors will create an Alpha and a Timeline
if needed
- :alpha will set or unset the Alpha
- :timeline will set or unset the Timeline
Plus, more documentation on the Animation class itself.
Many thanks to Jonas Bonn <jonas@southpole.se> for the feedback
and the ideas.
The Animatable interface implementation will always have the computed
value applied, whilst the non-Animatable objects go through the
interval validation first to avoid incurring in assertions and
warnings.
The Animatable::animate_property() should also be able to validate the
property it's supposed to interpolate, and eventually discard it. This
requires adding a return value to the virtual function (and its wrapper
function).
The Animation code will then apply the computed value only if the
animate_property() returns TRUE -- unifying the code path with the
non-Animatable objects.
The Animation class should proxy the :mode, :duration and :loop
properties whenever possible, to avoid them going out of sync when
changed using the Alpha and Timeline instances directly.
Currently, if Timeline:duration is changed, querying Animation:duration
will yield the old value, but the animation itself (being driven by
the Timeline) will use the Timeline's :duration new value. This holds
for the :loop and :mode properties as well.
Instead, the getters for the Animation's :duration, :loop and
:mode properties should ask the relevant object -- if any. The
loop, duration and mode values inside AnimationPrivate should only
be used if no Timeline or no Alpha instances are available, or
when creating new instances.
The Animation should not directly manipulate a Timeline instance,
but it should defer to the Alpha all handling of the timeline.
This means that:
- set_duration() and set_loop() will either create a Timeline or
will set the :duration and :loop properties on the Timeline; if
the Timeline must be created, and no Alpha instance is available,
then a new Alpha instance will be created as well and the newly
create Timeline will be assigned to the Alpha
- if set_mode() on an Animation instance without an Alpha, the
Alpha will be created; a Timeline will also be created
- set_alpha() will replace the Alpha; if the new Alpha does not
have a Timeline associated then a Timeline will be created using
the current :duration and :loop properties of Animation; otherwise,
if the replaced Alpha had a timeline, the timeline will be
transferred to the new one
The CoglTexture constructors expose the "max-waste" argument for
controlling the maximum amount of wasted areas for slicing or,
if set to -1, disables slicing.
Slicing is really relevant only for large images that are never
repeated, so it's a useful feature only in controlled use cases.
Specifying the amount of wasted area is, on the other hand, just
a way to mess up this feature; 99% the times, you either pull this
number out of thin air, hoping it's right, or you try to do the
right thing and you choose the wrong number anyway.
Instead, we can use the CoglTextureFlags to control whether the
texture should not be sliced (useful for Clutter-GST and for the
texture-from-pixmap actors) and provide a reasonable value for
enabling the slicing ourself. At some point, we might even
provide a way to change the default at compile time or at run time,
for particular platforms.
Since max_waste is gone, the :tile-waste property of ClutterTexture
becomes read-only, and it proxies the cogl_texture_get_max_waste()
function.
Inside Clutter, the only cases where the max_waste argument was
not set to -1 are in the Pango glyph cache (which is a POT texture
anyway) and inside the test cases where we want to force slicing;
for the latter we can create larger textures that will be bigger than
the threshold we set.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Signed-off-by: Neil Roberts <neil@linux.intel.com>
Sometimes it is necessary for third party code to have a
function called during the redraw process, so that you can
update the scenegraph before it is painted.
If we are short-circuiting the paint when the opacity is zero we still
need to clear the queued_redraw flag otherwise it won't be possible to
queue another redraw of the actor until something else has caused a
paint first.
* master:
[cogl-vertex-buffer] Ensure the clip state before rendering
[test-text-perf] Small fix-ups
Add a test for text performance
[build] Ensure that cogl-debug is disabled by default
[build] The cogl GE macro wasn't passing an int according to the format string
Use the right internal format for GL_ARB_texture_rectangle
[actor_paint] Ensure painting is a NOP for actors with opacity = 0
Make backface culling work with vertex buffers
Before any rendering is done by Cogl it needs to ensure the clip stack
is set up correctly by calling cogl_clip_ensure. This was not being
done for the Cogl vertex buffer so it would still use the clip from
the previous render.
Now that everything is float, the marsharlling function of the
size-change signal should reflect that fact.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
GLES doesn't support GL_QUADS. This patch makes it use GL_TRIANGLES
instead in that case. Unfortunately this means submitting two extra
vertices per quad. It could be better to use indexed elements once
CoglVertexBuffers gains support for that.
When ClutterGLXTexturePixmap uses GL_ARB_texture_rectangle,
it needs to pass the right internal format (GL_RGB or GL_RGBA)
when it initializes the texture with glTexImage2D() or later
handling won't recognize the alpha channel.
http://bugzilla.openedhand.com/show_bug.cgi?id=1586
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Since it is convenient to use geometry with an opacity of 0 for input only
purposes it's a worthwhile optimization to avoid submitting anything
for such actors while painting.
Backface culling is enabled as part of cogl_enable so the different
rendering functions in Cogl need to explicitly opt-in to have backface
culling enabled. Cogl vertex buffers should allow backface culling so
they should check whether it is enabled and then set the appropriate
cogl_enable flag.
In order to cope with the situation where an application renders with
a PangoLayout, makes some changes and then renders again with the same
layout, CoglPangoRenderer needs to detect that the changes have
occured so that it can recreate the display list. This is acheived by
keeping a reference to the first line of the layout. When the layout
is changed Pango will clear the layout pointer in the first line and
create a new line. So if the layout pointer in the line becomes NULL
then we know the layout has changed. This trick was suggested by
Behdad Esfahbod in this email:
http://mail.gnome.org/archives/gtk-i18n-list/2009-May/msg00019.html
When a position is given to cogl_pango_render_layout_subpixel it
translates the GL matrix by the coordinates. However it was not
dividing by PANGO_SCALE so the coordinates were completely wrong.
Most of the operations involving the texture's allocated area require
floats -- either for computations or for setting the geometry into
COGL. So it doesn't make any sense to use get_allocation_coords() and
cast everything to floats.
Currently, COGL depends on defining debug symbols by manually
modifying the source code. When it's done, it will forcefully
print stuff to the console.
Since COGL has also a pretty, runtime selectable debugging API
we might as well switch everything to it.
In order for this to happen, configure needs a new:
--enable-cogl-debug
command line switch; this will enable COGL debugging, the
CoglHandle debugging and will also turn on the error checking
for each GL operation.
The default setting for the COGL debug defines is off, since
it slows down the GL operations; enabling it for a particular
debug build is trivial, though.
COGL has a debug message system like Clutter's own. In parallel,
it also uses a coupld of #defines. Spread around there are also
calls to printf() instead to the more correct g_log* wrappers.
This commit tries to unify and clean up the macros and the
debug message handling inside COGL to be more consistent.
ClutterTexture has many properties that can only be accessed using
the GObject API. This is fairly inefficient and makes binding the
class overly complicated.
The Texture class should have accessor methods for all its properties,
properly documented.
The code for the conversion of the GL error enumeration code
into a string is not following the code style and conventions
we follow in Clutter and COGL.
The GE() macro is also using fprintf(stderr) directly instead
of using g_warning() -- which is redirectable to an alternative
logging system using the g_log* API.
We use math routines inside Cogl, so it's correct to have it in
the LIBADD line. In normal usage something else was pulling in
-lm, but the introspection is relying on linking against the
convenience library.
Based on a patch by: Colin Walters <walters@verbum.org>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The timeline created when calling set_timeline(NULL) is referenced
even though we implicitly own it. When the Animation is destroyed,
the timeline is then leaked.
Thanks to: Richard Heatley <richard.heatley@starleaf.com>
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1548
Add a method for deleting the current selection inside a Text actor.
This is useful for subclasses.
See bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1521
Based on a patch by: Raymond Liu <raymond.liu@intel.com>
ClutterAnimation currently inherits the initial floating reference
semantics from GInitiallyUnowned. An Animation is, though, meant to
be used as a top-level object, like a Timeline or a Behaviour, and
not "owned" by another object. For this reason, the initial floating
reference does not make any sense.
Document that repeated calls to clutter_cairo_texture_create()
continue drawing on the same cairo_surface_t. Add
clutter_cairo_texture_clear() for when you don't want that behavior.
http://bugzilla.openedhand.com/show_bug.cgi?id=1599
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The cursor x position is already translated, so we do not need to take the
actors allocation into account when calculating scrolling.
Additionally, we need to update the text_x value before running
clutter_text_ensure_cursor_position.
Add any scrolling offset to the x value when in single line mode.
Now that the offset is taken into account in the position_to_coords
function, we do not need to adjust the cursor x manually in
clutter_text_paint.
If the cursor is already at the end of the Text contents then we
need to maintain its position when deleting the previous character
using the relative key binding.
The required "fake" libclutter-cogl.la upon with the main clutter
shared object depends is only built with introspection enabled
instead of being built unconditionally.
Passing:
--library=clutter-@CLUTTER_FLAVOUR@-@CLUTTER_API_VERSION@
to g-ir-scanner, when building Cogl was causing g-ir-scanner to
link the introspection program against the installed clutter library,
if it existed or fail otherwise. Instead copy the handling from
the json/ directory where we link against the convenience library
to scan, and do the generation of the typelib later in the
main clutter/directory.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1594
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If text is set, ClutterText should never return less than the layout
height for minimum and preferred heights.
This holds unless ellipsize and wrap are enabled, in which case the
minimum height should be the height of the first line -- which is
the height needed to at the very least show the ellipsization.
Based on a patch by: Thomas Wood <thomas@openedhand.com>
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1598
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This is the another step into abstracting the backend operations
that are currently spread all across the board back into the
backend implementations where they belong.
The GL context creation, for instance, is demanded to the stage
realization which makes it a critical path for every operation
that is GL-context bound. This usually does not make any difference
since we realize the default stage, but at some point we might
start looking into avoiding the default stage realization in order
to make the Clutter startup faster.
It also makes the code maintainable because every part is self
contained and can be reworked with the minimum amount of pain.
The master clock is using the redraw priority to create the source
that will be used to spin the paint sequence if something is being
animated using a timeline.
Unfortunately, the priority is too high and this causes starvation
when embedding into other toolkits -- like gtk+.
Thanks to Havoc Pennington for catching this.
The XVisualInfo for GL is created when a stage is being realized.
When embedding Clutter inside another toolkit we might not want to
realize a stage to extract the XVisualInfo, then set the stage
window using a foreign X Window -- which will cause a re-realization.
Instead, we should abstract as much as possible into the X11 backend.
Unfortunately, the XVisualInfo for GL is requested using GLX API; for
this reason we have to create a ClutterBackendX11 method that we
override inside the ClutterBackendGLX implementation.
This also allows us to move a little bit of complexity from out of
the stage realization, which is currently a very delicate and hard
to debug section.
I was seeing clutter_text_get_selection trying to malloc up to 4Gb due to
unexpected negative arithmetic for the start/end offsets which resulted
in a crash.
This just tests for positions of -1 before deciding if the start/end
positions need to be swapped. The conversion from position to byte offset
already works with -1.
cogl_clip_push_window_rect is implemented using GPU scissoring which allows
the GPU to cull anything that falls outside a given rectangle. Since in the
case of picking we only ever care about a single pixel we can get the GPU to
ignore all geometry that doesn't intersect that pixel and only rasterize for
one pixel.
Previously clipping could only be specified in object coordinates, now
rectangles can also be pushed in window coordinates.
Internally rectangles pushed this way are intersected and then clipped using
scissoring. We also transparently try to convert rectangles pushed in
object coordinates into window coordinates as we anticipate the scissoring
path will be faster then the clip planes and undoubtably it will be faster
than using the stencil buffer.
The stencil buffer is always cleared the first time a clip is used
that needs it and the stencil test is disabled otherwise so there is
no need to clear before a paint.
COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint}
have been removed from the API and replaced with specialised enum typedefs, int
and unsigned int. These were causing problems for generating bindings and also
considered poor style.
The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced
by a namespaced typedef 'CoglTextureFilter' so they should be replaced with
COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc.
The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by
a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and
COGL_SHADER_TYPE_FRAGMENT.
cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and
cogl_shader_is_compiled. More getters can be added later if desired.
Calling glReadPixels is bad enough in forcing us to synchronize the CPU with
the GPU, but glFinish has even stronger synchonization semantics than
glReadPixels which may negate some driver optimizations possible in
glReadPixels.
Commit 43fa38fcf5 broke out-of-tree builds by removing some of the
builddir directories from the include path. builddir/clutter/cogl and
builddir/clutter are needed because cogl.h and cogl-defines-gl.h are
automatically generated by the configure script. The main clutter
headers are in the srcdir so this needs to be in the path too.
When the stage state changes between active/deactive, send out
key-focus-in/key-focus-out signal for the current key focused
actor on the stage.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1503
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Setting the stage window using the set_stage_foreign() method will
lead to a re-realization. We need to make sure that the Drawable
currently associated to the GL context is set to None, to avoid a
BadDrawable error or, if we're unlucky, a segfault in the X server.
This commit reverts part of commit 5bcde25c - specifically the
part that forced a realization of the stage if we are ensuring
the GL context with it. This makes Clutter behave like it did
prior to commit 5bcde25c: if we are asked to ensure the GL context
with an unrealized stage we simply pass NULL to the backend
implementation.
When showing a Stage for the first time we end up realizing the stage
implementation before realizing the wrapper. This leads to segmentation
faults or errors coming from the backend because we're fumbling the
state and realization sequence.
Since we are destroying any previously set VisualInfo we keep we know
for sure that stage->xvisinfo is going to be None; hence, no reason to
check this condition.
The verify_map_state() internal method is conditionally compiled
if we have CLUTTER_ENABLE_DEBUG set; for this reason, all calls to
that method should be made conditional.
When building Clutter with introspection enabled everything stops
at Cogl GIR generation because it depends on the installed library
to work. Since we still require some changes in the API to be able
to build the GIR and the typelib for Cogl we should disable the
generation of the GIR as well.
The fix for bug 1138 broke multi-stage support on GLX, causing
X11 to segfault with the following stack trace:
Backtrace:
0: /usr/X11R6/bin/X(xf86SigHandler+0x7e) [0x80c91fe]
1: [0xb7eea400]
2: /usr/lib/xorg/modules/extensions//libglx.so [0xb7ae880c]
3: /usr/lib/xorg/modules/extensions//libglx.so [0xb7aec0d6]
4: /usr/X11R6/bin/X [0x8154c24]
5: /usr/X11R6/bin/X(Dispatch+0x314) [0x808de54]
6: /usr/X11R6/bin/X(main+0x4b5) [0x8074795]
7: /lib/i686/cmov/libc.so.6(__libc_start_main+0xe5) [0xb7c75775]
8: /usr/X11R6/bin/X(FontFileCompleteXLFD+0x21d) [0x8073a81]
which I can only track down to clutter_backend_glx_ensure_current()
being passed a NULL stage -- something that happens when a stage
is not correct realized. That should lead to a glXMakeCurrent(None)
and not to a segmentation fault, though.
When destroying a top-level actor we can actually relax the verification
of the map state, since it might be fully asynchronous and we might not
re-enter inside the mainloop in time to receive the unmap notification.
If the filter means that the there should be no rows left in the model,
clutter_model_get_iter_at_row (model, 0) should return NULL.
Howevever the currene implementation misbehaves and returns a bad iterator.
This change resolves the issue by tracking if we actually found any
non-filtered rows in our pass through the sequence.
OH Bugzilla: 1591
The stage is chaining up to the ClutterGroup::paint instead of
the ClutterGroup::pick method. This works anyway because we
detect the stage by default, but it's not a reliable solution
in case we decide to change the picking further on.
The master clock is currently advanced using a frame source driven
by the default frame rate. This breaks the sync to vblank because
the vblanking rate could be different than 60 Hz -- or it might be
completely disabled (e.g. with CLUTTER_VBLANK=none).
We should be using the main loop to check if we have timelines
playing, and if so queue a redraw on the stages we own.
We should also prepare the subsequent frame at the end of the redraw
process, so if there are new redraw we will have the scene already
in place.
This makes Clutter redraw at the maximum frame rate, which is
limited by the vblanking frequency.
Currently, picking in ClutterGroup pollutes the CLUTTER_DEBUG=paint
logs since it just calls the paint function. Reimplementing the pick
doesn't make us lose anything -- it might even be slightly faster
since we don't have to do a (typed) cast and a class dereference.
The timeline created when calling set_timeline(NULL) is referenced
even though we implicitly own it. When the Animation is destroyed,
the timeline is then leaked.
Thanks to: Richard Heatley <richard.heatley@starleaf.com>
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1548
Currently, the conversion from em to units is done by using the
default font name inside the backend. For actors using their own
font/text layout we need a way to specify the font name along
with the quantity we wish to transform.
Commit 515350a7 renamed ::focus-in and ::focus-out to ::key-focus-in
and ::key-focus-out respectively. One signal emission for ::focus-out
escaped the renaming in ClutterStage.