Since all conformance tests share the same state we should not touch
stuff like the stage size; sharing is already fairly complex and adds a
lot of caveats on the implementation of a conformance test unit, and if
we make tests influence later ones then we might slip in bugs or false
negatives - thus defeating the whole point of a conformance test suite.
The g_assert_cmpint() macro prints out not just the assertion condition
but also the assertion contents; this is useful to catch wrong values
without incrementing the verbosity of the test itself.
Since the "internal" state is global, it will leak onto actors that you
didn't intend for it to, because it applies not just to the actors you
create, but also to any actors *they* create. Eg, if you have a dialog
box class, you might push/pop_internal around creating its buttons, so
that those buttons get marked as internal to the dialog box. But
ctx->internal_child will still be set during the *button*'s constructor
as well, and so, eg, the label and icon inside the button actor will
*also* be marked as internal children, even if that isn't what the
button class wanted.
The least intrusive change at this point is to make push_internal() and
pop_internal() two methods of the Actor class, and take a ClutterActor
pointer as the argument - thus moving the locality of the internal_child
counter to the Actor itself.
http://bugzilla.openedhand.com/show_bug.cgi?id=1990
When creating a Cogl sub-texture, if the full texture is also a sub
texture it will now just offset the x and y and reference the full
texture instead. This avoids one level of indirection when rendering
the texture which reduces the chances of getting rounding errors in
the calculations.
The test was calling g_object_get to fetch the "opacity-start" property
(unsigned int) into a guint8 local variable. It's a bit of a mean trap
given that the getter function returns guint8 values so this also adds a
comment explaining what's going on.
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.
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.
The coverage of the Behaviour sub-classes is currently abysmal. An
initial test suite for Behaviours should at least verify that the
accessors and the constructors are doing the right thing.
This initial test suite just verifies the BehaviourOpacity sub-class,
but it already bumps up the overall coverage by 2%.
It's very useful to see the actual number the reference value is
compared too when the test fails. GTest has g_assert_cmp$type()
functions for that, so make good use of them.
Otherwise the paint handler will still be run for the subsequent
tests. This ends up writing to the ‘state’ variable which used to be
on the stack so it will end up corrupting some stack variable. This
was causing test-cogl-premult to fail.
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.
This adds a test which renders a texture into a 1x1 pixel quad with
and without filters that use mipmaps. The pixel without mipmaps will
be one of the colors from the texture and the one with will be the
average of all the pixels in the texture.
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.
This tests creating a sub texture from a larger texture using various
different texture coordinates. It also tries to read back the texture
data using cogl_texture_get_data.
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.
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.
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.
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.
ClutterScript is a very complicated piece of machinery, with a
parser that has custom variations on top of the basic JSON
format; it could also be extended in the future, so if we don't
want to introduce regressions or break existing ClutterScript
definitions, we'd better have a conformance test suite.
The units under the conformance test suite should be able to use
external files. Linking the files in tests/conform like the
interactive tests do seems like a hack piled on top of a hack, so
instead we should provide a programmatic way for a conformance
test unit to get the full path of a file, regardless of where the
tests/data directory is.
We can use a define to get the full path of tests/data and then
a function using g_build_filename() to construct the path to the
file we want.
Since offscreen rendering is internally forced to be upside down Cogl
needs to reverse the glFrontFace winding order so as not to interfere
with the use of cogl_set_backface_culling_enabled()
This ensures we test that mechanism.
Mostly this was written to verify that we don't flip the data read back from
an offscreen draw buffer. (since all offscreen rendering is done upside
down)
This adds a basic test to check that rendering a few colored rectangles
offscreen works and that the modelview gets restored when switching back to
the previous buffer.
Unlike OpenGL Cogl puts the origin of windows/viewports at the top left
instead of bottom left. This test verifies that we correctly translate Cogl
viewports to OpenGL viewports for the awkward cases where the given viewport
has an offset and/or the viewport has a different size to the current draw
buffer.
It helps to be able to quickly glance at the definition to see which
quadrant of the test actor should be which color, so when debugging a
problem and looking at the visual output you can easily verify if it's being
flipped upside down/left to right.
This contains four tests :-
- A regular onscreen source with a clone next to it
- An offscreen source with a clone. This is currently commented out
because it no longer works.
- An onscreen source with a rectangular clip and a clone.
- An onscreen source with a clip from a path and a clone.
The sources are all a 2x2 grid of colors. Each clone is tested that it
either contains the color that should be at that grid position or that
the stage color is showing through if the source is clipped.
The additional check draws another front facing rectangle but this time with
the texture coords flipped on the x axis. The code that handles sliced
textures in cogl-primitives.c makes some suspicious changes to the geometry
when the texture coords are inverted.