The Clutter backend split is opaque enough that should allow us to just
build all possible backends inside the same shared object, and select
the wanted backend at initialization time.
This requires some work in the build system, as well as the
initialization code, to remove duplicate functions that might cause
conflicts at build and link time. We also need to defer all the checks
of the internal state of the platform-specific API to run-time type
checks.
The g_atexit() function has been deprecated in GLib as it is a fairly
bad idea in basically all cases.
We could probably use a GCC destructor if we didn't care about
portability, but for the time being we just remove the atexit() handler
that disposed the backend.
The ClutterGeometry type is a poor substitute of cairo_rectangle_int_t,
with unsigned integers for width and height to complicate matters.
Let's remove the internal usage of ClutterGeometry and switch to the
rectangle type from Cairo.
https://bugzilla.gnome.org/show_bug.cgi?id=656663
Cogl has now been split out into a standalone project with a separate
repository at git://git.gnome.org/cogl. From now on the Clutter build
will now simply look for a cogl-1.0 pkg-config file to find a suitable
Cogl library to link against at build time.
This gives us a way to clearly track the internal Cogl API that Clutter
depends on. The aim is to split Cogl out from Clutter into a standalone
3D graphics API and eventually we want to get rid of any private
interfaces for Clutter so its useful to have a handle on that task.
Actually it's not as bad as I was expecting though.
Recently _cogl_swap_buffers_notify was added (in 142b229c5c) so that
Cogl would be notified when Clutter performs a swap buffers request for
a given onscreen framebuffer. It was expected this would be required for
the recent cogl_read_pixel optimization that was implemented (ref
1bdb0e6e98) but in the end it wasn't used.
Since it wasn't used in the end this patch removes the API.
* nobled/wayland-fixes2:
wayland: fix shm buffers
wayland: set renderable type on dummy surface
wayland: check for egl extensions explicitly
wayland: fall back to shm buffers if drm fails
wayland: add shm buffer code
wayland: make buffer handling generic
wayland: really fix buffer format selection
wayland: fix pixel format
wayland: clean up buffer creation code
wayland: don't require the surfaceless extensions
wayland: check for API-specific surfaceless extension
wayland: fix GLES context creation
wayland: use EGL_NO_SURFACE
wayland: update to new api
wayland: fix connecting to default socket
fix ClutterContainer docs
We need to *write* to the shared memory, not read from it.
cogl_texture_from_data() is read-only, it doesn't keep
the data in sync with the texture.
Instead, we have to call cogl_texture_get_data() ourselves
to sync manually.
eglGetProcAddress() returns non-null function pointers
whether or not they're actually supported by the driver,
since it can be used before any driver gets loaded. So
we have to check if the extensions are advertised first,
which requires having an initialized display, so we split
the display creation code into its own function.
The exception to extension-checking is EGL_MESA_drm_display,
since by definition it's needed before any display is even
created.
Wayland visuals refer to a pixel's bytes in order from
most significant to least significant, while the
one-byte-per-component Cogl formats refer to the order
of increasing memory addresses, so converting between
the two depends on the system's endianness.
The height was being set from the ClutterGeometry in some parts
and from the stage in others. And since both callers of this
function pass &stage_wayland->allocation as the geometry anyway,
the stage argument isn't really even needed.
Adapt to changes from this Wayland commit:
"Update surface.attach and change surface.map to surface.map_toplevel"
(82da52b15b49da3f3c7b4bd85d334ddfaa375ebc)
* xi2: (41 commits)
test-devices: Actually print the axis data
device-manager/xi2: Sync the stage of source devices
event: Clean up clutter_event_copy()
device: unset the axes array pointer when resetting
device-manager/xi2: Fix device hotplugging
glx: Clean up GLX implementation
device/x11: Store min/max keycode in the XI device class
x11: Hide all private symbols
docs: More documentation fixes for InputDevice
*/event: Never manipulate the event queue directly
win32: Update DeviceManager device creation
device: Allow enabling/disabling non-master devices
backend/eglx: Add newly created stages to the translators
device: Add more doc annotations
device: Use a double for translate_axis() argument
test-devices: Clean up and show axes data
event: Fix up clutter_event_copy()
device/xi2: Translate the axis data after setting devices
device: Add more accessors for properties
docs: Update API reference
...
This adds a stop-gap mechanism for Cogl to know when the window system
is requested to present the current backbuffer to the frontbuffer by
adding a _cogl_swap_buffers_notify function that backends are now
expected to call right after issuing the equivalent request to OpenGL
vie the platforms OpenGL binding layer. This (blindly) updates all the
backends to call this new function.
For now Cogl doesn't do anything with the notification but the intention
is to use it as part of a planned read-pixel optimization which will
need to reset some state at the start of each new frame.
Adapt to changes from these wayland commits:
35fd2a8cc68c42d90756330535de04cbbb4d2613
2bb3ebe1e437acf836449f0a63f3264ad29566f2
f8fc08f77187f6a5723281dab66841e5f3c24320
http://bugzilla.clutter-project.org/show_bug.cgi?id=2474
The wayland client code has support for translating raw linux input
device key codes coming from the wayland compositor into key symbols
thanks to libxkbcommon.
A backend directly listening to linux input devices (called evdev, just
like the Xorg one) could use exactly the same code for the translation,
so abstract it a bit in a separate file.
Move the private Backend API to a separate header.
This also allows us to finally move the class vtable and instance
structure to a separate file and plug the visibility hole that left
the Backend class bare for everyone to poke into.
Always use pageflipping, but avoid full repaint by copying back dirty
regions from front to back. Additionally, we dealy copying back until
we're ready to paint the new frame, so we can avoid copying areas that
will be repainted anyway.
This is the least amount of copying per frame we can get away with at all
and at the same time we don't have to worry about stalling the GPU on
synchronized blits since we always pageflip.