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.
When we don't use a window system drawable, we can't query the color
masks at context initialization time. Do it lazily so we're sure to have
a current context with a valid framebuffer.
We need to make sure that redraws queued for actors on a stage are for
actors actually in the stage. So in clutter_actor_unparent() descend
through the children and remove redraws. Just removing the actor itself
isn't good enough since an entire hierarchy can be removed from the
stage without breaking it up into individual actors.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2359
This is based on an original patch from Owen Taylor who debugged the
root cause of this bug; thanks.
In the case that an unclipped redraw of an actor is queued after a
clipped we should update any existing ClutterStageQueueRedrawEntry
so entry->has_clip = FALSE and free the previous clip.
Re-order the units into a sensible list, with basic tests at the
beginning, and per-class tests at the end - with Cogl last.
Also, start renaming the unit functions from test_<foo> to <foo>,
so that the executable wrappers and the reports have sensible names.
The TODO() macro for adding new tests to the test suite has always meant
to be implemented like the TODO block in Test::More, i.e. a test that is
assumed to fail, and which warns if it unexpectedly succeeds.
Since GTest lacks the expressivity of Test::More, the implementation
just verifies that the tests marked as TODO actually fail, and will fail
if they happen to succeed - at which point the developer will have to
change the macro to SIMPLE or SKIP.
Even if gtester-report doesn't use that information (yet), we should
store the revision of Clutter that generated the report, and the date in
which the test suite was ran.
Instead of trying to run ./test-conformance with the -l option to
generate a list of available tests it now runs sed on the
test-conform-main.c file instead. Running the generated executable is
a pain for cross-compiling so it would be nice to avoid it unless it's
absolutely necessary. Although you could tell people who are cross
compiling to just disable the conformance tests, this seems a shame
because they could still be useful along with the wrappers for example
if the cross compile is built to a shared network folder where the
tests can be run on the actual device.
The sed script is a little more ugly than it could be because it tries
to avoid using the GNU extensions '\+' and '\|'.
The script ends up placing restrictions on the format of the C file
because the tests must all be listed on one line each. There is now a
comment to explain this. Hopefully the trade off is worth it.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2363
Instead of using the allocation-changed signal, use the queue-relayout
signal on the source to queue a relayout on the actor to which the
BindConstraint has been attached to.
The ::allocation-changed signal is not always enough, given that a
BindConstraint can use the position as well as the size of an actor to
drive the allocation of another; in this regard, it's much similar
to a ClutterClone, which requires a notification on every change, even
potential, and not just real ones, given the short-circuiting done
inside ClutterActor.
Instead of delegating the check for the ActorMeta:enabled property to
the sub-classes of ClutterActorMeta, ClutterActor can do the check prior
to using the ClutterActorMeta instances.
The interpolate() method does what it says on the tin: it interpolates
between two colors using the given factor.
ClutterColor uses it to register a progress function for Intervals.
When picking a size for the last slice in a texture, Cogl would always
pick the biggest power of two size that doesn't create too much
waste and is less than or equal to the previous slice size. However
this can end up creating a texture that is bigger than needed if there
is a smaller power of two.
For example, if the maximum waste is 127 (the current default) and we
try to create a texture that is 257 pixels wide it will decide that
the next power of two (512) is too much waste (255) so it will create
the first slice at 256 pixels wide. Then we only have 1 pixel left to
allocate but Cogl would pick the next smaller size that has a small
enough waste which is 128. But of course 1 is already a power of two
so that's redundantly oversized by 127.
This patch fixes it so that whenever it finds a size that would be big
enough, instead of using exactly that it picks the next power of two
up from the size we need to fill.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2355
A Clone:source property might be NULL, and we should not penalize
performance when we can just bail out early, because that would kind of
defeat the point.
Whenever the allocation is changed on a child of a ClutterTableLayout
and animations are not in effect then it would store a copy of the
allocation in the child meta data. However it was not freeing the old
copy of the allocation so it would end up with a small leak.
Instead of just changing it to free the old value this patch makes it
store the allocation inline in the meta data struct because it seems
that the size of an actor box is already quite small compared to the
size of the meta data struct so it is probably not worth having a
separate allocation for it. To detect the case when there has not yet
been an allocation a separate boolean is used instead of storing NULL.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2358
All the nifty things you discover when translating strings not exposed
to anyone. First the clutter-wide record of the number of typos in one
string. Second, ClutterTexture happened to have the only property blurbs
ending with a '.', remove them.
the "position" property of ClutterText is really the position of the
cursor. Rename the nick accordingly not to confuse it with the position
of the actor itself and be consistent with all the other cursor-related
properties.