This removes the pv->is_xis_aligned assertion in
_clutter_paint_volume_union. We were already considering the case where
the second volume may not be axis aligned and aligning it into a
temporary variable in that case, but we now also consider that the first
pv may also not be aligned.
The removes the pv->is_complete assertion from
_clutter_paint_volume_axis_align() and instead if the volume isn't
complete it calls _clutter_paint_volume_complete().
When calculating the union of a volume with an empty volume we aim to
simply take the contents of the non-empty volume, but we were not
copying the flags across. We now use
_clutter_paint_volume_set_from_volume which copies all the flags except
the is_static flag.
In _clutter_paint_volume_set_from_volume we were using memcpy to simply
copy everything from one volume to another, but that meant we were
trashing the is_static flag which determines if the destination
paint-volume was slice allocated or not.
This removes the constraint that a paint-volume must be axis aligned
before _clutter_paint_volume_complete can be called. NB: A paint volume
is represented by one origin vertex and then three axis vertices to
define the width, height and depth of the volume. It's straightforward
to use the vectors from the origin to the axis vertices to deduce the
other 4 vertices so we can remove the is_axis_aligned assertion.
Since eef9078f the translation of the camera away from the z=zero
plane was hardcoded at 50 which is approximately half way between the
default z_near and z_far values. This ended up with quite a small
distance in user-space coordinates to the far plane with the default
stage size and this was causing test-texture-quality to clip the actor
early.
This patch makes it try to calculate a reasonable value for the
position of the z=0 plane as well as a value for z_far so we maximize
the space in between the z=0 plane and the near plane and we have a
predictable amount of space behind the stage before hitting the far
clipping plane, while considering the trade off of loosing depth
precision by pushing the far plane too far back relative to the near
plane.
With the default fov of 60° it's not possible to use the stage size to
define the gap in-front of the stage plane; only ~87% of the stage size
is possible as an upper limit. We make 85% of the stage_height available
assuming you have a fov of 60°. We consistently provide 10 times the
stage height of space behind the stage regardless of the fov.
It seems worth noting here that we went around in circles a few times
over how to calculate the gaps since there are a number of trade offs to
consider and they also affect the complexity of the solution. In the end
we went for simplicity but commented the issues well enough hopefully so
we can develop a more elaborate solution if we ever have a use-case.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
Since eef9078f ClutterStage updates the aspect ratio of the
perspective matrix whenever the size of the stage changes. This meant
that if an application tries to set its own perspective matrix then
part of it would get overridden. It's not really clear what the
use-case of setting the perspective on the stage should be but it
seems like the safest bet is to always try to preserve the
application's request. The documentation for the function has been
tweaked to discourage its use.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2625
Some parts of the StageWindow interface aren't meaningful for all window
systems. This makes stage_window_set_title/fullscreen/cursor_visible
optional instead of requiring those window systems to implement empty
stubs. Notably the empty stubs we had in the Cogl backend (previously
the EGL backend) used g_warning to report the feature as unsupported and
that was causing conformance test failures.
Since GLX and EGL are abstracted by Cogl the two backends are both
implementing everything using the Cogl API and they are almost
identical.
This updates the egl backend to support everything that the glx backend
supports. Now that EGL and GLX are abstracted by Cogl, the plan is that
we will squash the clutter-egl/glx backends into one. Since the EGL
backend in clutter can conditionally not depend on X11 we will use the
EGL backend as the starting point of our common backend.
https://bugzilla.gnome.org/show_bug.cgi?id=649826
We hadn't updated the egl backend inline with a change to the arguments
that cogl_onscreen_x11_set_foreign_window_xid would expect and that was
causing a compilation error.
* swipe-action:
test-swipe-action: Clean up the test code
docs: Add the new actions to the API reference
gesture-action: Remove the multi-device entry points
swipe-action: Remove the required devices call
swipe-action: Clean up
gesture-action: Clean up
Add ClutterSwipeAction and ClutterGestureAction
Do not just allow animating states connected to signals: add a "warp"
optional key that ends up calling clutter_state_warp_to_state(). This
is useful for debugging.
Currently, defining states for object signals can only be done by
defining a ClutterState inside the ClutterScript definition. We should
allow creating a (named) ClutterState in code, and associating it to a
ClutterScript instance — and have the Script resolve the "state" field
of a signal definition correctly.
One of the uses of a ClutterState state machine along with ClutterScript
is to provide a quick way to transition from state to state in response
to signal emitted on specific instances.
Connecting a real function, in code, to a specific signal does not
improve the ease of use of ClutterScript to define scenes.
By adding a new signal definition to the current one we can have both a
simple way to define application logic in code and in the UI definition
file.
The new syntax is trivial:
{
"name" : <signal name>,
"state" : <state machine script id>,
"target-state" : <target state>
}
The ClutterState instance is identified by its script id, and the target
state is resolved at run-time, so it can be defined both in
ClutterScript or in code. Ideally, we should find a way to associate a
default ClutterState instance to the ClutterScript one that parses the
definition; this way we would be able to remove the "state" member, or
even "style" the behaviour of an object by replacing the ClutterState
instance.
The implementation uses a signal emission hook, to avoid knowing the
signal signature; we check the emitter of the signal against the object
that defined the signal, to avoid erroneous state changes.
cairo.h is intended to be included as <cairo.h> not <cairo/cairo.h> as
is the style for clutter.h. If you have installed cairo to a custom
prefix then using cairo/cairo.h can result in unintentional use of the
system cairo headers, or if they aren't installed then it will result in
a failure to find the header.
GestureAction supports a single device/touch point. We'll need touch
events supported in Clutter before adding the ability to set required
device/touch points on gestures.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2585
The GestureAction is marked as abstract, but it has a constructor. It
should be possible to create simple gesture recognizers through signal
handling alone, so we might as well have GestureAction be a concrete
class from the start.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2585
Previously ClutterText was just reporting the allocation as the paint
volume. The preferred size of a ClutterText is just the logical
rectangle of the layout. A pango layout can sometimes draw outside of
its logical rectangle for example with an italicised font with large
serifs. Additionally, ClutterText doesn't make any attempt to clip the
text if the actor gets allocated a size too small for the text so it
would also end up drawing outside of the paint volume in that case. To
fix this, the paint volume is now reported as the ink rect of the
Pango layout. The rectangle for the cursor and selection is also
unioned into that because it won't necessarily be within the ink
rectangle.
The function for drawing the selection rectangles has been split up
into a generic function that calculates the rectangles that need to be
drawn and a function that draws them. That way the get_paint_volume
virtual can share the code to calculate the rectangles.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2599
When the cursor is at the leftmost position in the text the drawn
pixel position is moved to the left by the size of the cursor. There's
no explanation for why this happens and it doesn't seem to make any
sense so this patch removes it. It makes multi-line texts looks odd
because the cursor ends up at a different horizontal position when it
is on the first line from any other line. It also makes using
priv->cursor_pos difficult in any other part of the code because the
paint function modifies it.
The original patch that added this can be traced back to Tidy commit
c356487c15. There's no explanation in the commit message either.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2599
A long press is a special form of click action; the default
implementation uses a single signal with multiple states: query, action
and cancel. On click we use the "query" state to check whether the
ClutterClickAction supports long presses; if the callback returns TRUE
then we install a timeout and we either emit the "activate" state when
the timeout expires or we emit the "cancel" state if the pointer leaves
the actor, or if the pointer moves outside a certain threshold. If the
long press reached the "activate" state then we skip the clicked signal
emission.
A property to control the minimum time that has to elapse before a press
is recognized as a long press. This will be used by ClutterClickAction,
but it can be shared across touch-based gestures.
The G_CONST_RETURN define in GLib is, and has always been, a bit fuzzy.
We always used it to conform to the platform, at least for public-facing
API.
At first I assumed it has something to do with brain-damaged compilers
or with weird platforms where const was not really supported; sadly,
it's something much, much worse: it's a define that can be toggled at
compile-time to remove const from the signature of public API. This is a
truly terrifying feature that I assume was added in the past century,
and whose inception clearly had something to do with massive doses of
absynthe and opium — because any other explanation would make the
existence of such a feature even worse than assuming drugs had anything
to do with it.
Anyway, and pleasing the gods, this dubious feature is being
removed/deprecated in GLib; see bug:
https://bugzilla.gnome.org/show_bug.cgi?id=644611
Before deprecation, though, we should just remove its usage from the
whole API. We should especially remove its usage from Cally's internals,
since there it never made sense in the first place.
If an actor or the stage to which it belongs are being destroyed then
there is no point in queueing a redraw that will not be seen anyway.
Bailing out early also avoids the case in which a redraw is queued
during destruction wil cause redraw entries will be added to the Stage,
which will take references on it and cause the Stage never to be
finalized.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2652
With the instantiatable ClutterShaderEffect, the only reason for
ClutterShader to exist is to make the ClutterActor::paint implementation
miserable.
Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on
ClutterTextures. It's also generally wrong unless you know *exactly* how
the actor's pipeline is set up — something we cannot even guarantee
internally unless we start doing lame type checks.
ClutterShaderEffect doesn't require to be sub-classed in order to be
useful. It is possible to just create an instance, set the source and
the uniforms, and attach it to an actor. This should effectively replace
ClutterShader for good.
We were mistakenly using the constant 4 to determine the number of
vertices that need to be culled for a paint-volume to be considered
fully culled too. This is only ok for 2d volumes and was resulting in
some 3d volumes being considered culled whenever 4 out of 8 vertices
were culled. This fix is simply to reference the vertex_count variable
instead of assuming 4.
_clutter_stage_do_pick called by interactive picking and
clutter_stage_get_actor_at_pos could be accidentally reading back the wrong
actor id's if an other stage has had a more recent render due to animation.
This should resolve some multi stage / ClutterGtk related pick id warnings.
Commit 13ac1fe7 purported to extend the _clutter_id_pool_lookup()
warning to the case where the id referred to a deleted actor, but did
not actually do so, because _clutter_id_pool_remove() set deleted IDs
to 0xdecafbad, not NULL. Fix this.
https://bugzilla.gnome.org/show_bug.cgi?id=650597
Those were added on the old "just for automatic testing" times. That was
somewhat silly on that moment. Now is just silly (ie: having the stage
returning as default name "Stage").
The real description should be set by the app, or provided by the
context of a specific actor feature (like the tooltip on StWidget).
The current information provided by the default description can be
mostly obtained from the ATK_ROLE, and the indirect debugging
advantage of having always a meaningful description is just not enough
to justify them, and you can solve that by proper debug logging.
Fixes: http://bugzilla.clutter-project.org/show_bug.cgi?id=2482
In Cogl, cogl-pango.h has moved to <cogl-pango/cogl-pango.h>. When
using the experimental 2.0 API (which Clutter does) it is no longer
possible to include it under the old name of <cogl/cogl-pango.h> so we
need to update the include location.
In _clutter_actor_queue_redraw_with_clip, there was the possibility that
the actor will add itself to the stage's redraw queue without keeping track
of the allocated list member.
In clutter_actor_unparent, the redraw queue entry was being invalidated
before the mapped notify signal was being fired, meaning that queueing a
redraw of an unmapped actor in the mapped notification callback could
cause a crash.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2621
Since ClutterText has overlapping primitives when selecting, or a
visible cursor, then we need to report that to Clutter, to avoid
bleeding colors through when a Text actor is non-fully opaque.
_clutter_stage_queue_actor_redraw returns a pointer to the
ClutterStageQueueRedrawEntry struct which it allocates. The actor is
expected to store a pointer to this so that it doesn't need to search
the list of queued redraws next time a queue redraw is called. However
_clutter_actor_queue_redraw_full wasn't storing this pointer which
meant that it thought every queue redraw was the first queue
redraw. That meant that queueing a redraw with a clip or an effect
would override any previous attempts to queue a redraw instead of
trying to combine them.
I think this happened because the old queue_redraw_with_clip also
didn't store the pointer and queue_redraw_full was based on that.
This adds a virtual to ClutterActor so that an actor subclass can
report whether it has overlapping primitives. ClutterActor uses this
to determine whether it needs to use ClutterFlattenEffect to implement
the opacity property. The default implementation of the virtual
returns TRUE which means that most actors will end up being redirected
offscreen when the opacity != 255. ClutterTexture and ClutterRectangle
override this to return FALSE because they should never need to be
redirected. ClutterClone overrides it to divert to the source.
The values for the ClutterOffscreenRedirect enum have changed to:
AUTOMATIC_FOR_OPACITY
The actor will only be redirected if has_overlaps returns TRUE and
the opacity is < 255
ALWAYS_FOR_OPACITY
The actor will always be redirected if the opacity < 255 regardless
of the return value of has_overlaps
ALWAYS
The actor will always be redirected offscreen.
This means that the property can't be used to prevent the actor from
being redirected but only to increase the likelihood that it will be
redirected.
ClutterActor now adds and removes the flatten effect depending on
whether flattening is needed directly in clutter_actor_paint(). There
are new internal versions of add/remove_effect that don't queue a
redraw. This means that ClutterFlattenEffect is now just a no-op
subclass of ClutterOffscreen. It is only needed because
ClutterOffscreen is abstract. Removing the effect also makes it so
that the cached image will be freed as soon as an actor is repainted
without being flattened.
This adds a property which can be used to redirect the actor through
an FBO before painting so that it becomes flattened in an image. The
image can be used as a cache to avoid having to repaint the actor if
something unrelated in the scene changes. It can also be used to
implement correct opacity even if the actor has overlapping
primitives. The property is an enum that takes three values:
CLUTTER_OFFSCREEN_REDIRECT_NEVER: The default behaviour which is to
never flatten the actor.
CLUTTER_OFFSCREEN_REDIRECT_ALWAYS: The actor is always redirected
through an FBO.
CLUTTER_OFFSCREEN_REDIRECT_ONLY_FOR_OPACITY: The actor is only
redirected through an FBO if the paint opacity is not 255. This
value would be used if the actor wants correct opacity. It will
avoid the overhead of using an FBO whenever the actor is fully
opaque.
The property is implemented by installing a ClutterFlattenEffect.
ClutterFlattenEffect is a new internal class which subclasses
ClutterOffscreen to redirect the painting to an FBO. When
ClutterOffscreen paints, the effect sets an opacity override on the
actor so that the image will always contain the actor at full
opacity. The opacity is then applied to the resulting image before
painting it to the stage. This means the actor does not need to be
redrawn while the opacity is being animated.
The effect has a high internal priority so that it will always occur
before any other effects and it gets hidden from the application.
When calling clutter_actor_clear_constraints the layout of the actor
may change so we need to queue a relayout. Similarly when the effects
are cleared we need to queue a redraw.
This adds a priority property to all ClutterActorMetas. The
ClutterMetaGroup keeps the list sorted so that higher priority metas
remain at the beginning of the list. The priority is a signed integer
with the default as zero. An actor meta can therefore be put before
all default metas with a positive number, or after with a negative
number.
There are constants to set an 'internal' priority. The intention is
that applications wouldn't be allowed to use these values so that we
can keep special internal metas to that are before or after all
application metas.
The property isn't a real GObject property because for now it is
completely internal and only used to implement the 'transparency'
property of ClutterActor. ClutterMetaGroup doesn't currently resort
the list if the property changes so if we wanted to make it public we
should either make it construct-only or make the meta group listen for
changes on the property and resort accordingly.
The methods in ClutterActor that get the list of metas now use a new
function that filters out internal metas from the meta
group. Similarly for clearing the metas, the internal metas are left
in.
This adds a new public function to queue a rerun of an effect. If
nothing else queues a redraw then when the effect's actor is painted
the effect will be run without the CLUTTER_EFFECT_RUN_ACTOR_DIRTY
flag. This allows parametrised offscreen effects to report that they
need to redraw the image without having to redraw the underlying
actor. This will be used to implement the 'transparency' effect of
ClutterActor.
If multiple redraws are queued with different effects then redrawing
is started from the one that occurs last in the list of effects.
Internally the function is a wrapper around the new function
_clutter_actor_queue_redraw_full. This is intended to be the sole
point of code for queuing redraws on an actor. It has parameters for
the clip and the effect. The other two existing functions to queue a
redraw (one with a clip and one without) now wrap around this function
by passing a NULL effect.
When painting an actor, it now tries to determine if the last paint of
the offscreen was using the same matrix and the actor isn't dirty. If
so, it can skip calling clutter_actor_continue_paint and avoid
actually painting the actor. Instead just the offscreen image will be
painted.
This adds a new virtual to ClutterEffect which is intended to be a
more flexible replacement for the pre and post_paint functions. The
implementation of a run virtual would look something like this:
void
effect_run (ClutterEffect *effect,
ClutterEffectRunFlags flags)
{
/* Set up state */
/* ... */
/* Chain to the next item in the paint sequence */
clutter_actor_continue_paint (priv->actor);
/* Clean up state */
/* ... */
}
ClutterActor now just calls this virtual instead of the pre_paint and
post_paint functions. It keeps track of the next effect in the list so
that it knows what to do when clutter_actor_continue_paint is
called. clutter_actor_continue_paint is a new function added just for
implementing effects.
The default implementation of the run virtual just calls pre_paint and
post_paint so that existing effects will continue to work.
An effect is allowed to conditionally skip calling
clutter_actor_continue_paint(). This is useful to implement effects
that cache the image of an actor. The flags parameter can be used to
determine if the actor is dirty since the last paint. ClutterActor
sets this flag whenever propagated_one_redraw is TRUE which means that
a redraw for this actor or one of its children was queued.
The id pool used for the actor's id should be a per-stage field. At some
point, we might have a Stage mapped to multiple framebuffers, or each
Stage mapped to a different framebuffer; also, on backend with low
color precision we don't want to exhaust the size of the available ids
with a global pool. Finally, it's yet another thing we can remove from
the global Clutter context.
Having the id pool allocated per-stage, and the pick id assigned on
Actor:mapped will make the whole pick-id more reliable and future proof.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2633https://bugzilla.gnome.org/show_bug.cgi?id=647876
In test-pixmap.c instead of using the GdkPixbuf API to load the
redhand.png image we now use the cairo API to load the png into a xlib
surface which wraps our Pixmap.
This test was the last thing that depended on the gdk API and since
it's more concise to use Cairo here which is a hard dependency for
Clutter this change means we avoid depending on GdkPixbuf directly.
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.
Do not use GdkPixbuf just for getting image data down into a PNG; Cairo
is perfectly capable of doing the same, at least just for debugging
purposes.
https://bugzilla.gnome.org/show_bug.cgi?id=647875
It stands to reason that any piece of code using Cairo and Cogl at the
same time, and dealing with texture data, will want to use the same
logic Clutter uses to determine the compatible pixel format between the
two.
https://bugzilla.gnome.org/show_bug.cgi?id=647875
When comparing the wrap modes of two pipeline layers it now considers
COGL_WRAP_MODE_AUTOMATIC to be equivalent to CLAMP_TO_EDGE. By the
time the pipeline is in the journal, the upper primitive code is
expected to have overridden this wrap mode with something else if it
wants any other behaviour. This is important for getting text to batch
together with textures because the text explicitly sets the wrap mode
to CLAMP_TO_EDGE on its pipeline.
The material cache will now only set the special combine mode if the
texture only has an alpha component. The atlased textures will have
all four components so it will leave the combine functions at the
default. This increases the chances of batching between glyphs and
images.
When using the global atlas, the glyph from cairo is now rendered into
an ARGB surface rather than an alpha-only surface.
Instead of creating just two materials (one for texturing and one for
solid primitives) the pango renderer now maintains a cache of
pipelines. The display list can request a pipeline for a texture from
the cache. The same pipeline cache is used by all display lists so
that the pipelines can be shared. This avoids changing the texture on
the material during a paint run.
It now avoids trying to reserve space for zero-sized glyphs. That
happens for example when the layout contains a space. This was causing
the regular glyph cache to be used because the global atlas does not
support zero-sized images. That would then break up the
batching. Instead it now still reserves an entry in the cache but
leaves the texture as COGL_INVALID_HANDLE.
When rendering a glyph from a texture, instead of adding the glyph's
texture handle to the display list it now retrieves the base texture
using _cogl_texture_foreach_subtexture_in_region and adds that
instead. That way the display can recognise that glyphs in the global
atlas are sharing the same texture and combine them into one VBO.
Whenever the glyph cache puts a glyph in the global atlas it will now
register for notifications of reorganisation of the global
atlases. When this happens it will forward this on as a notification
of reorganisation of the glyph cache.
This adds cogl_atlas_texture_* functions to register a callback that
will get invoked whenever any of the CoglAtlas's the textures use get
reorganized. The callback is global and is not tied to any particular
atlas texture.
If mipmapping is disabled, it will now try to create a standalone
atlas texture for a glyph rather than putting it in the atlas.
If the atlas texture can't be created then it will fallback to the
glyph cache.
This adds a new function called _cogl_atlas_texture_new_with_size. The
old new_from_bitmap function now just calls this and updates the
texture with the data.
If the texture can't be hardware repeated (ie, if it is sliced or it
has waste) then Cogl will reject the layer when rendering with a
VBO. In this case we should always fall back to rendering with
cogl_rectangle.
This commit is only needed temporarily because Cogl will end up
putting atlas textures in the display list. A later commit in the
series will make it so that the display list always has primitive
textures in it so this commit can be reverted.
This reverts the changes in 54d8aadf which combined the two glyph
caches into one. We want to start using separate caches again so that
we can non-mipmapped textures into the global atlas.
This extends cogl_onscreen_x11_set_foreign_xid to take a callback to a
function that details the event mask the Cogl requires the application
to select on foreign windows. This is required because Cogl, for
example, needs to track size changes of a window and may also in the
future want other notifications such as map/unmap.
Most applications wont need to use the foreign xwindow apis, but those
that do are required to pass a valid callback and update the event mask
of their window according to Cogl's requirements.
This adds Cogl API to show and hide onscreen framebuffers. We don't want
to go too far down the road of abstracting window system APIs with Cogl
since that would be out of its scope but the previous idea that we would
automatically map framebuffers on allocation except for those made from
foreign windows wasn't good enough. The problem is that we don't want to
make Clutter always create stages from foreign windows but with the
automatic map semantics then Clutter doesn't get an opportunity to
select for all the events it requires before mapping. This meant that we
wouldn't be delivered a mouse enter event for windows mapped underneath
the cursor which would break Clutters handling of button press events.
When building on windows for example we need to ensure we pass
-no-undefined to the linker. Although we were substituting a
COGL_EXTRA_LDFLAGS variable from our configure.ac we forgot to
reference that when linking cogl-pango.
For compatibility with the way we build Cogl as part of Clutter we now
substitute an empty MAINTAINER_CFLAGS variable. When building Cogl
standalone all our extra CFLAGS go through COGL_EXTRA_CFLAGS so the
separate MAINTAINER_CFLAGS aren't used, but automake will get confused
if a substitution isn't made.
This fixes the gdk-pixbuf check to not mistakenly check for the "xi"
package instead of gdk-pixbuf and remove a spurious listing "gl" in
COGL_PKG_REQUIRES which should only be there when we are using using
opengl not if we are using gles.
When building on windows for example we need to ensure we pass
-no-undefined to the linker. Although we were substituting a
COGL_EXTRA_LDFLAGS variable from our configure.ac we forgot to
reference that when linking cogl.
Until Cogl gains native win32/OSX support this remove the osx and win32
winsys files and instead we'll just rely on the stub-winsys.c to handle
these platforms. Since the only thing the platform specific files were
providing anyway was a get_proc_address function; it was trivial to
simply update the clutter backend code to handle this directly for now.
This is a workaround for a bug on OSX for some radeon hardware that
we can't verify and the referenced bug link is no longer valid.
If this is really still a problem then a new bug should be opened and we
can look at putting the fix in some more appropriate place than
cogl-gl.c
We want to be able to split Cogl out as a standalone project but there
are still some window systems that aren't natively supported by Cogl.
This allows Clutter to support those window systems directly but still
work with a standalone Cogl library.
This also ensures we set the SUPPORT_STUB conditional in clutter's
configure.ac when building for win32/osx and wayland.
For now we are going for the semantics that when a CoglOnscreen is first
allocated then it will automatically be mapped. This is for convenience
and if you don't want that behaviour then it is possible to instead
create an Onscreen from a foreign X window and in that case it wont be
mapped automatically.
This approach means that Cogl doesn't need onscreen_map/unmap functions
but it's possible we'll decide later that we can't avoid adding such
functions and we'll have to change these semantics.
Instead of using AC_DEFINE for the various COGL_HAS_PLATFORM defines
this now adds them to the COGL_DEFINES_SYMBOLS variable which gets
substituted into the public cogl-defines.h header.
This adds a simple standalone Cogl application that can be used to
smoke test a standalone build of Cogl without Clutter.
This also adds an x11-foreign app that shows how a toolkit can ask Cogl
to draw to an X Window that it owns instead of Cogl being responsible
for automatically creating and mapping an X Window for CoglOnscreen.
This allows more detailed control over the driver and winsys features
that Cogl should have. Cogl is designed so it can support multiple
window systems simultaneously so we have enable/disable options for
the drivers (gl vs gles1 vs gles2) and options for the individual window
systems; currently glx and egl. Egl is broken down into an option
for each platform.
The GDL API is used for example on intel ce4100 (aka Sodaville) based
systems as a way to allocate memory that can be composited using the
platforms overlay hardware. This updates the Cogl EGL winsys and the
support in Clutter so we can continue to support these platforms.
So that we can dynamically select what winsys backend to use at runtime
we need to have some indirection to how code accesses the winsys instead
of simply calling _cogl_winsys* functions that would collide if we
wanted to compile more than one backend into Cogl.
This moves the GLX specific code from cogl-texture-pixmap-x11.c into
cogl-winsys-glx.c. If we want the winsys components to by dynamically
loadable then we can't have GLX code scattered outside of
cogl-winsys-glx.c. This also sets us up for supporting the
EGL_texture_from_pixmap extension which is almost identical to the
GLX_texture_from_pixmap extension.
As was recently done for the GLX window system code, this commit moves
the EGL window system code down from the Clutter backend code into a
Cogl winsys.
Note: currently the cogl/configure.ac is hard coded to only build the GLX
winsys so currently this is only available when building Cogl as part
of Clutter.
The "DRM_SURFACELESS" EGL platform was invented when we were adding the
wayland backend to Clutter but in the end we added a dedicated backend
instead of extending the EGL backend so actually the platform name isn't
used.
Commit b061f737 moved _cogl_winsys_has_feature to the common winsys
code so there's no need to define it in the stub winsys any more. This
was breaking builds for backends using the stub winsys.
The comparison for finding onscreen framebuffers in
find_onscreen_for_xid had a small thinko so that it would ignore
framebuffers when the negation of the type is onscreen. This ends up
doing the right thing anyway because the onscreen type has the value 0
and the offscreen type has the value 1 but presumably it would fail if
we ever added any other framebuffer types.
The dispose function may be called multiple times during destruction
so it needs to be resilient against destroying any resources
twice. This wasn't the case for the reference to the Cogl context.
The code for _cogl_winsys_has_feature will be identical in all of the
winsys backends for the time being, so it seems to make sense to have
it in the common cogl-winsys.c file.
Previously the mask of available winsys features was stored in a
CoglBitmask. That isn't the ideal type to use for this because it is
intended for a growable array of bits so it can allocate extra memory
if there are more than 31 flags set. For the winsys feature flags the
highest used bit is known at compile time so it makes sense to
allocate a fixed array instead. This is conceptually similar to the
CoglDebugFlags which are stored in an array of integers with macros to
test a bit in the array. This moves the macros used for CoglDebugFlags
to cogl-flags.h and makes them more generic so they can be shared with
CoglContext.
Instead of having cogl_renderer_xlib_add_filter and friends there is
now cogl_renderer_add_native_filter which can be used regardless of
the backend. The callback function for the filter now just takes a
void pointer instead of an XEvent pointer which should be interpreted
differently depending on the backend. For example, on Xlib it would
still be an XEvent but on Windows it could be a MSG. This simplifies
the code somewhat because the _cogl_xlib_add_filter no longer needs to
have its own filter list when a stub renderer is used because there is
always a renderer available.
cogl_renderer_xlib_handle_event has also been renamed to
cogl_renderer_handle_native_event. This just forwards the event on to
all of the listeners. The backend renderer is expected to register its
own event filter if it wants to process the events in some way.
ClutterAnimation uses the weak ref machinery of GObject when associated
to ClutterActor by clutter_actor_animate() and friends - all the while
taking a reference on the actor itself. In order to trigger the weak ref
callback, external code would need to unref the Actor at least twice,
which has slim chance of happening. Plus, the way to destroy an Actor is
to call destroy(), not call unref().
The destruction sequence of ClutterActor emits the ::destroy signal, which
should be used by classes to release external references the might be
holding. My oh my, this sounds *exactly* the case!
So, let's switch to using the ::destroy signal for clutter_actor_animate()
and friends, since we know that the object bound to the Animation is
an Actor, and has a ::destroy signal.
This change has the added benefit of allowing destroying an actor as the
result of the Animation::completed signal without getting a segfault or
other bad things to happen.
Obviously, the change does not affect other GObject classes, or Animation
instances created using clutter_animation_new(); for those, the current
"let's take a reference on the object to avoid it going away in-flight"
mechanism should still suffice.
Side note: it would be interesting if GObject had an interface for
"destructible" objects, so that we could do a safe type check. I guess
it's a Rainy Day Project(tm)...
Do not use the generic GType class name: we have a :name property on
ClutterActor that is generally used for debugging purposes — so we
should use it when creating debugging spew in a consistent way.
The Cogl rework removed the Window creation from realize and its
relative destruction from unrealize; the two vfuncs also managed
the mapping between Window and Stage implementation that we use
when dealing with event handling. Sadly, the missing unrealization
left entries in the mapping dangling.
Since ClutterStageX11 already provides a ::realize implementation
that sub-classes are supposed to chain up to, and the Window ↔ Stage
mapping is private to clutter-stage-x11.c, it seems only fair that
the ClutterStageX11 should also provide an ::unrealize implementation
matching the ::realize.
This implementation just removes the StageX11 pointer from the X11
Window ↔ ClutterStageX11 mapping we set up in ::realize, since the
X11 Window is managed by Cogl, now.
Older drivers for PowerVR SGX hardware have the vendor-specific
GL_IMG_TEXTURE_NPOT extension instead of the
functionally-equivalent GL_OES_TEXTURE_NPOT extension.
We need to guard the usage of symbols related to the
GLX_INTEL_swap_event extension, to avoid breaking on platforms and/or
versions of Mesa that do not expose that extension.
It's generally useful to be able to query the width and height of a
framebuffer and we expect to need this in Clutter when we move the
eglnative backend code into Cogl since Clutter will need to read back
the fixed size of the framebuffer when realizing the stage.
This backend hasn't been used for years now and so because it is
untested code and almost certainly doesn't work any more it would be a
burdon to continue trying to maintain it. Considering that we are now
looking at moving OpenGL window system integration code down from
Clutter backends into Cogl that will be easier if we don't have to
consider this backend.
This makes it possible to build Clutter against a standalone build of
Cogl instead of having the Clutter build traverse into the clutter/cogl
subdirectory.
This adds an autogen.sh, configure.ac and build/autotool files etc under
clutter/cogl and makes some corresponding Makefile.am changes that make
it possible to build and install Cogl as a standalone library.
Some notable things about this are:
A standalone installation of Cogl installs 3 pkg-config files;
cogl-1.0.pc, cogl-gl-1.0.pc and cogl-2.0.pc. The second is only for
compatibility with what clutter installed though I'm not sure that
anything uses it so maybe we could remove it. cogl-1.0.pc is what
Clutter would use if it were updated to build against a standalone cogl
library. cogl-2.0.pc is what you would use if you were writing a
standalone Cogl application.
A standalone installation results in two libraries currently, libcogl.so
and libcogl-pango.so. Notably we don't include a major number in the
sonames because libcogl supports two major API versions; 1.x as used by
Clutter and the experimental 2.x API for standalone applications.
Parallel installation of later versions e.g. 3.x and beyond will be
supportable either with new sonames or if we can maintain ABI then we'll
continue to share libcogl.so.
The headers are similarly not installed into a directory with a major
version number since the same headers are shared to export the 1.x and
2.x APIs (The only difference is that cogl-2.0.pc ensures that
-DCOGL_ENABLE_EXPERIMENTAL_2_0_API is used). Parallel installation of
later versions is not precluded though since we can either continue
sharing or later add a major version suffix.
This migrates all the GLX window system code down from the Clutter
backend code into a Cogl winsys. Moving OpenGL window system binding
code down from Clutter into Cogl is the biggest blocker to having Cogl
become a standalone 3D graphics library, so this is an important step in
that direction.
As part of the process of splitting Cogl out as a standalone graphics
API we need to introduce some API concepts that will allow us to
initialize a new CoglContext when Clutter isn't there to handle that for
us...
The new objects roughly in the order that they are (optionally) involved
in constructing a context are: CoglRenderer, CoglOnscreenTemplate,
CoglSwapChain and CoglDisplay.
Conceptually a CoglRenderer represents a means for rendering. Cogl
supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are
accessed through a number of different windowing APIs such as GLX, EGL,
SDL or WGL and more. Potentially in the future Cogl could render using
D3D or even by using libdrm and directly banging the hardware. All these
choices are wrapped up in the configuration of a CoglRenderer.
Conceptually a CoglDisplay represents a display pipeline for a renderer.
Although Cogl doesn't aim to provide a detailed abstraction of display
hardware, on some platforms we can give control over multiple display
planes (On TV platforms for instance video content may be on one plane
and 3D would be on another so a CoglDisplay lets you select the plane
up-front.)
Another aspect of CoglDisplay is that it lets us negotiate a display
pipeline that best supports the type of CoglOnscreen framebuffers we are
planning to create. For instance if you want transparent CoglOnscreen
framebuffers then we have to be sure the display pipeline wont discard
the alpha component of your framebuffers. Or if you want to use
double/tripple buffering that requires support from the display
pipeline.
CoglOnscreenTemplate and CoglSwapChain are how we describe our default
CoglOnscreen framebuffer configuration which can affect the
configuration of the display pipeline.
The default/simple way we expect most CoglContexts to be constructed
will be via something like:
if (!cogl_context_new (NULL, &error))
g_error ("Failed to construct a CoglContext: %s", error->message);
Where that NULL is for an optional "display" parameter and NULL says to
Cogl "please just try to do something sensible".
If you want some more control though you can manually construct a
CoglDisplay something like:
display = cogl_display_new (NULL, NULL);
cogl_gdl_display_set_plane (display, plane);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
And in a similar fashion to cogl_context_new() you can optionally pass
a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to
just do something sensible.
If you need to change the CoglOnscreen defaults you can provide a
template something like:
chain = cogl_swap_chain_new ();
cogl_swap_chain_set_has_alpha (chain, TRUE);
cogl_swap_chain_set_length (chain, 3);
onscreen_template = cogl_onscreen_template_new (chain);
cogl_onscreen_template_set_pixel_format (onscreen_template,
COGL_PIXEL_FORMAT_RGB565);
display = cogl_display_new (NULL, onscreen_template);
if (!cogl_display_setup (display, &error))
g_error ("Failed to setup a CoglDisplay: %s", error->message);
This tries to make the naming style of files under cogl/winsys/
consistent with other cogl source files. In particular private header
files didn't have a '-private' infix.
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.
This extends visualization for CLUTTER_PAINT=redraws so it now also
draws outlines for actors to show how they are being culled. Actors get
a green outline if they are fully inside the clip region, blue if fully
outside and greeny-blue if only partially inside.
This adds an internal _clutter_stage_get_active_framebuffer function
that can be used to get a pointer to the current CoglFramebuffer pointer
that is in use, in association with a given stage.
The "active" infix in the function name is there because we shouldn't
assume that a stage will always correspond to only a single framebuffer
so we aren't getting a pointer to a sole framebuffer, we are getting
a pointer to the framebuffer that is currently in use/being painted.
This API is now used for culling purposes where we need to check if we
are currently painting an actor to a framebuffer that is offscreen, that
doesn't correspond to the stage.
This renames the two internal functions _cogl_get_draw/read_buffer
as cogl_get_draw_framebuffer and _cogl_get_read_framebuffer. The
former is now also exposed as experimental API.
The long term goal with the Cogl API is that we will get rid of the
default global context. As a step towards this, this patch tracks a
reference back to the context in each CoglFramebuffer so in a lot of
cases we can avoid using the _COGL_GET_CONTEXT macro.
There is no corresponding implementation of _cogl_features_init any more
so it was simply an oversight that the prototype wasn't removed when the
implementation was removed.
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.
This moves the functionality of _cogl_create_context_driver from
driver/{gl,gles}/cogl-context-driver-{gl,gles}.c into
driver/{gl,gles}/cogl-{gl,gles}.c as a static function called
initialize_context_driver.
cogl-context-driver-{gl,gles}.[ch] have now been removed.
This adds a new experimental function (you need to define
COGL_ENABLE_EXPERIMENTAL_API to access it) which takes us towards being
able to have a standalone Cogl API. This is really a minor aesthetic
change for now since all the GL context creation code still lives in
Clutter but it's a step forward none the less.
Since our current designs introduce a CoglDisplay object as something
that would be passed to the context constructor this provides a stub
cogl-display.h with CoglDisplay typedef.
_cogl_context_get_default() which Clutter uses to access the Cogl
context has been modified to use cogl_context_new() to initialize
the default context.
There is one rather nasty hack used in this patch which is that the
implementation of cogl_context_new() has to forcibly make the allocated
context become the default context because currently all the code in
Cogl assumes it can access the context using _COGL_GET_CONTEXT including
code used to initialize the context.
This moves the implementation of _clutter_do_pick to clutter-stage.c and
renames it _clutter_stage_do_pick. This function can be compared to
_clutter_stage_do_update/redraw in that it prepares for and starts a
traversal of a scenegraph descending from a given stage. Since it is
desirable that this function should have access to the private state of
the stage it is awkward to maintain outside of clutter-stage.c.
Besides moving _clutter_do_pick this patch is also able to remove the
following private state accessors from clutter-stage-private.h:
_clutter_stage_set_pick_buffer_valid,
_clutter_stage_get_pick_buffer_valid,
_clutter_stage_increment_picks_per_frame_counter,
_clutter_stage_reset_picks_per_frame_counter and
_clutter_stage_get_picks_per_frame_counter.
This updates the inner loops of the cull function so now the vertices of
the polygon being culled are iterated in the inner loop instead of the
clip planes and we count how many vertices are outside the current
plane so we can bail out immediately if all the vertices are outside of
any plane and so we can correctly track partial intersections with the
clip region.
The previous approach could catch some partial intersections but for
example a rectangle that was larger than the clip region centred over
the clip region with all corners outside would be reported as outside,
not as a partial intersection.
In 047227fb cogl_atlas_new was changed so that it can take a flags
parameter to specify whether to clear the new atlases and whether to
copy images to the new atlas after reorganisation. This was done so
that the atlas code could be shared with the glyph cache. At some
point during the development of this patch the flag was just a single
boolean instead and this is accidentally how it is used from the glyph
cache. The glyph cache therefore passes 'TRUE' as the set of flags
which means it will only get the 'clear' flag and not the
'disable-migration' flag. When the glyph cache gets full it will
therefore try to copy the texture to the new atlas as well as
redrawing them with cairo. This causes problems because the glyph
cache needs to work in situations where there is no FBO support.
In _cogl_pipeline_prune_empty_layer_difference if the layer's parent
has no owner then it just takes ownership of it. However this could
theoretically end up taking ownership of the root layer because
according to the comment above in the same function that should never
have an owner. This patch just adds an extra check to ensure that the
unowned layer has a parent.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2588
In _cogl_pipeline_prune_empty_layer_difference if we are reverting to
the immediate parent of an empty/redundant layer then it is not enough
to simply add a reference to the pipeline's ->layer_differences list
without also updating parent_layer->owner to point back to its new
owner.
This oversight was leading us to break the invariable that all layers
referenced in layer_differences have an owner and was also causing us to
break another invariable whereby after calling
_cogl_pipeline_layer_pre_change_notify the returned layer must always be
owned by the given 'required_owner'.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2588
When we come to presenting the result of a clipped redraw to the front
buffer with a blit we need to ensure that all the rendering is done,
otherwise redraw operations that are slower than the framerate can queue
up in the pipeline during a heavy animation, causing a larger and larger
backlog of rendering visible as lag to the user.
Note: Since calling glFinish() and sycnrhonizing the CPU with the GPU is
far from ideal, we hope that this is only a short term solution.
One idea is to using sync objects to track render completion so we can
throttle the backlog (ideally with an additional extension that lets us
get notifications in our mainloop instead of having to busy wait for the
completion.)
Another option is to support clipped redraws by reusing the contents of
old back buffers such that we can flip instead of using a blit and then
we can use GLX_INTEL_swap_events to throttle. For this though we would
still probably want an additional extension so we can report the limited
region of the window damage to X/compositors.
Thanks to Owen Taylor and Alexander Larsson for reporting the problem.
clutter_clone_get_paint_volume was being exported from the shared
library because the function wasn't declared static. This function
shouldn't be exposed because it should be accessed through
clutter_actor_get_paint_volume.
The texture containing the image for the redirected actor will always
be painted at a 1:1 texel:pixel ratio so there's no need to use linear
filtering. This should also counteract some of the effects of rounding
errors when calculating the geometry for the quad.
if cross compiling clutter using mingw using an out of tree build
directory then a pre-requisite for creating the resources.o file
containing the transparent cursor is for the win32 directory itself to
be created at $(top_builddir)/clutter/win32.
glib already has a data type to manage a list of callbacks called a
GHookList so we might as well use it instead of maintaining Cogl's own
type. The glib version may be slightly more efficient because it
avoids using a GList and instead encodes the prev and next pointers
directly in the GHook structure. It also has more features than
CoglCallbackList.
Previously we were applying the culling optimization to any actor
painted without considering that we may be painting to an offscreen
framebuffer where the stage clip isn't applicable.
For now we simply expose a getter for the current draw framebuffer
and we can assume that a return value of NULL corresponds to the
stage.
Note: This will need to be updated as stages start to be backed by real
CoglFramebuffer objects and so we won't get NULL in those cases.
To give quick visibility to the things going on relating to clipping and
culling this adds some more CLIPPING debug notes to clutter-actor.c and
clutter-stage.c
As documented in cogl-pipeline-private.h, there is a precedence to the
ClutterPaintVolume bitfields that should be considered whenever we
implement code that manipulates PaintVolumes...
Firstly if ->is_empty == TRUE then the values for ->is_complete and
->is_2d are undefined, so we should typically check ->is_empty as the
first priority.
This fixes a bug in _clutter_paint_volume_cull() whereby we were
checking pv->is_complete before checking pv->is_empty which was
resulting in assertions for actors with no size.
Drawing and clipping to paths is generally quite expensive because the
geometry has to be tessellated into triangles in a single VBO which
breaks up the journal batching. If we can detect when the path
contains just a single rectangle then we can instead divert to calling
cogl_rectangle which will take advantage of the journal, or by pushing
a rectangle clip which usually ends up just using the scissor.
This patch adds a boolean to each path to mark when it is a
rectangle. It gets cleared whenever a node is added or gets set to
TRUE whenever cogl2_path_rectangle is called. This doesn't try to
catch cases where a rectangle is composed by cogl_path_line_to and
cogl_path_move_to commands.
ClutterDragAction should be able to use the newly added ClutterSettings
property exposing the system's drag threshold.
Currently, the x-drag-threshold and the y-drag-threshold properties (and
relative accessors) use an unsigned integer for their values; we should
be able to safely expand the range to include -1 as the minimum value,
and use this new value to tell the ClutterDragAction that it should query
the ClutterSettings object for the drag threshold.
The storage of the properties has been changed, albeit in a compatible
way, as GObject installs a uint ↔ int transformation function for GValue
automatically.
The setter for the drag thresholds has been changes to use a signed
integer, but the getter has been updated to always Do The Right Thing™:
it never returns -1 but, instead, will return the valid drag threshold,
either from the value set or from the Settings singleton.
This change is ABI compatible.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2583
ClutterState is missing some documentation on how to define transitions
using ClutterScript definitions; it is also missing some example code
for both the C API and the ClutterScript syntax.
The allocation of the ClutterBox is not enough to be used as the paint
volume, because children might decide to paint outside that area.
Instead, we should use the allocation if the Box has a background color
and then do what Group does, and union all the paint volumes of the
children.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2600
In 9ff04e8a99 the builtin uniforms were moved to the common shader
boilerplate. However the common boilerplate is positioned before the
default precision specifier on GLES2 so it would fail to compile
because the uniforms end up with no precision in the fragment
shader. This patch just moves the precision specifier to above the
common boilerplate.
The CLUTTER_ENTER and CLUTTER_LEAVE event types were mistakenly ignored
by clutter_event_get_device(), when returning the device from a
non-allocated ClutterEvent.
There's an optimisation in clutter-actor.c to avoid calculating the
last known paint volume whenever culling and clipped redraws are both
disabled. However there was a small thinko in the logic so that it
would also avoid calculating the paint volume whenever only one of the
debug flags is enabled. This fixes it to explicitly check that the two
flags are not both enabled before skipping the paint volume
calculation.
Instead of unconditionally combining the modelview and projection
matrices and then iterating each of the vertices to call
cogl_matrix_transform_point for each one in turn we now only combine the
matrices if there are more than 4 vertices (with less than 4 vertices
its less work to transform them separately) and we use the new
cogl_vertex_{transform,project}_points APIs which can hopefully
vectorize the transformations.
Finally the perspective divide and viewport scale is done in a separate
loop at the end and we don't do the spurious perspective divide and
viewport scale for the z component.
Previously each time we needed to retrieve the model transform for a
given actor we would call the apply_transform vfunc which would build up
a transformation matrix based on the actor's current anchor point, its
scale, its allocation and rotation. The apply_transform implementation
would repeatedly call API like cogl_matrix_rotate, cogl_matrix_translate
and cogl_matrix_scale.
All this micro matrix manipulation APIs were starting to show up in the
profiles of dynamic applications so this adds priv->transform matrix
cache which maintains the combined result of the actors scale, rotation
and anchor point etc. Whenever something like the rotation changes then
then the matrix is marked as dirty, but so long as the matrix isn't
dirty then the apply_transform vfunc now just calls cogl_matrix_multiply
with the cached transform matrix.
This implements a variation of frustum culling whereby we convert screen
space clip rectangles into eye space mini-frustums so that we don't have
to repeatedly transform actor paint-volumes all the way into screen
coordinates to perform culling, we just have to apply the modelview
transform and then determine each points distance from the planes that
make up the clip frustum.
By avoiding the projective transform, perspective divide and viewport
scale for each point culled this makes culling much cheaper.
This simplifies the implementation of the ClutterStage apply_transform
vfunc by using the new cogl_matrix_view_2d_in_perspective utility API
which can setup up a view transform for a given perspective so that a
cross section of the view frustum at an arbitrary depth can be mapped
directly to 2D stage coordinates with (0,0) at the top left.
This adds two new experimental functions to cogl-matrix.c:
cogl_matrix_view_2d_in_perspective and cogl_matrix_view_2d_in_frustum
which can be used to setup a view transform that maps a 2D coordinate
system (0,0) top left and (width,height) bottom right to the current
viewport.
Toolkits such as Clutter that want to mix 2D and 3D drawing can use
these APIs to position a 2D coordinate system at an arbitrary depth
inside a 3D perspective projected viewing frustum.
Firstly Clutter shouldn't be using OpenGL directly so this needed
changing but also conceptually it doesn't make sense for
clutter_stage_read_pixels to validate the requested area to read against
the viewport it would make more sense to compare against the window
size. Finally checking that the width of the area is less than the
viewport or window width without considering the x isn't enough to know
if the area extends outside the windows bounds. (same for the height)
This patch removes the validation of the read area from
clutter_stage_read_pixels and instead we now simply rely on the
semantics of cogl_read_pixels for reading areas outside the window
bounds.
OpenGL < 4.0 only supports integer based viewports and internally we
have a mixture of code using floats and integers for viewports. This
patch switches all viewports throughout clutter and cogl to be
represented using floats considering that in the future we may want to
take advantage of floating point viewports with modern hardware/drivers.
This makes a change to the original point_in_poly algorithm from:
http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
The aim was to tune the test so that tests against screen aligned
rectangles are more resilient to some in-precision in how we transformed
that rectangle into screen coordinates. In particular gnome-shell was
finding that for some stage sizes then row 0 of the stage would become a
dead zone when going through the software picking fast-path and this was
because the y position of screen aligned rectangles could end up as
something like 0.00024 and the way the algorithm works it doesn't have
any epsilon/fuz factor to consider that in-precision.
We've avoided introducing an epsilon factor to the comparisons since we
feel there's a risk of changing some semantics in ways that might not be
desirable. One of those is that if you transform two polygons which
share an edge and test a point close to that edge then this algorithm
will currently give a positive result for only one polygon.
Another concern is the way this algorithm resolves the corner case where
the horizontal ray being cast to count edge crossings may cross directly
through a vertex. The solution is based on the "idea of Simulation of
Simplicity" and "pretends to shift the ray infinitesimally down so that
it either clearly intersects, or clearly doesn't touch". I'm not
familiar with the idea myself so I expect a misplaced epsilon is likely
to break that aspect of the algorithm.
The simple solution this patch applies is to pixel align the polygon
vertices which should eradicate most noise due to in-precision.
https://bugzilla.gnome.org/show_bug.cgi?id=641197
Anything that is not CLUTTER_INIT_SUCCESS is to be considered an error.
This fixes the Clutter initialization sequence to actually error out
on pre-conditions and backend initialization failures.
clutter_offscreen_effect_pre_paint was using the unitialized value of
the ‘box’ variable whenever the actor doesn't have a paint
volume. This patch makes it just set the offset to 0,0 instead.
When removing the opacity override in the post_paint implementation,
ClutterOffscreenEffect would always set the override back to -1. This
ends up cancelling out the effect of any overrides from outer effects
which means that if any actor has multiple effects attached then it
would apply the opacity multiple times.
To fix this, the effect now preserves the old value of the opacity
override and restores that instead of setting -1.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2541
This is needed if an effect wants to temporarily override the paint
opacity. It needs to be able to restore the old opacity override in
the post_paint handler otherwise it would replace the effect of the
opacity override from any outer effects.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2541
The OffscreenEffect class needs to expose a way for sub-classes to
track the size of FBO it creates, in case it has to do some geometry
deformations like the DeformEffect sub-classes.
Let's move the private symbol we used internally in 1.6 to fix
DeformEffect to the list of public symbols of OffscreenEffect.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2570
The table we use for converting between keysyms and Unicode should be
static and constified, so that it can live in the .rodata section of
the ELF shared object, and be shared among processes.
This change moves the table to a source file, instead of an header; the
change also requires the clutter_keysym_to_unicode() function to be
moved from clutter-event.c into this new source file. The declaration is
still in clutter-event.h, so we don't need to do anything special.
Creating a synthetic event requires direct access to the ClutterEvent
union members; this access does not map in bindings to high-level
languages, especially run-time bindings using GObject-Introspection.
It's also midly annoying from C, as it unnecessarily exposes the guts of
ClutterEvent - something we might want to fix in the future.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2575
Many people expect clutter_init to work the same way as gtk_init which
exits the program on init failure. clutter_init however returns a
status code on failure which applications need to handle because if
the init fails then any further Clutter calls are likely to crash. In
Clutter 2.0 we may want to change this to be more like GTK+.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
When using a pipeline and the journal to blit images between
framebuffers, it should disable blending. Otherwise it will end up
blending the source texture with uninitialised garbage in the
destination texture.
Converting from Pango units to pixels by using the C conventions might
cause us to lose a pixel; since we're doing the same for the height, we
should use ceilf() to round up the width and the line height.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2573
The ClutterDeformEffect sub-classes are effectively deforming the
texture target of an FBO, not the actor itself. Thus, we need to
use the FBO's size, and not the actor's allocated size, given that
the actor might be transformed prior to applying an effect.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2571
Since the FBO target might have a different size than the mere paint box
of the actor, we need API to get it out of the ClutterOffscreenEffect
private data structure and on to sub-classes.
Since we cannot add new API in a stable cycle, we need a private
function; we'll leave it there even when opening 1.7, since it's useful
for internal purposes.
Once upon a time, the land of Clutter had a stage singleton. It was
created automatically at initialization time and stayed around even
after the main loop was terminated. The singleton was content in
being all there was. There also was a global API to handle the
configuration of the stage singleton that would affect the behaviour
on other classes, signals and properties.
Then, an evil wizard came along and locked the stage singleton in his
black tower, and twisted it until it was possible to create new stages.
These new stages were pesky, and didn't have the same semantics of the
singleton: they didn't stay around when closed, or terminate the main
loop on delete events.
The evil wizard also started moving all the stage-related API from the
global context into class-specific methods.
Finally, the evil wizard cast a spell, and the stage singleton was
demoted to creation on demand - and until somebody called the
clutter_stage_get_default() function, the singleton remained in a limbo
of NULL pointers and undefined memory areas.
There was a last bit - literally - of information still held by the
global API; a tiny, little flag that disabled per-actor motion events.
The evil wizard added private accessors for it, and stored it inside the
stage private structure, in preparation for a deprecation that would
come in a future development cycle.
The evil wizard looked down upon the land of Clutter from the height of
his black tower; the lay of the land had been reshaped into a crucible
of potential, and the last dregs of the original force of creation were
either molted into new, useful shapes, or blasted away by the sheer fury
of his will.
All was good.
The clutter-id-pool.h header is private and not installed; yet, all the
clutter_id_pool_* symbols are public. Let's correct this oversight we've
been stringing along since forever.
Only allow access to the ClutterMainContext through the private
_clutter_context_get_default() function, so we can easily grep
it and remove the unwanted usage of the global context.
The shader stack held by ClutterMainContext should only be accessed
using functions, and not directly.
Since it's a stack, we can use stack-like operations: push, pop and
peek.
The _clutter_do_redraw() function should really be moved inside
ClutterStage, since all it does is calling private stage and
backend functions. This also allows us to change a long-standing
issue with a global fps counter for all stages, instead of a\
per-stage one.
Let's try and start reducing the size of ClutterActorPrivate by moving
some optional, out-of-band data from it to GObject data.
The ShaderData structure is a prime candidate for this migration: it
does not need to be inspected by the actor, and its relationship with an
actor is transient and optional.
By attaching it to the actor's instance through g_object_set_data() we
neatly tie its lifetime to the instance, and we don't have to care
cleaning it up in the finalize()/dispose() implementation of
ClutterActor itself.
If an atlas texture's last reference is held by the journal or by the
last flushed pipeline then if an atlas migration is started it can
cause a crash. This is because the atlas migration will cause a
journal flush and can sometimes change the current pipeline which
means that the texture would be destroyed during migration.
This patch adds an extra 'post_reorganize' callback to the existing
'reorganize' callback (which is now renamed to 'pre_reorganize'). The
pre_reorganize callback is now called before the atlas grabs a list of
the current textures instead of after so that it doesn't matter if the
journal flush destroys some of those textures. The pre_reorganize
callback for CoglAtlasTexture grabs a reference to all of the textures
so that they can not be destroyed when the migration changes the
pipeline. In the post_reorganize callback the reference is removed
again.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2538
In _clutter_actor_queue_redraw_with_clip it has a local variable to
mark when a new paint volume for the clip is created so that it can be
freed when the function returns. However the actual code to free the
paint volume went missing in 3b789490d2 so the variable did
nothing. This patch just adds the free back in.