This creates a separate struct to store the fields of the context that
are specific to the winsys. This is all stored in one file but ideally
this could work more like the CoglContextDriver struct and have a
different header for each winsys.
This adds an internal rectangle texture backend which is mostly based
on the CoglTexture2D backend. It will throw assert failures if any
operations are attempted that rectangle textures don't support, such
as mipmapping or hardware repeating.
Instead of the ensure_mipmaps virtual that is only called whenever the
texture is about to be rendered with a min filter that needs the
mipmap, there is now a pre_paint virtual that is always called when
the texture is about to be painted in any way. It has a flags
parameter which is used to specify whether the mipmap will be needed.
This is useful for CoglTexturePixmapX11 because it needs to do stuff
before painting that is unrelated to mipmapping.
Instead of having a hardcoded series of if-statements in
cogl_is_texture to determine which types should appear as texture
subclasses, they are now stored in a GSList attached to the Cogl
context. The list is amended to using a new cogl_texture_register_type
function. There is a convenience macro called COGL_TEXTURE_DEFINE
which uses COGL_HANDLE_DEFINE_WITH_CODE to register the texture type
when the _get_type() function is first called.
This macro is similar to COGL_HANDLE_DEFINE_WITH_CODE except that it
allows a snippet of code to be inserted into the _get_type()
function. This is similar to how G_DEFINE_TYPE_WITH_CODE
works. COGL_HANDLE_DEFINE is now just a wrapper around
COGL_HANDLE_DEFINE_WITH_CODE.
_cogl_texture_2d_externally_modified is a function specific to the
CoglTexture2D texture backend that should be called whenever the
contents of the texture are modified without the backend knowing about
it. It simply marks the mipmap tree as invalid.
The include path for the winsys and driver folder was given relative
to $(srcdir) so it would end up relative to the driver folder which is
wrong. It is now specified as $(srcdir)/../../winsys to get the right
location. The driver folder is removed because it is actually just
$(srcdir) and that is already included.
Previously we were using an internal only HAVE_COGL_GLES2 define to
guard GLES 2 specific changes so for instance the precision modifiers
weren't being emitted in the shader source.
http://bugzilla.o-hand.com/show_bug.cgi?id=2178
GLES2 doesn't provide user clip planes (you would have to use a vertex +
fragment shader to achieve the same kind of result) so we make sure not
to call glEnable/Disable with any of the GL_CLIP_PLANE0..3 defines.
http://bugzilla.o-hand.com/show_bug.cgi?id=2177
The function had a line like:
CoglMaterial *material =
material = _cogl_material_pointer_from_handle (material_handle);
where the duplicate "material =" wasn't intended, so this patch removes
it.
Since the Settings:font-dpi property is exposed as 1024 * real_dpi in
order to make the setting as neutral as possible (and allow XSETTINGS
to use it natively) we need a simple API returning the DPI using a
floating point value.
Use the XSETTINGS machinery to get notification from foreign
environments about settings that might interest Clutter itself - namely:
the default font name, the font DPI, and the Xft font options that can
be mapped on cairo_font_options_t.
When configuring the glx flavour we were always explicitly adding -lGL
to the linker flags even when a pkg-config file was found which should
take care of that option for us.
When building for gles1/2 we now always try and look for a libglesv1_cm
or libglesv2 .pc file with details about where to find the library and
headers.
This adds an automake USE_TSLIB condition to decide when we should
compile clutter-event-tslib.c. This is in preparation for consolidating
the eglx and eglnative backends.
clutter-event-egl had nothing to do with EGL, it's code for opening
tslib devices and creating a GSource for touch screen events. It just
happens that this only ever gets used with the eglnative backend.
Right before we create the EGL context, we check if we were built with
OpenGL or OpenGLES support and it was OpenGL then we call eglBindAPI
(EGL_OPENGL_API); This also explicitly requests a EGL_RENDERABLE_TYPE
supporting the EGL_OPENGL_BIT.
This will let us add a new ./configure flavour that combines OpenGL and
EGL instead of OpenGL and GLX.
With this patch if you ./configure clutter using
--with-flavour=opengl-egl-xlib then it will use EGL + OpenGL instead of
the default GLX and OpenGL.
These days upstream driver work is more focused on improving EGL than it
is GLX so likewise we want to make sure Clutter has good support for
EGL.
This adds a separate variable name "CLUTTER_SONAME_INFIX" to define the
infix for the clutter library that gets linked. Currently the WINSYS
corresponds to the directory we enter when building to compile the
window system and input support, but it is desirable to be able to
define multiple flavours that use the same WINSYS but should result in
different library names.
For example we are planning to combine the eglx and eglnative window
systems into one "egl" winsys but we will need to preserve the current
library names for the eglx and eglnative flavours.
When we check the flavour we now just set boolean variables for the
following things:
SUPPORT_X11=1
SUPPORT_XLIB=1
SUPPORT_GLX=1
SUPPORT_EGL=1
SUPPORT_EGL_POWERVR_X11=1
SUPPORT_EGL_POWERVR_NULL=1
This lets us avoid some duplication and also some error prone tests for
lists of flavours used, for example, to determine when we need to check
for x libraries.
It's desirable to have a separation between the "flavour" and the
"winsys". The flavour is a concept internal to the configure script and
is a convenient name to represent the users choice of window system,
opengl driver and input backend. The CLUTTER_WINSYS currently defines
the subdirectory under clutter/ that should be compiled to handle the
window system and input.
With a separation we could add a flavour with no correspondence to which
clutter/subdirectory needs to be built.
After checking the flavour option the user gives we were checking for
the fruity flavour to override the glesversion. Now that the glsl
checking has been moved this can instead just wait until the AS_CASE
that handles all the flavour configuration.
The flavour AS_CASE should define whether a flavour uses the gl or gles
COGL_DRIVER and so we shouldn't need to have an expanding list of
tests to gate when we check for a gles driver because if we move the
checks for gles after the flavour checks we can just look at
$COGL_DRIVER.
This removes EGL_{LIBS,CFLAGS}, GLX_{LIBS,CFLAGS}, OSX_{LIBS,CFLAGS},
WIN32_{LIBS,CFLAGS}, and GLES_{LIBS,CFLAGS} and instead we just append
to FLAVOUR_{LIBS,CFLAGS}.
This makes more of the file relocatable because there were previously
dependencies on the order that some variables were setup in.
g_array_unref was only added in GLib 2.22 so we should really update
the requirements in the configure script if we want to use that
function. However the array doesn't appear to have any extra reference
taken on it anywhere so it should be safe to use g_array_free instead.
Under WGL, any functions that were defined after GL 1.1 are not
directly exported in the DLL so we need to reference them via the
function pointers. A new call to glActiveUnit was missed in
cogl-context.c
The window headers contain the line
#define near
so it's not possible to use the symbol 'near' in code that's portable
to Windows. This replaces it with 'near_val'.
I think the define is meant to improve compatibility with code written
for Windows 3.1 where near would be a keyword to make it a smaller
pointer size.
ClutterActor should allow attaching actions, constraints and effects
just like it allows behaviours, e.g.:
{
...
"constraints" : [
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "x-axis",
"factor" : 0.5
},
{
"type" : "ClutterAlignConstraint",
"source" : "stage",
"align-axis" : "y-axis",
"factor" : 0.5
}
],
...
}
or:
{
...
"actions" : [
{
"type" : "ClutterDragAction",
"signals" : [
{ "name" : "drag-end", "handler" : "on_drag_end" }
]
}
],
...
}
In order to do so, we use the Scriptable interface implementation and
add three new custom properties accepting an array; then we parse each
member of the array as a new object.
Since constructing AlignConstraint and BindConstraint instances could be
deferred (think ClutterScript) we need to make their :source properties
setters accept NULL. This does not break the constraints because they
need to handle that condition in case they actor to which they are
applied is destroyed and somebody is holding a reference on them anyway.
The get_id_from_node() internal function should be exposed inside
Clutter (as a private function) because it can be useful to other
custom parsing code. The code is pretty trivial, but it would be
pointless to re-implement it.
Similar to the one in commit 2a354d9650
that went into clutter_value_set_shader_*. We end up in the same
situation, but it's better to fail from within ClutterShaderEffect.
Emit a critical error if the user tries to send more data than
the static shader GValues can hold.
This fixes the random memory corruption you get when specifying
size > 4.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The :sync-size property of ClutterTexture should be set to FALSE by
default by ClutterCairoTexture. The preferred size of the
ClutterCairoTexture is already the size of the internal Cairo surface,
and we override the preferred width/height getters to that effect.
The :sync-size property is also responsible of changing the size of
the Texture actor when changing the texture handle - but since we
encourage that to happen during the CairoTexture allocation, we get a
queue_relayout() invocation (and a warning) when we change the size
of the Cairo image surface.
Since GObject doesn't make it easy to override the default value of the
:sync-size property in sub-classes, we should simply call the setter
function during the ClutterCairoTexture instance initialization.
We should also change one of the interactive tests using a CairoTexture
to rebuild the contents of the actor in response to an allocation.