* 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.
The ClutterStageX11 implementation does most of the heavy lifting, so
subclasses like ClutterStageGLX and ClutterStageEGL do not need to
handle things like creating the stage Window and selecting events; just
chaining up and using the internal API will suffice.
This tweaks the semantics of the has_redraw_clips vfunc so we can assume
that at the start of a new frame there is an implied, initial,
redraw_clip that clips everything (i.e. nothing would be redrawn) so in
that case we would expect the has_redraw_clips vfunc to return True at
the start of a new frame for backends that support clipping.
Previously there was an ambiguity when this function returned False
since it could either mean a full screen redraw had been queued or it
could mean that the clip state wasn't yet initialized for that frame.
This would result in _clutter_stage_has_full_redraw_queued() returning
True at the start of a new frame even before any actors have been
updated, which in turn meant we would incorrectly ignore queue_redraw
requests for actors, believing them to be redundant.
This adds egl backend support for handling clipped redraws. This uses
the EGL_NOK_swap_region extension to enable the EGL backend to present a
subregion from the back buffer to the front so we don't always have to
redraw the entire stage for small updates.
This uses actor paint volumes to perform culling during
clutter_actor_paint.
When performing a clipped redraw (because only a few localized actors
changed) then as we traverse the scenegraph painting the actors we can
now ignore actors that don't intersect the clip region. Early testing
shows this can have a big performance benefit; e.g. 100% fps improvement
for test-state with culling enabled and we hope that there are even much
more compelling examples than that in the real world,
Most Clutter applications are 2Dish interfaces and have quite a lot of
actors that get continuously painted when anything is animated. The
dynamic actors are often localized to an area of user focus though so
with culling we can completely avoid painting any of the static actors
outside the current clip region.
Obviously the cost of culling has to be offset against the cost of
painting to determine if it's a win, but our (limited) testing suggests
it should be a win for most applications.
Note: we hope we will be able to also bring another performance bump
from culling with another iteration - hopefully in the 1.6 cycle - to
avoid doing the culling in screen space and instead do it in the stage's
model space. This will hopefully let us minimize the cost of
transforming the actor volumes for culling.
This is a fairly extensive second pass at exposing paint volumes for
actors.
The API has changed to allow clutter_actor_get_paint_volume to fail
since there are times - such as when an actor isn't a descendent of the
stage - when the volume can't be determined. Another example is when
something has connected to the "paint" signal of the actor and we simply
have no way of knowing what might be drawn in that handler.
The API has also be changed to return a const ClutterPaintVolume pointer
(transfer none) so we can avoid having to dynamically allocate the
volumes in the most common/performance critical code paths. Profiling was
showing the slice allocation of volumes taking about 1% of an apps time,
for some fairly basic tests. Most volumes can now simply be allocated on
the stack; for clutter_actor_get_paint_volume we return a pointer to
&priv->paint_volume and if we need a more dynamic allocation there is
now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets
us allocate data which expires at the start of the next frame.
The API has been extended to make it easier to implement
get_paint_volume for containers by using
clutter_actor_get_transformed_paint_volume and
clutter_paint_volume_union. The first allows you to query the paint
volume of a child but transformed into parent actor coordinates. The
second lets you combine volumes together so you can union all the
volumes for a container's children and report that as the container's
own volume.
The representation of paint volumes has been updated to consider that
2D actors are the most common.
The effect apis, clutter-texture and clutter-group have been update
accordingly.
The glx and egl(x) backends export some internal symbols. Hide these
symbols (using '_' prefix) to reduce ABI differentiation between the
glx and eglx flavours.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2267
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
* clutter/clutter-texture.c: (texture_upload_data):
Fix a SEGV for GL ES textures.
* clutter/cogl/gles/cogl.c: (cogl_setup_viewport):
Tweak default z_camera for 60 degrees like GL.
* clutter/egl/clutter-backend-egl.c::
* clutter/egl/clutter-stage-egl.c:
Fix edpy usage (thanks to Kaj Gronholm).
* TODO:
Sync up a little.
* clutter/clutter-main.c:
Set a default window title based on g_prgname().
* clutter/clutter-stage.c:
* clutter/clutter-stage.h:
* clutter/egl/clutter-stage-egl.c:
* clutter/glx/clutter-stage-glx.c:
* clutter/sdl/clutter-stage-sdl.c:
Alter draw_to_pixbuf to return a pixbuf
* configure.ac:
Only full in gdk-pixbuf-xlib as a GLX backend dep.
* tests/test-entry.c:
Fix a couple of warnings.
* clutter/clutter-backend.c:
* clutter/clutter-backend.h:
* clutter/glx/clutter-stage-glx.c:
* clutter/glx/clutter-backend-glx.c:
Fix up rendering pipeline removing clutter_backend_XXX_stage_paint
and adding clutter_backend_XXX_redraw instead. Duplicates less
code in backends, avoids clutter_actor_paint() getting called
before stage is set up (viewport wise) and unbreaks things like
picking.
* clutter/clutter-actor.c:
* clutter/clutter-actor.h:
* clutter/clutter-main.c:
* clutter/clutter-private.h:
* clutter/clutter-stage.c: (clutter_stage_get_actor_at_pos):
Redo picking functionality a different way (via color indexing)
as to provide more flexibility, possibly speed and more likely
work with GL/ES (doesn't currently however - not sure why).
* clutter/clutter-group.c:
Add groups own 'pick' method.
* clutter/cogl/cogl.h:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/cogl.c:
Move clipping funtionality into cogl.
* clutter/cogl/gles/cogl-defines.h:
Hack around missing BGR format in GL/ES.
* clutter/egl/clutter-backend-egl.c:
* clutter/egl/clutter-backend-egl.h:
* clutter/egl/clutter-stage-egl.c:
* clutter/sdl/clutter-backend-sdl.c:
* clutter/sdl/clutter-backend-sdl.h:
* clutter/sdl/clutter-event-sdl.c:
* clutter/sdl/clutter-stage-sdl.c:
Update backends to newer API.
Add basic mouse event translation to SDL.
* clutter/clutter-rectangle.c:
Comment out color match check for now as appears to be causing
borders to always get pained.
* clutter/clutter-texture.h:
Add some format defines (unused as yet)
* clutter/cogl/gles/cogl.c:
* clutter/egl/clutter-stage-egl.c:
* configure.ac:
Various OpenGL ES backend related fixes and tweaks.
* clutter/Makefile.am:
* clutter/clutter-debug.h:
* clutter/clutter-fixed.h:
* clutter/clutter-main.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-defines.h:
* clutter/cogl/gles/cogl.c:
* clutter/egl/clutter-backend-egl.c:
* clutter/egl/clutter-backend-egl.h:
* clutter/egl/clutter-stage-egl.c:
* configure.ac:
Populate most stubs for cogl GL/ES implementation.
(against vincent - see http://svn.o-hand.com/repos/misc/ogles)
Add various fixups to EGL backend.
Code builds and runs (on 16bpp) but yet displays much (is close!)
* clutter/pango/pangoclutter-render.c:
comment out some rouge glBegin/end calls.
Merge from clutter.git/master
* clutter/glx/clutter-event-glx.c:
* clutter/glx/clutter-stage-glx.c: Implement the _NET_WM_PING
protocol handling on the main stage window.
* clutter/clutter-stage.h:
* clutter/clutter-stage.c:
* clutter/clutter-main.c: Handle CLUTTER_DELETE events internally,
by calling clutter_main_quit(), and remove the ::delete-event
signal from ClutterStage; clean up the signal emission sequence
for the events: emit the ::event signal before emitting any signal
and the ::event-after signal after the signal has been emitted; move
the signal emission calls inside ClutterStage so we can call
g_signal_emit() instead of g_signal_emit_by_name(), thus sparing us
a lookup for each event.
* examples/test.c: Remove ::delete-event signal handling.
* clutter/cogl/Makefile.am:
* clutter/cogl/cogl.h:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl.c:
Begin poplulating cogl GLES code.
* configure.ac:
* clutter/egl/clutter-event-egl.c:
* clutter/egl/clutter-stage-egl.c:
* clutter/egl/clutter-stage-egl.h:
* clutter/egl/clutter-backend-egl.c:
* clutter/egl/clutter-backend-egl.h:
* clutter/egl/clutter-egl.h:
Add initial EGL/X backend work mostly ported from backend branch.
Builds but untested as yet.
* clutter/glx/clutter-stage-glx.c:
Only include XFixes Header if we have have it.
* clutter/clutter-behaviour.c: (clutter_behaviour_apply):
* clutter/clutter-behaviour.h:
Add clutter_behaviour_is_applied()
* clutter/clutter-private.h: Remove inclusion of backend-specific
headers; update the main context object; add the declarations for
the event queue functions.
* clutter/clutter-backend.[ch]: Add the abstract ClutterBackend
object, which holds backend-specific settings, the main stage,
and the event queue. Every backend must implement a subclass of
ClutterBackend and ClutterStage.
* clutter/clutter-feature.c: Protect the GLX specific calls
behing #ifdef HAVE_CLUTTER_GLX.
* clutter/clutter-actor.c:
* clutter/clutter-group.c:
* clutter/clutter-clone-texture.c: Include GL/gl.h
* clutter/clutter-event.[ch]: Update public API and implement the
event queue private API; hold a reference on the event objects;
move out the keysym-to-unicode table; add the new event types.
* clutter/clutter-color.h: Include clutter-fixed.h
* clutter/clutter-main.c: Update API; get the main stage
from the backend object; process the event received from the
queue; lock/unlock the main mutex if we have one; move the
initialisation process sooner in the init sequence, in order to
have the backend object when we check for options; call the
backed vfuncs in the pre/post parse hooks.
* clutter/clutter-stage.c: Make ClutterStage and abstract class,
implemented by the backends.
* clutter/clutter/glx/clutter-glx.h:
* clutter/clutter/glx/clutter-backend-glx.[ch]:
* clutter/clutter/glx/clutter-event-glx.c:
* clutter/clutter/glx/clutter-stage-glx.[ch]:
* clutter/clutter/glx/Makefile.am: Add the GLX backend.
* clutter/clutter/egl/clutter-backend-egl.[ch]:
* clutter/clutter/egl/clutter-event-egl.c:
* clutter/clutter/egl/clutter-stage-egl.[ch]:
* clutter/clutter/egl/Makefile.am: Add the stub for a EGL backend.
* examples/*.c: Update for the new API.