Commit Graph

5594 Commits

Author SHA1 Message Date
Damien Lespiau
ac431ac21d input-device: Warn if the device has no associated stage
Discarding the event without any warning when the device has no
associated stage makes it hard to find the bug for people implementing
new event backends. We should really warn for that abnormal condition in
_clutter_input_device_update().
2010-11-30 14:40:38 +00:00
Damien Lespiau
c20beabf93 evdev: Add mouse support
We know support EV_REL events comming from evdev devices. This addition
is pretty straigthforward, it adds a x,y per GSource listening to a
evdev device, updates from EL_REL (relative) events and craft new
ClutterMotionEvents. As for buttons, BTN_LEFT..BTN_TASK are translated
to ClutterButtonEvents with 1..8 as button number.
2010-11-30 14:40:38 +00:00
Damien Lespiau
94c2812d72 evdev: Only create a xkbcommon mapping for keyboard devices 2010-11-30 14:40:38 +00:00
Damien Lespiau
7cd6ba2828 evdev: Close the device gracefully in case of a read() error
Even with udev, the read fails before udev has a chance to signal the
change. Hence (and to handle errors gracefully anyway), let's remove the
device from the device manager in case of a read() error.
2010-11-30 14:40:38 +00:00
Damien Lespiau
afd279dd76 evdev: Merge clutter-event-evdev.[ch] into the device manager
The device manager now fully owns the GSources corresponding to the
devices it manages. This will allow not only to remove the source when
udev signals a device removal but also handle read() errors gracefully
by removing the faulty device from the manager.
2010-11-30 14:40:38 +00:00
Damien Lespiau
afee3b009c evdev: Support hotplug (addition/removal) of evdev devices
Just connect to the GUdevClient "uevent" signal and deals with
"add"/"remove" commands. This drives the installation/removal of
GSource to listen to the device.
2010-11-30 14:40:37 +00:00
Damien Lespiau
b83a4813a4 evdev: Make sure we only add evdev devices
Let's use the sysfs path of the device to make sure we only load evdev
device, not legacy mousedev ones for instance. We rely on the sysfs
API/ABI guarantees and look for devices finishing by /input%d/event%d.
2010-11-30 14:40:37 +00:00
Damien Lespiau
c6493885c3 evdev: First stab at an evdev backend
This backend is a event backend that can be enabled for EGL (for now).
It uses udev (gudev) to query input devices on a linux system, listens to
keyboard events from input devices and xkbcommon to translate raw key
codes into key keysyms.

This commit only supports key events, more to follow.
2010-11-30 14:40:37 +00:00
Damien Lespiau
9f5f62b4b5 evdev: Fix the unicode_value for new ClutterEvents
Looking at what the X11 backend does: the unicode value is being
translated to the unicode codepoint of the symbol if possible. Let's do
the same then.

Before that, key events for say KEY_Right (0xff53) had the unicode_value
set to the keysym, which meant "This key event is actually printable and
is Unicode codepoint is 0xff53", which lead to interesting results.
2010-11-30 14:40:37 +00:00
Damien Lespiau
ef5256ec25 evdev: Factor out the xkbcommon code from the wayland client backend
The wayland client code has support for translating raw linux input
device key codes coming from the wayland compositor into key symbols
thanks to libxkbcommon.

A backend directly listening to linux input devices (called evdev, just
like the Xorg one) could use exactly the same code for the translation,
so abstract it a bit in a separate file.
2010-11-30 14:40:37 +00:00
Emmanuele Bassi
b5a9de1a23 moduleset: Add gstreamer and gst-plugins-good 2010-11-30 10:35:17 +00:00
Emmanuele Bassi
1d153fa860 moduleset: Disable stand-alone Cally 2010-11-30 10:34:59 +00:00
Emmanuele Bassi
085962a361 moduleset: Switch gtk2 to the 2.24 branch 2010-11-30 10:34:38 +00:00
Emmanuele Bassi
5e085e8d7f Post-release version bump to 1.5.9 2010-11-29 14:21:21 +00:00
Emmanuele Bassi
8cebec6bdc Release Clutter 1.5.8 (snapshot) 2010-11-29 14:09:09 +00:00
Neil Roberts
d046df8e6f cogl-shader.c: Don't add the common boilerplate twice
In 6246c2bd6 I moved the code to add the boilerplate to a shader to a
separate function and also made it so that the common boilerplate is
added as a separate string to glShaderSource. However I didn't notice
that the #define for the vertex and fragment shaders already includes
the common part so it was being added twice. Mesa seems to accept this
but it was causing problems on the IMG driver because COGL_VERSION was
defined twice.
2010-11-29 13:43:09 +00:00
Neil Roberts
ae300dc8e0 cogl-pipeline-glsl: Use char* instead of GLchar*
It appears that some GLES2 headers don't define GLchar and it works
just as well to use a regular char.
2010-11-29 13:42:20 +00:00
Emmanuele Bassi
08308fd397 docs: Close a tag 2010-11-29 12:51:52 +00:00
Emmanuele Bassi
556c938b4d Update NEWS 2010-11-29 12:01:20 +00:00
Emmanuele Bassi
038fe708f8 Merge remote branch 'elliot/cookbook-animations-scaling'
* elliot/cookbook-animations-scaling:
  cookbook: Add recipe for animated scaling of an actor
  cookbook: Add example of scaling a texture
  cookbook: Added "animated scaling" recipe skeleton
  cookbook: Added animated scaling example
2010-11-29 11:56:36 +00:00
Chris Lord
67143bd846 text: Optimise get_preferred_height for single-line-mode
Don't calculate an extra layout in clutter_text_get_preferred_height for
single-line strings, when it's unnecessary. There's no need to set the
width of a layout when in single-line mode, as wrapping will not happen.
2010-11-29 11:51:33 +00:00
Emmanuele Bassi
e1b58d9407 Update NEWS file 2010-11-29 11:19:16 +00:00
Emmanuele Bassi
850a35f069 shader-effect: Remove unused function
The reset_uniforms() internal function is not used any more because the
CoglProgram cannot be reset post-creation - hence the uniforms cannot
change.
2010-11-29 10:59:16 +00:00
Neil Roberts
08087c965b ClutterShaderEffect: Don't throw away the program for a new actor
Previously when the shader effect is used with a new actor it would
end up throwing away the old program. I don't think this is neccessary
and it means if you use an effect to temporarily bind to an actor then
it will recompile the shader whenever it is applied.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2454
2010-11-29 10:55:53 +00:00
Neil Roberts
2dc9e0dc29 ClutterOffscreenEffect: Don't throw away the material for a new actor
When a new actor is set for ClutterOffscreenEffect it would throw away
the old material. I don't think there is anything specifically tied to
the actor in the material so throwing away just loses Cogl's cached
state about the material. This ends up relinking the shader every time
a new actor is set in ClutterShaderEffect.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2454
2010-11-29 10:55:52 +00:00
Tomeu Vizoso
b63e9ee8f8 Don't bail out from creating the FBO if we don't have it yet.
This happens when reattaching an effect to another actor.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2453
2010-11-29 10:54:39 +00:00
Tomeu Vizoso
47d63c1c55 Set the signal handler to 0 when disconnecting it.
Otherwise we'll try to disconnect it again later.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2452
2010-11-29 10:54:33 +00:00
Emmanuele Bassi
215d87abe9 shader-effect: Zero out ShaderUniform
Do not use the compiler to zero the first field of the GValue member,
since it's apparently non-portable. As we're allocating memory anyway we
can let the slice allocator do the zero-ing for us.

Mentioned in: http://bugzilla.clutter-project.org/show_bug.cgi?id=2455
2010-11-29 08:58:08 +00:00
Neil Roberts
21e47d4280 cogl_pipeline_equal: Fix the comparison for layer texture equality
Before commit 49898d43 CoglPipeline would compare whether a pipeline
layer's texture is equal by fetching the underlying GL handle. I
changed that so that it would only compare the CoglHandles because
that commit removes the GL handle texture overrides and sliced
textures instead log the underlying primitive texture. However I
forgot that the primitives don't always use
_cogl_texture_foreach_sub_texture_in_region when the quad fits within
the single texture so it won't use a texture override. This meant that
atlas textures and sub textures get logged with the atlas handle so
the comparison still needs to be done using the GL handles. It might
be nice to add a CoglTexture virtual to get the underlying primitive
texture instead to avoid having the pipeline poke around with GL
handles.
2010-11-26 15:49:31 +00:00
Robert Bragg
b424bd7512 tests: Adds test-cogl-perf micro benchmark
This is mostly a stub, starting point for a one-stop Cogl
micro-benchmarking tool. The first test it adds is one that tries to
hammer the Cogl journal, but no doubt there are lots of other things we
should be regularly testing. Currently the aim is that the tool will be
able to also generate reports which we can collect to keep track of
performance changes over time.
2010-11-26 14:33:50 +00:00
Robert Bragg
58a467c927 primitives: avoid leaking polygon override materials
If we have to make override changes to the user's source material to
handle cogl_polygon then we need to make sure we unref the override
material at the end.
2010-11-26 14:33:50 +00:00
Alexandre Quessy
01b93537ab Fixed "the the" repetitions in some doc strings
http://bugzilla.clutter-project.org/show_bug.cgi?id=2450
2010-11-25 18:18:51 +00:00
Robert Bragg
3729e47ef6 pipeline: Simplify layer change notifications to backend
Previously we used the layers->backend_priv[] members to determine when
to notify backends about layer changes, but it entirely up to the
backends if they want to associate private state with layers, even
though they may still be interested in layer change notifications (they
may associate layer related state with the owner pipeline).

We now make the observation that in
_cogl_pipeline_backend_layer_change_notify we should be able to assume
there can only be one backend currently associated with the layer
because we wouldn't allow changes to a layer with multiple dependants.
This means we can determine the backend to notify by looking at the
owner pipeline instead.
2010-11-25 14:41:25 +00:00
Neil Roberts
6ddb839711 clutter-offscreen-effect: Don't recreate the material when FBO changes
Previously whenever the size of the FBO changes it would create a new
material and attach the texture to it. This is not good for Cogl
because it throws away any cached state for the material. In
test-rotate the size of the FBO changes constantly so it effectively
uses a new material every paint. For shader effects this also ends up
relinking the shader every paint because the linked programs are part
of the material state.
2010-11-25 10:56:50 +00:00
Neil Roberts
1b2a748d6c cogl-context: Get rid of the features_cached member
The features_cached member of CoglContext is intended to mark when
we've calculated the features so that we know if they are ready in
cogl_get_features. However we always intialize the features while
creating the context so features_cached will never be FALSE so it's
not useful. We also had the odd behaviour that the COGL_DEBUG feature
overrides were only applied in the first call to
cogl_get_features. However there are other functions that use the
feature flags such as cogl_features_available that don't use this
function so in some cases the feature flags will be interpreted before
the overrides are applied. This patch makes it always initialize the
features and apply the overrides immediately while creating the
context. This fixes a problem with COGL_DEBUG=disable-arbfp where the
first material flushed is done before any call to cogl_get_features so
it may still use ARBfp.
2010-11-24 18:39:07 +00:00
Neil Roberts
b9176e8672 Lower the priority of the GLSL pipeline backend
Now that the GLSL backend can generate code it can effectively handle
any pipeline unless there is an ARBfp program. However with current
open source GL drivers the ARBfp compiler is more stable so it makes
sense to prefer ARBfp when possible. The GLSL backend is also lower
than the fixed function backend on the assumption that any driver that
supports GLSL will also support ARBfp so it's quicker to try the fixed
function backend next.
2010-11-24 18:06:44 +00:00
Neil Roberts
d19f6212ce Add a COGL_DEBUG option to disable the fixed function pipeline backend
This adds COGL_DEBUG=disable-fixed to disable the fixed function
pipeline backend. This is needed to test the GLSL shader generation
because otherwise the fixed function backend would always override it.
2010-11-24 18:06:44 +00:00
Neil Roberts
577d65c2c9 Don't use the fixed function backend if there is a user program
The fixed function pipeline backend can't handle a user program so it
should bail out if one is given.
2010-11-24 18:06:44 +00:00
Neil Roberts
aa498072e0 Add a warning message when no usable Cogl pipeline backend is found
If none of the pipeline backends can handle the state then it now
displays a warning so the developer has a chance to work out what's
going on.
2010-11-24 18:06:44 +00:00
Neil Roberts
289e880efd cogl-pipeline-glsl: Don't use gl_PointCoord on OpenGL
We don't want to use gl_PointCoord to implement point sprites on big
GL because in that case we already use glTexEnv(GL_COORD_REPLACE) to
replace the texture coords with the point sprite coords. Although GL
also supports the gl_PointCoord variable, it requires GLSL 1.2 which
would mean we would have to declare the GLSL version and check for
it. We continue to use gl_PointCoord for GLES2 because it has no
glTexEnv function.
2010-11-24 18:06:44 +00:00
Neil Roberts
9c32d07453 Add a conformance test that uses a vertex shader with no frag shader
This creates a material which users a layer to override the color of
the rectangle. A simple vertex shader is then created which just
emulates the fixed function pipeline. No fragment shader is
added. This demonstrates a bug where the layer state is getting
ignored when a vertex shader is in use.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2221
2010-11-24 18:06:44 +00:00
Neil Roberts
a50010fb40 Remove the fragment shader generation from the GLES2 wrapper
The GLES2 wrapper no longer needs to generate any fragment shader
state because the GLSL pipeline backend will always give the wrapper a
custom fragment shader. This simplifies a lot of the state comparison
done by the wrapper. The fog generation is also removed even though
it's actually part of the vertex shader because only the fixed
function pipeline backend actually calls the fog functions so it would
be disabled when using any of the other backends anyway. We can fix
this when the two shader backends also start generating vertex
shaders.
2010-11-24 18:06:44 +00:00
Neil Roberts
987e3c32dc Disable the fixed function backend for GLES2
GLES2 doesn't really support fixed function so if we disable it we can
remove the fixed function wrappers from the GLES2 Cogl backend.
2010-11-24 18:06:44 +00:00
Neil Roberts
3504491b46 cogl-pipeline-glsl: Generate the alpha test snippet under GLES2
GLES2 has no glAlphaFunc function so we need to simulate the behaviour
in the fragment shader. The alpha test function is simulated with an
if-statement and a discard statement. The reference value is stored as
a uniform.
2010-11-24 18:06:44 +00:00
Neil Roberts
c3582b77df cogl-pipeline: Add getters for the alpha test state
This adds two public functions:

 cogl_pipeline_get_alpha_test_function
   and
 cogl_pipeline_get_alpha_test_reference.
2010-11-24 18:06:44 +00:00
Neil Roberts
959846326f cogl: Separate out state flags for the alpha test func and ref
Previously the flag to mark the differences for the alpha test
function and reference value were conflated into one. However this is
awkward when generating shader code to simulate the alpha testing for
GLES 2 because in that case changing the function would need a
different program but changing the reference value just requires
updating a uniform. This patch makes the function and reference have
their own state flags.
2010-11-24 18:06:44 +00:00
Neil Roberts
124441aade Remove the disabling of layer constants for GLES2
The GLSL shader generation supports layer combine constants so there's
no need to disable it for GLES2. It looks like there was also code for
it in the GLES2 wrapper so I'm not sure why it was disabled in the
first place.
2010-11-24 18:06:44 +00:00
Neil Roberts
3fa73735c0 Generate GLSL in the CoglPipeline GLSL backend
The GLSL pipeline backend can now generate code to represent the
pipeline state in a similar way to the ARBfp backend. Most of the code
for this is taken from the GLES 2 wrapper.
2010-11-24 18:06:43 +00:00
Neil Roberts
6246c2bd6c Move the cogl shader boilerplate setting code to a separate function
_cogl_shader_compile_real had some code to create a set of strings to
combine the boilerplate code with a shader before calling
glShaderSource. This has now been moved to its own internal function
so that it could be used from the GLSL pipeline backend as well.
2010-11-24 18:06:43 +00:00
Neil Roberts
339fc68bcb Move need_texture_combine_separate to cogl-pipeline
need_texture_combine_separate is moved to cogl-pipeline.c and renamed
to _cogl_pipeline_need_texture_combine_separate. The function is
needed by both the ARBfp and GLSL codegen backends so it makes sense to
share it.
2010-11-24 18:06:43 +00:00