This adds a boolean "pick-with-alpha" property to ClutterTexture and when
true, it will use the textures alpha channel to define the actors shape when
picking.
Users should be aware that it's a bit more expensive to pick textures like
this (so probably best not to blindly enable it on *all* your textures)
since it implies rasterizing the texture during picking whereas we would
otherwise just send a solid filled quad to the GPU. It will also interrupt
the internal batching of geometry for pick renders which can otherwise often
be done in a single draw call.
This adds a simple test for ClutterCairoTexture that draws two
rectangles to the cairo surface in an idle callback and then verifies
that they appeared at the right colours in the paint callback. If that
succeeds then the second time the idle callback is invoked it will
replace one of the rectangles with a sub region update and the
following paint callback will again verify the rectangles.
Instead of asking gtester to run ./test-conformance directly we now tell
it to run a list of wrapper scripts. This results in each test being
spawned in a separate process avoiding leakage of state between tests
which has been a big problem with the conformance tests for quite a
while now.
This renders a texture using different combinations of wrap modes for
the s and t coordinates and then verifies that the expected wrapping
is acheived. The texture is drawn using rectangles, polygons and
vbos. There is also code to test a rectangle using an atlased texture
(which should test the manual repeating) however the validation for
this is currently disabled because it doesn't work.
http://bugzilla.openedhand.com/show_bug.cgi?id=2063
This tests various paths drawing rectangles and verifies that the
expected pixels are filled in. Some of the paths are drawn by copying
an existing path and modifying it which should test the copy-on-write
code.
The test creates a GL_TEXTURE_RECTANGLE_ARB texture using
cogl_texture_new_from_foreign and confirms that rendering it works
correctly. If the rectangle texture extension isn't available then
this test always succeeds.
http://bugzilla.openedhand.com/show_bug.cgi?id=2015
The whole point of having the Animator class is that the developer can
describe a complex animation using ClutterScript. Hence, ClutterAnimator
should hook into the Script machinery and parse a specific description
format for its keys.
This adds three new texture backends.
- CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced
which only supports a single texture and only works with the
GL_TEXTURE_2D target. The code is a lot simpler so it has a less
overheads than dealing with slices. Cogl will use this wherever
possible.
- CoglSubTexture: This is used to get a CoglHandle to represent a
subregion of another texture. The texture can be used as if it was a
standalone texture but it does not need to copy the resources.
- CoglAtlasTexture: This collects RGB and RGBA textures into a single
GL texture with the aim of reducing texture state changes and
increasing batching. The backend will try to manage the atlas and
may move the textures around to close gaps in the texture. By
default all textures will be placed in the atlas.
The coverage of the Behaviour sub-classes is currently abysmal. An
initial test suite for Behaviours should at least verify that the
accessors and the constructors are doing the right thing.
This initial test suite just verifies the BehaviourOpacity sub-class,
but it already bumps up the overall coverage by 2%.
This adds a test which renders a texture into a 1x1 pixel quad with
and without filters that use mipmaps. The pixel without mipmaps will
be one of the colors from the texture and the one with will be the
average of all the pixels in the texture.
If a user supplied multiple groups of texture coordinates with
cogl_rectangle_with_multitexture_coords() then we would repeatedly log only
the first group in the journal. This fixes that bug and adds a conformance
test to verify the fix.
Thanks to Gord Allott for reporting this bug.
This tests creating a sub texture from a larger texture using various
different texture coordinates. It also tries to read back the texture
data using cogl_texture_get_data.
The ClutterScript parser needs to be extended to parse child properties
and apply them after an actor has been added to a container. In order to
distinguish child properties from regular GObject properties we can use
the "child::" prefix, e.g.:
{
"type" : "ClutterRectangle",
"id" : "child-01",
"child::has-focus" : true,
...
}
Parsing child properties can be deferred to the ClutterScriptable
interface, just like regular properties.
ClutterScript is a very complicated piece of machinery, with a
parser that has custom variations on top of the basic JSON
format; it could also be extended in the future, so if we don't
want to introduce regressions or break existing ClutterScript
definitions, we'd better have a conformance test suite.
The units under the conformance test suite should be able to use
external files. Linking the files in tests/conform like the
interactive tests do seems like a hack piled on top of a hack, so
instead we should provide a programmatic way for a conformance
test unit to get the full path of a file, regardless of where the
tests/data directory is.
We can use a define to get the full path of tests/data and then
a function using g_build_filename() to construct the path to the
file we want.
Mostly this was written to verify that we don't flip the data read back from
an offscreen draw buffer. (since all offscreen rendering is done upside
down)
This adds a basic test to check that rendering a few colored rectangles
offscreen works and that the modelview gets restored when switching back to
the previous buffer.
Unlike OpenGL Cogl puts the origin of windows/viewports at the top left
instead of bottom left. This test verifies that we correctly translate Cogl
viewports to OpenGL viewports for the awkward cases where the given viewport
has an offset and/or the viewport has a different size to the current draw
buffer.
This contains four tests :-
- A regular onscreen source with a clone next to it
- An offscreen source with a clone. This is currently commented out
because it no longer works.
- An onscreen source with a rectangular clip and a clone.
- An onscreen source with a clip from a path and a clone.
The sources are all a 2x2 grid of colors. Each clone is tested that it
either contains the color that should be at that grid position or that
the stage color is showing through if the source is clipped.
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
The size requisition and allocation mechanisms should be thoroughly
tested to avoid unwanted regressions.
For starters, we can test the explicit size setting and the side
effects of calling clutter_actor_set_size().
We need to test that the depth sorting of ClutterGroup works correctly
in case we wish to change the data structure that stores the children,
and do so without changing the default behaviour.
Fixes and adds a unit test for creating and drawing using materials with
COGL_INVALID_HANDLE texture layers.
This may be valid if for example the user has set a texture combine string
that only references a constant color.
_cogl_material_flush_layers_gl_state will bind the fallback texture for any
COGL_INVALID_HANDLE layer, later though we could explicitly check when the
current blend mode does't actually reference a texture source in which case
binding the fallback texture is redundant.
This tests drawing using cogl_rectangle, cogl_polygon and
cogl_vertex_buffer_draw.
In order to be ready for the next major version of GLib we need to
disable single header inclusion by using the G_DISABLE_SINGLE_INCLUDES
define in the build process.
cogl_texture_new_from_data lets you specify a source format for the users given
data, and an internal format which the user wants the GPU to see. This unit
test verifies that the users data is premultiplied, un-premultiplied or
left alone for a number of (source format, internal format) pairs.
cogl_texture_set_region allows specifying a source format, and the internal
format is determined from the texture being updated. As above we test
a number of format pairs and check Cogl is converting data correctly.
The test verifies that if the user allows COGL_FORMAT_ANY for the
internal_format then by default Cogl will choose a premultipled format for
RGBA textures.
Note: Currently this only tests cogl_texture_new_from_data and
cogl_texture_set_region, we should also test cogl_texture_new_from_file,
cogl_texture_new_from_bitmap and cogl_texture_new_from_foreign.
Units as they have been implemented since Clutter 0.4 have always been
misdefined as "logical distance unit", while they were just pixels with
fractionary bits.
Units should be reworked to be opaque structures to hold a value and
its unit type, that can be then converted into pixels when Clutter needs
to paint or compute size requisitions and perform allocations.
The previous API should be completely removed to avoid collisions, and
a new type:
ClutterUnits
should be added; the ability to install GObject properties using
ClutterUnits should be maintained.
Timelines no longer work in terms of a frame rate and a number of
frames but instead just have a duration in milliseconds. This better
matches the working of the master clock where if any timelines are
running it will redraw as fast as possible rather than limiting to the
lowest rated timeline.
Most applications will just create animations and expect them to
finish in a certain amount of time without caring about how many
frames are drawn. If a frame is going to be drawn it might as well
update all of the animations to some fraction of the total animation
rather than rounding to the nearest whole frame.
The 'frame_num' parameter of the new-frame signal is now 'msecs' which
is a number of milliseconds progressed along the
timeline. Applications should use clutter_timeline_get_progress
instead of the frame number.
Markers can now only be attached at a time value. The position is
stored in milliseconds rather than at a frame number.
test-timeline-smoothness and test-timeline-dup-frames have been
removed because they no longer make sense.
All the underlying implementation and the public entry points have
been switched to floats; the only missing bits are the Actor properties
that deal with positioning and sizing.
This usually means a major pain when dealing with GValues and varargs
functions. While GValue will warn you when dealing with the wrong
conversions, varags will simply die an horrible (and hard to debug)
death via segfault. Nothing much to do here, except warn people in the
release notes and hope for the best.
Setting up layer combine functions and blend modes is very awkward to do
programatically. This adds a parser for string based descriptions which are
more consise and readable.
E.g. a material layer combine function could now be given as:
"RGBA = ADD (TEXTURE[A], PREVIOUS[RGB])"
or
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PREVIOUS, TEXTURE)"
The simple syntax and grammar are only designed to expose standard fixed
function hardware, more advanced combining must be done with shaders.
This includes standalone documentation of blend strings covering the aspects
that are common to blending and texture combining, and adds documentation
with examples specific to the new cogl_material_set_blend() and
cogl_material_layer_set_combine() functions.
Note: The hope is to remove the now redundant bits of the material API
before 1.0
The test now explicitly reads back from the framebuffer to sanity check that
texturing is happening as expected, and it now uses a fixed 2x2 texture instead
of redhand.png since redhand.png doesn't have a power of two size which can
cause the vertex buffer code to complain on hardware not supporting npot
textures.
test-vertex-buffer-configuous now needs redhand.png so it should be
copied in to the build directory. This is copied from similar code in
the tests/interactive Makefile.
ClutterModel has an interactive test but lacks a conformance
unit for automatic testing.
This is the beginning of that unit, which covers the population
and iteration over a ListModel.
The test simply creates an odd sized texture with different colors at
each of the four corners. It then renders the texture and verifies
that the colors are the expected values. This should help ensure that
the sliced texture rendering code is working properly.
Since we override the clean-generic target in order to remove
the shell scripts we create for each conformance test unit, we
cannot use CLEANFILES to remove the test reports.
The maintainer compiler flags we use trigger warnings and errors
in the autogenerated code that gtk-doc creates to scan the header
and source files. Since we cannot control that, and we must run
a distcheck with both --enable-gtk-doc and --enable-maintainer-flags
turned on, we need to use less-strict compiler flags when inside
the doc/reference subdirectories.
The way to do this is to split the maintainer compiler flags into
their own Makefile variable, called MAINTAINER_CFLAGS. The we
can use $(MAINTAINER_CFLAGS) in the INCLUDES or _CFLAGS sections
of each part of the source directories we wish to check with the
anal retentiveness suited for maintainers.
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
Merge branch 'text-actor'
* text-actor: (108 commits)
Re-align ClutterText header file
[text] Fix cursor sizing
Comments and whitespace fixes to ClutterText
[docs] Add newly added :single-line-mode accessors
Update the ignore file
[tests] Add text field interactive test
[text] Add single-line-mode to ClutterText
[text] Fix the deletion actions
[text] Use cached length when possible
[tests] Add unit for the ClutterText:password-char property
[docs] Update the Text section
[text] Coalesce text visibility and password character
Allow localizations to change the text direction
Clean up the update_pango_context() function
Pass the PangoContext, not the MainContext
Revert the logic of the PangoContext check
Remove the binding pool entry from the list
Remove BindingPool::list_actions()
Add ClutterActor::create_pango_context()
Rename the PangoContext creation functions
...
When building out of tree the generated scripts for the unit tests
need to explicitly reference the original src dir to be able to find
test-launcher.sh, like this:
$(top_srcdir)/tests/conform/test-launcher.sh
Also test-launcher.sh now passes -m slow --verbose to gtester. Without
-m slow then the wrappers dont work for some of the timeline tests.
Currently, the conformance test suite creates symbolic links pointing
to a wrapper script that just parses the name used to invoke it and
calls the gtester with the correct path.
Unfortunately, this presents two issues:
- it does not really work on file systems that do not
support symbolic links
- it leaves behind the symbolic links, which cannot
be automatically cleaning by 'make clean'
Both can be solved by creating a small script that invokes the wrapper
one with the test unit path.
The Makefile will use test-conform to extract the unit test paths
and generate a list that will be iterated over to create the
executable name (using the "test-name" convention also used by the
interactive tests, instead of "test_name"); the executable is then
just a simple shell script that invokes the wrapper script passing
the unit test path on the command line. The wrapper script will
use the first argument to work correctly, so it could be simply
executed like:
./test-wrapper.sh /path/to/unit_test
Which is another improvement over the current implementation, where
the wrapper script does not work when invoked directly.
Instead of changing the unit for ClutterEntry, we add a new
test unit specifically for ClutterText so that we can later tweak
it specifically for the behaviour changes needed to make ClutterText
work better.
* clutter/Makefile.am:
* clutter/clutter.h: Add ClutterBindingPool to the build.
* clutter/clutter-binding-pool.c:
* clutter/clutter-binding-pool.h: Add ClutterBindingPool, a data
structure meant to hold (key symbol, modifiers) pairs and associate
them to a closure. The ClutterBindingPool can be used to install
key bindings for actors and then execute closures inside the
key-press-event signal handlers, removing the need for big
switch() or if() blocks for each key.
* clutter/clutter-event.c: Consistently use "key symbol" instead
of "key value".
* clutter/clutter-event.h: Add more modifier masks.
* clutter/clutter-marshal.list:
* tests/conform/Makefile.am:
* tests/conform/test-binding-pool.c:
* tests/conform/test-conform-main.c: Add ClutterBindingPool
conformance test.
* tests/interactive/Makefile.am:
* tests/interactive/test-binding-pool.c: Add interactive test (and
example code) for the ClutterBindingPool usage.
* clutter/clutter-path.h:
* clutter/clutter-path.c: Implementation of new ClutterPath object
to represent a path combining straight line and bezier curve
elements.
* clutter/clutter.h: Include clutter-path.h and remove
clutter-behaviour-bspline.h
* tests/interactive/test-threads.c (test_threads_main):
* tests/interactive/test-script.c:
* tests/interactive/test-behave.c (test_behave_main): Use new path
API
* clutter/clutter-effect.c: Use the new ClutterBehaviourPath API.
* clutter/clutter-bezier.h:
* clutter/clutter-bezier.c: Moved bezier curve handling code out
from clutter-behaviour-bspline.c to a separate file.
* clutter/clutter-behaviour-path.h:
* clutter/clutter-behaviour-path.c: Reimplemented to work with a
ClutterPath
* clutter/clutter-behaviour-bspline.h:
* clutter/clutter-behaviour-bspline.c: Removed
* clutter/Makefile.am: Add clutter-path and clutter-bezier, remove
clutter-behaviour-bspline.
* tests/conform/test-path.c: New automatic test for ClutterPath
consistency
* tests/conform/test-conform-main.c (main): Add test_path
* tests/conform/Makefile.am (test_conformance_SOURCES): Add
test-path.c
* clutter/clutter-sections.txt: Add ClutterPath docs
* clutter/clutter.types:
* clutter/clutter-docs.xml:
* doc/reference/clutter/clutter-animation-tutorial.xml: Remove
mention of ClutterBehaviourBspline
* clutter/clutter-marshal.list: Add VOID:UINT
* tests/tools/Makefile.am: Optionally build the
libdisable-npots.la library depending on whether libdl was
detected in the configure script. A helper script is also
generated to setup the LD_PRELOAD.
* tests/conform/Makefile.am: There are now two versions of the
test-report and full-report rules. test-report-normal is the same
as before and test-report-disable-npots runs the tests with the
disable-npots wrapper script. The full-report rule runs both of
them and displays two separate HTML files. The test-report rule
just runs the normal version as before.
* configure.ac: Add a test for libdl
* tests/tools/disable-npots.sh.in: New file. Template for the
helper script
* tests/tools/disable-npots.c: New file
* clutter/cogl/common/cogl-mesh.c:
Make sure we use the appropriate cogl_wrap_gl* funcs as appropriate
* clutter/cogl/gles/cogl-gles2-wrapper.c
* clutter/cogl/gles/cogl-gles2-wrapper.h:
In our glColorPointer wrapper we needed to mark our color attribute
as normalized.
* tests/conform/Makefile.am:
When creating unit test symlinks we use the -l gtester option to
list tests, but when using the PVR SDK the test binary also spews
out some extra info that caused lots of random symlinks to be
created. We now grep for lines starting with a '/'
* tests/conform/test-mesh-contiguous.c
* tests/conform/test-mesh-mutability.c:
Use cogl_set_source_color instead of directly calling glColor4ub
* tests/conform/Makefile.am:
* tests/conform/test-conform-main.c:
* tests/conform/test-paint-opacity.c: Add test unit for label,
rectangle and paint opacity.
* clutter/cogl/cogl-mesh.h
* clutter/cogl/cogl-types.h
* clutter/cogl/cogl.h.in
* clutter/cogl/common/Makefile.am
* clutter/cogl/common/cogl-mesh-private.h
* clutter/cogl/common/cogl-mesh.c
* clutter/cogl/gl/cogl-context.c
* clutter/cogl/gl/cogl-context.h
* clutter/cogl/gl/cogl-defines.h.in
* clutter/cogl/gl/cogl.c
* clutter/cogl/gles/cogl-context.c
* clutter/cogl/gles/cogl-context.h
* doc/reference/cogl/cogl-docs.sgml
* doc/reference/cogl/cogl-sections.txt:
The Mesh API provides a means for submitting an extensible number of
per vertex attributes to OpenGL in a way that doesn't require format
conversions and so that the data can be mapped into the GPU (in vertex
buffer objects) for - hopefully - fast re-use.
There are a number of things we can potentially use this API for, but
right now this just provides a foundation to build on. Please read
the extensive list of TODO items in cogl-mesh.c for examples.
Please refer to the cogl-mesh section in the reference manual for
documentation of the API.
* tests/conform/Makefile.am
* tests/conform/test-conform-main.c
* tests/conform/test-mesh-contiguous.c
* tests/conform/test-mesh-interleved.c
* tests/conform/test-mesh-mutability.c:
Privides basic coverage testing for the mesh API.
* tests/conform/wrapper.sh:
* tests/conform/test-conform-main.c:
* tests/conform/test-timeline.c:
Adds Neil's updates to test-timeline.c so it now works with the new unit
testing infrastructure.
Also some fixes to ensure wrappers get setup correctly for the timeline
tests.
* tests/interactive/test-main.c:
cast the symbol return pointer as (gpointer *) to avoid warning
* tests/conform/test-pick.c:
g_assert that the test passes, instead of using exit()
* test/conform/ADDING_NEW_TESTS:
Fixes a silly typo
* tests/conform/Makefile.am:
* tests/conform/test-actor-invariants.c:
* tests/conform/test-conform-main.c: Move the actor invariants
unit to the conform section of the test suite.
* tests/interactive/Makefile.am:
* tests/interactive/test-entry-auto.c:
* tests/interactive/test-invariants.c: Remove the entry-auto
and invariants test, since those two belong to the conform
section.
framework
* configure.ac:
* tests/*:
The tests have been reorganised into different categories: conformance,
interactive and micro benchmarks.
- conformance tests can be run as part of automated tests
- interactive tests are basically all the existing tests
- micro benchmarks focus on a single performance metric
I converted the timeline tests to conformance tests and also added some
tests from Neil Roberts and Ebassi.
Note: currently only the conformance tests use the glib test APIs,
though the micro benchmarks should too.
The other change is to make the unit tests link into monolithic binaries
which makes the build time for unit tests considerably faster. To deal
with the extra complexity this adds to debugging individual tests I
have added some sugar to the makefiles so all the tests can be run
directly via a symlink and when an individual test is run this way,
then a note is printed to the terminal explaining exactly how that test
may be debugged using GDB.
There is a convenience make rule: 'make test-report', that will run all
the conformance tests and hopefully even open the results in your web
browser. It skips some of the slower timeline tests, but you can run
those using 'make full-report'