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.
This patch combines a number of fixes and improvements to the
layout caching logic in ClutterText.
* Fix: The width must always be set on the PangoLayout when painting.
This is necessary because the layout aligns in the width, and
even when we think we are left-aligned, the auto-dir feature
of PangoLayout may result in right-alignment.
* Fix: We should only ever try to reuse a cached layout based
on its logical width if layout.width was -1 when computing
that logical width. If the layout was already ellipsized,
then comparing the logical width to the new width we are
trying to wrap to doesn't make sense. (If "abc" ellipsizes
to a 15-pixel wide "..." for a width of 1 pixel, that doesn't
mean that we should use "..." for a width of 15 pixels. Maybe
"abc" itself is 15 pixels wide.)
* Improvement: rather than looking up cached layouts based on the
input allocation_width/allocation_height, look them up based
on the actual width/height/ellipsize that we pass to create
a layout. This is simpler and improves the chance we'll get
a cache hit when appropriate even if there are small floating
point differences.
Note because of the first fix this is less aggressive than dd40732
in caching layouts; get_preferred_width() and painting can't share
a layout since get_preferred_width() needs to pass a width of -1
to Pango and painting needs to pass the real width.
The patch has been updated from the clutter-1.2 branch to current
master; using the profiling instrumentation it is possible to verify
with test-text-field that the hit/miss counters go from:
Name Total Per Frame
---- ----- ---------
Text layout cache hit counter 13 6
Text layout cache miss counter 11 5
before applying the patch, to:
Name Total Per Frame
---- ----- ---------
Text layout cache miss counter 4 2
Text layout cache hit counter 3 1
after applying the patch.
https://bugzilla.gnome.org/show_bug.cgi?id=618104http://bugzilla.openedhand.com/show_bug.cgi?id=2109
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
This reverts commit 716ec82db8.
The Cogl pixel buffer API currently has problems if an atlas texture
is created or the format needs to be converted. The atlas problem
doesn't currently show because the atlas rejects BGR textures anyway
but we may want to change this soon. The problem with format
conversion would happen under GLES because that does not support BGR
textures at all so Cogl has to do the conversion. However it doesn't
currently show either because GLES has no support for buffer objects
anyway.
It's also questionable whether the patch would give any performance
benefit because Cairo needs read/write access which implies the buffer
can't be put in write-optimised memory.
Conflicts:
clutter/clutter-cairo-texture.c
http://bugzilla.openedhand.com/show_bug.cgi?id=1982
Since framebuffer state is not flushed prior to replaying the journal,
the trick of marking the framebuffer dirty prior to calling
glBindFramebuffer() doesn't work... the outstanding journal entries
will get replayed to the newly created framebuffer.
Fix this by flushing the journal as well.
http://bugzilla.openedhand.com/show_bug.cgi?id=2110
Signed-off-by: Robert Bragg <robert@linux.intel.com>
In clutter_cairo_texture_create_region it tries to destroy the old
texture before mapping the PBO by setting the texture on the first
layer of the material to COGL_INVALID_HANDLE. However it was using the
material API incorrectly so it ended up showing a warning and doing
nothing.
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.
Otherwise it seems that rounding errors will cause the fragments at
the edge of the quad to blend with neighbouring quarters of the
texture which cause the test to fail.
A few of the tests connected to the paint signal but never
disconnected it. Most of these handlers had a call to g_main_quit in
them which meant that it could sometimes cause subsequent tests to
exit after the first frame is painted. Most of the tests don't
validate any of the results until after a couple of frames have been
rendered so this ended up skipping out the test entirely.
To workaround this the test setup function now disconnects all
handlers for the paint signal on the default stage before the test is
run.
The on_paint function for test-cogl-readpixels tries to temporarily
set the projection, modelview and viewport to its own values. However
it was never restoring the saved values so it could affect the results
of subsequent tests.
If the clip stack is empty then _cogl_clip_stack_flush exits
immediately. This was missing out the assignment of *stencil_used_p at
the bottom of the function. If a path is then used after the clip is
cleared then it would think it needs to merge with the clip so the
stencil would not be cleared correctly.
The code for implementing ClutterColor as GParamSpec and the
color↔string transformation functions were assuming that ClutterColor
owns the data in the GValue struct and directly reading
data[0].v_pointer to get a pointer to the color. However ClutterColor
is actually a boxed type and the format of the data array is meant to
be internal to GObject so it is not safe to poke around in it
directly. This patch changes it to use g_value_get_boxed to get the
pointer.
Also, boxed types allow a NULL value to be stored and not all of the
code was coping with this. This patch also attempts to fix that.
http://bugzilla.openedhand.com/show_bug.cgi?id=2068
ClutterColor has long had a GTypeValueTable struct around and the
functions defined to be implemented as a fundamental type. However the
struct was never actually used anywhere and ClutterColor is actually
defined as a boxed type. This patch removes the table because it is
very confusing to have code lying around that is not used.
http://bugzilla.openedhand.com/show_bug.cgi?id=2068
Duplicate the existing ease-in/interpolation mode for the property when
removing, replacing the first key for a property or adding a new first
key for a property.
When inserting or modifying keys of a running animator the internal
iterators per property could go out of sync. Reinitializing the
iterators if the timeline is running avoids this.
In 91cde78a7 I accidentally changed the function names that get looked
up for the framebuffer extension under GLES so that they didn't have
any suffix. The spec for extension specifies that they should have the
OES suffix.
A server that supports GLX_BufferSwapComplete will always send
these events, so we should just silently ignore them if we've
chosen not to take advantage of the INTEL_swap_event GLX
extension.
http://bugzilla.openedhand.com/show_bug.cgi?id=2102
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
clutter_container_create_child_meta() uses CLUTTER_IS_ACTOR on the
container parameter instead of the actor parameter.
http://bugzilla.openedhand.com/show_bug.cgi?id=2087
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Debugging code is not meant to be run in the nominal code path. Use
G_UNLIKELY to be reduce the number of bubbles in the instruction
pipeline.
Took the opportunity to re-indent the macros.
Whether events come from the main loop source or from
clutter_x11_handle_event(), we need to feed them to the backend
virtual handle_event function. This fixes problems with clients
using clutter_x11_handle_event() hanging because
GLXBufferSwapComplete events aren't received.
http://bugzilla.openedhand.com/show_bug.cgi?id=2101
When uploading texture data the cogl-texture-2d-sliced backend was
using _cogl_texture_prepare_for_upload to create a bitmap suitable for
upload but then it was using the original bitmap instead of the new
bitmap for the data. This was causing any format conversions performed
by cogl_texture_prepare_for_upload to be ignored.
http://bugzilla.openedhand.com/show_bug.cgi?id=2059
In commit abe91784c4 I changed cogl-texture so that it would use the
OpenGL mechanism to specify a different internal texture format from
the image format so that it can do the conversion instead of
Cogl. However under GLES the internal format and the image format must
always be the same and it only supports a limited set of formats. This
patch changes _cogl_texture_prepare_for_upload so that it does the
conversion using the cogl bitmap code when compiling for GLES.
http://bugzilla.openedhand.com/show_bug.cgi?id=2059
There was a check at the bottom of the loop which sets up the state
for each of the layers so that it would break from the loop when the
maximum number of layers is reached. However after doing this it would
not increment 'i'. 'i' is later used to disable the remaining layers
so it would end up disabling the last layer it just set up.
This patch moves the check to be part of the loop condition so that
the check is performed after incrementing 'i'.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064
The warning displayed when too many layers are used had an off-by-one
error so that it would display even if exactly the maximum number is
used. There was also a missing space at the end of the line in the
message which looked wrong when displayed on the terminal.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064
This adds a test which creates a material using the maximum number of
layers. All of the layers are assigned a white texture except the last
which is set to red. The default combine mode is used for all of the
layers so the final fragment should end up red.
Currently Cogl doesn't provide a way to query the maximum number of
layers so it just uses glGetIntegerv instead. This might cause
problems on GLES 2 because that adds additional restrictions on the
number of layers.
http://bugzilla.openedhand.com/show_bug.cgi?id=2064
The ClutterCrossingEvent data structure contains the coordinates
of the crossing; they are regularly filed out by Clutter and by
the backend event processing code. And yet clutter_event_get_coords()
returns (0, 0) because it thinks that CLUTTER_ENTER and CLUTTER_LEAVE
events do not have coordinates.
Whenever we are warning inside ClutterActor we prefer the actor's name
to its type, if the name is set. The current code is made less readable
by the use of the ternary operator:
priv->name != NULL ? priv->name : G_OBJECT_TYPE_NAME (self)
This looks like a job for a simple convenience function.
The script now writes out a separate script that can be used to set up
the build environment to $ROOT_DIR/share/env.sh. This can be sourced
in a shell to set up the build environment or it can be given a
command to directly execute in the environment. This makes it easier
to build Clutter from your own source rather than checking it out from
git directly.
This updates to the latest binaries from Tor Lillqvist. zlib and iconv
are now taken from the Tor deps instead of the gnuwin32 project. SDL
is no longer downloaded because the SDL backend has been removed from
Clutter. The GL headers are downloaded from the Mesa cgit rather than
downloading the whole Mesa package. glext.h is taken directly from
khronos.org.
cogl_path_arc_rel was never in any public headers so it isn't part of
the public API. It also has a slightly inconsistent name because the
rest of the relative path functions are called cogl_path_rel_*. This
patch makes it static for now to make it more obvious that it isn't
public. The name has changed to _cogl_path_rel_arc.
Timers and counters might not exist, so make every section of the
profile report depend on the object that it is querying.
This fixes the profile report generation that was broken by commit
8146d8d08d.
For internal use we should have a get_stage_internal() variant that
avoids type checks and calls to public functions. The implementation
is trivial enough, and it will avoid (scene graph depth + 1) type
checks and (scene graph depth) function calls.
If a path is copied and then appended to, the copy needs to have the
last sub path truncated so that it fits in the total path size in case
the original path was modified. However the path size check was broken
so if the copied path had more than one sub path it would fail.
This changes the original tests so that it splits the original path
into two sub paths. When adding a new block to the copied path it also
adds another sub path. This further stresses the path copying
mechanism and exposes a bug.
It also tests intersections by drawing a self-intersecting path and a
path with two sub-paths that overlap. Where the path overlaps it
should be inverted.
Previously the clip stack code was trying to detect when the
orientation of the on-screen rectangle had changed by checking if the
order of the y-coordinates on the left edge was different from the
order the x-coordinates on the top edge. This doesn't work for some
rotations which was causing the clip planes to clip the wrong side of
the line. This patch makes it detect the orientation by calculating
the signed area which is a standard computer graphics algorithm.
http://bugzilla.openedhand.com/show_bug.cgi?id=2079