Commit Graph

275 Commits

Author SHA1 Message Date
Robert Bragg
d6f110a4d2 Moves all GLX code down from Clutter to Cogl
This migrates all the GLX window system code down from the Clutter
backend code into a Cogl winsys. Moving OpenGL window system binding
code down from Clutter into Cogl is the biggest blocker to having Cogl
become a standalone 3D graphics library, so this is an important step in
that direction.
2011-04-11 17:54:36 +01:00
Robert Bragg
532b563439 Add temporary cogl-clutter.h to aid splitting out Cogl
This gives us a way to clearly track the internal Cogl API that Clutter
depends on. The aim is to split Cogl out from Clutter into a standalone
3D graphics API and eventually we want to get rid of any private
interfaces for Clutter so its useful to have a handle on that task.
Actually it's not as bad as I was expecting though.
2011-04-11 17:54:35 +01:00
Robert Bragg
c739cb2809 stage: adds internal_get_active_framebuffer API
This adds an internal _clutter_stage_get_active_framebuffer function
that can be used to get a pointer to the current CoglFramebuffer pointer
that is in use, in association with a given stage.

The "active" infix in the function name is there because we shouldn't
assume that a stage will always correspond to only a single framebuffer
so we aren't getting a pointer to a sole framebuffer, we are getting
a pointer to the framebuffer that is currently in use/being painted.

This API is now used for culling purposes where we need to check if we
are currently painting an actor to a framebuffer that is offscreen, that
doesn't correspond to the stage.
2011-04-11 15:28:53 +01:00
Robert Bragg
ec0b781466 stage: Move _clutter_do_pick to clutter-stage.c
This moves the implementation of _clutter_do_pick to clutter-stage.c and
renames it _clutter_stage_do_pick. This function can be compared to
_clutter_stage_do_update/redraw in that it prepares for and starts a
traversal of a scenegraph descending from a given stage. Since it is
desirable that this function should have access to the private state of
the stage it is awkward to maintain outside of clutter-stage.c.

Besides moving _clutter_do_pick this patch is also able to remove the
following private state accessors from clutter-stage-private.h:
_clutter_stage_set_pick_buffer_valid,
_clutter_stage_get_pick_buffer_valid,
_clutter_stage_increment_picks_per_frame_counter,
_clutter_stage_reset_picks_per_frame_counter and
_clutter_stage_get_picks_per_frame_counter.
2011-04-11 14:31:31 +01:00
Øyvind Kolås
9753046ca0 stage: handle ACCEPT_FOCUS in set_/get_property 2011-03-11 17:14:54 +00:00
Robert Bragg
5ce13b58fe debug: Add more CLIPPING debug notes
To give quick visibility to the things going on relating to clipping and
culling this adds some more CLIPPING debug notes to clutter-actor.c and
clutter-stage.c
2011-03-10 19:07:50 +00:00
Robert Bragg
19b8622983 Optimize culling by doing culling in eye-coordinates
This implements a variation of frustum culling whereby we convert screen
space clip rectangles into eye space mini-frustums so that we don't have
to repeatedly transform actor paint-volumes all the way into screen
coordinates to perform culling, we just have to apply the modelview
transform and then determine each points distance from the planes that
make up the clip frustum.

By avoiding the projective transform, perspective divide and viewport
scale for each point culled this makes culling much cheaper.
2011-03-07 13:26:20 +00:00
Robert Bragg
eef9078f89 stage: simplify apply_transform
This simplifies the implementation of the ClutterStage apply_transform
vfunc by using the new cogl_matrix_view_2d_in_perspective utility API
which can setup up a view transform for a given perspective so that a
cross section of the view frustum at an arbitrary depth can be mapped
directly to 2D stage coordinates with (0,0) at the top left.
2011-03-07 13:26:19 +00:00
Robert Bragg
1431b77747 stage: don't call glGetIntegerv in clutter_stage_read_pixels
Firstly Clutter shouldn't be using OpenGL directly so this needed
changing but also conceptually it doesn't make sense for
clutter_stage_read_pixels to validate the requested area to read against
the viewport it would make more sense to compare against the window
size. Finally checking that the width of the area is less than the
viewport or window width without considering the x isn't enough to know
if the area extends outside the windows bounds. (same for the height)

This patch removes the validation of the read area from
clutter_stage_read_pixels and instead we now simply rely on the
semantics of cogl_read_pixels for reading areas outside the window
bounds.
2011-03-07 13:26:19 +00:00
Robert Bragg
013b2433f0 viewport: consistently use floats for viewports
OpenGL < 4.0 only supports integer based viewports and internally we
have a mixture of code using floats and integers for viewports. This
patch switches all viewports throughout clutter and cogl to be
represented using floats considering that in the future we may want to
take advantage of floating point viewports with modern hardware/drivers.
2011-03-07 13:26:19 +00:00
Emmanuele Bassi
bc548dc862 Store the motion event deliver flag in ClutterStage
Once upon a time, the land of Clutter had a stage singleton. It was
created automatically at initialization time and stayed around even
after the main loop was terminated. The singleton was content in
being all there was. There also was a global API to handle the
configuration of the stage singleton that would affect the behaviour
on other classes, signals and properties.

Then, an evil wizard came along and locked the stage singleton in his
black tower, and twisted it until it was possible to create new stages.
These new stages were pesky, and didn't have the same semantics of the
singleton: they didn't stay around when closed, or terminate the main
loop on delete events.

The evil wizard also started moving all the stage-related API from the
global context into class-specific methods.

Finally, the evil wizard cast a spell, and the stage singleton was
demoted to creation on demand - and until somebody called the
clutter_stage_get_default() function, the singleton remained in a limbo
of NULL pointers and undefined memory areas.

There was a last bit - literally - of information still held by the
global API; a tiny, little flag that disabled per-actor motion events.
The evil wizard added private accessors for it, and stored it inside the
stage private structure, in preparation for a deprecation that would
come in a future development cycle.

The evil wizard looked down upon the land of Clutter from the height of
his black tower; the lay of the land had been reshaped into a crucible
of potential, and the last dregs of the original force of creation were
either molted into new, useful shapes, or blasted away by the sheer fury
of his will.

All was good.
2011-02-18 19:41:41 +00:00
Emmanuele Bassi
3e5aa9ed63 Add private header for event-related API 2011-02-18 16:35:36 +00:00
Emmanuele Bassi
28b0f8b938 stage: Make the redraw_count a stage counter
We don't care about redraws issued on stages that are not currently
being repainted.
2011-02-18 14:38:54 +00:00
Emmanuele Bassi
92ddaa9c13 stage: Move stage redraw logic into clutter-stage.c
The _clutter_do_redraw() function should really be moved inside
ClutterStage, since all it does is calling private stage and
backend functions. This also allows us to change a long-standing
issue with a global fps counter for all stages, instead of a\
per-stage one.
2011-02-18 12:56:17 +00:00
Emmanuele Bassi
bdb309cbd6 annotations: Use caller-allocates for color getters
This should avoid a separate initialization of a ClutterColor in
language bindings.
2011-02-14 18:41:18 +00:00
Emmanuele Bassi
169df02a56 stage: Call ClutterStageWindow::unrealize() on dispose
Since we realize on creation we need to unrealize on destruction. This
makes sure that the ClutterStageWindow implementation can tear down any
resource set up during the realization phase.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2559
2011-02-13 19:26:29 +00:00
Emmanuele Bassi
ef4688fd0e Avoid direct access to the main context events queue
The GQueue that stores the global events queue is handled all over the
place:

  • the structure is created in _clutter_backend_init_events();
  • the queue is handled in clutter-event.c, clutter-stage.c and
    clutter-backend.c;
  • ClutterStage::dispose cleans up the events associated with
    the stage being destroyed;
  • the queue is destroyed in ClutterBackend::dispose.

Since we need to have access to it in different places we cannot put it
inside ClutterBackendPrivate, hence it should stay in ClutterMainContext;
but we should still manage it from just one place - preferably by the
ClutterEvent API only.
2011-02-09 13:34:25 +00:00
Emmanuele Bassi
63e88d9840 stage: Unconditionally create the devices hash table 2011-02-03 11:27:46 +00:00
Emmanuele Bassi
f133d84c02 stage: Do not update when destroying a stage
During the stage destruction we should just skip event processing, since
we cannot guarantee that the stage is actually valid.
2011-02-03 11:25:28 +00:00
Emmanuele Bassi
82d1e5a6ee Clean up crossing event synthesis code
Clutter should just require that the windowing system used by a backend
adds a device to the stage when the device enters, and removes it from
the stage when the device leaves; with this information, we can
synthesize every crossing event and update the device state without
other intervention from the backend-specific code.

The generation of additional crossing events for actors that are
covering the stage at the coordinates of the crossing event should be
delegated to the event processing code.

The x11 and win32 backends need to be modified to relay the enter and
leave events from the windowing system.
2011-01-28 18:19:49 +00:00
Emmanuele Bassi
4ab8a3f0c1 stage: Do not create the default stage on stage.is_default()
Use the stage manager to see if a default stage was effectively set,
otherwise we end up creating a default stage when destroying a
non-default one.
2011-01-21 11:43:00 +00:00
Emmanuele Bassi
cecc7a4bfb stage: Fix gtk-doc annotation for set_accept_focus() 2011-01-18 14:46:02 +00:00
Bastian Winkler
5d8b6aa6fa introspection: Add missing (out) annotations for get_color()
Some actors are missing the (out) annotations for the get_color()
methods.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2518
2011-01-17 17:31:59 +00:00
Emmanuele Bassi
bbede9fef5 stage: Add :accept-focus property and accessors
Allow the developer to set whether the Stage should receive key focus
when mapped. The implementation is fully backend-dependent. The default
value is TRUE because that's what we've been expecting so far.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2500
2010-12-30 12:44:13 +00:00
Johan Bilien
c95cc8d477 Only reset the relayout_pending flag when actually doing a relayout
If an actor is (unfortunately) queuing a relayout in relayout, you would
end up with (ClutterActor*)stage->needs_allocation set to TRUE and
stage->relayout_pending set to TRUE. But if then in the same cycle, an
actor calls clutter_actor_get_allocation_box, that will trigger another
(recursive) _clutter_stage_maybe_relayout, which will wrongly reset the
relayout pending to FALSE, while not actually performing a new relayout
because of the re-entrancy protection.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2503
2010-12-30 11:48:51 +00:00
Neil Roberts
faaff03730 clutter-stage: Don't always set the projection and viewport matrix
The stage has a dirty flag to record whenever the viewport and
projection matrices need to be flushed. However after flushing these
the flags were never cleared so it would always redundantly update the
state.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2480
2010-12-14 13:12:29 +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
a53b9febcd stage: if backend _ignoring_redraw_clips queue full redraw
In clutter_stage_real_queue_redraw we were checking to see if the
backend will ignore any subsequent redraw_clip so we can avoid the cost
of projecting the paint-volume of an actor into stage coordinates, but
we weren't ensuring that a full redraw would be queued instead we just
bailed out immediately. This makes sure to call
_clutter_stage_window_add_redraw_clip (stage_window, NULL) in this case
to make sure the backend will do an un-clipped redraw.
2010-11-24 15:09:47 +00:00
Robert Bragg
65d0ce607e stage: Report an unknown paint volume.
Previously we were leaving it up to the default implementation of
get_paint_volume in ClutterGroup to handle the stage by determining the
bounding box of all contained children. This isn't the true bounding box
of the stage though since the stage is responsible for clearing the
entire framebuffer at the start of the frame. This adds a
get_paint_volume implementation for ClutterStage which simply returns
False which means Clutter has to assume it covers everything.
2010-11-23 16:31:49 +00:00
Emmanuele Bassi
63cef64d17 docs: Fix some wrong function/signal/property names 2010-11-18 15:21:16 +00:00
Tomeu Vizoso
373140c830 Discard the current pick buffer...
if we are asked to pick with a different mode.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2385
2010-11-08 16:45:15 +00:00
Owen W. Taylor
0b4b1ca1ca Don't leave stale invalidated queued redraws around
Once an actor had _clutter_stage_queue_redraw_entry_invalidate()
called on it once, then priv->queue_redraw_entry would point to
an entry with entry->actor NULL. _clutter_stage_queue_actor_redraw()
doesn't handle this case and no further redraws would be queued.

To fix this, NULL out priv->queue_redraw_entry() and then make sure
we free the invalidated entry in
_clutter_stage_maybe_finish_queue_redraws() just as we do for
still valid entries.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2389
2010-11-03 15:43:55 +00:00
Emmanuele Bassi
bf6c635e9d Merge branch 'private-cleanup'
* private-cleanup:
  Add copyright notices
  Clean up clutter-private.h/6
  Clean up clutter-private.h/5
  Clean up clutter-private.h/4
  Clean up clutter-private.h/3
  Clean up clutter-private.h/2
  Clean up clutter-private.h/1
2010-10-25 23:44:53 +01:00
Neil Roberts
52744c0d9d clutter-stage: Set the Cogl framebuffer size after allocating
When handling an allocation on the stage, Clutter uses the oppurtunity
to inform Cogl of the new size of the framebuffer so that it can
handle the viewport correctly. It queries the size of the window
implementation using a backend virtual function. However it was doing
this before letting the backend handle the allocation so on Win32 it
would end up using the previous framebuffer size. This wasn't
affecting the X11 backend because in that case the resizes are
asynchronous so setting the stage size causes one allocation which
ends up sending a window size request. Eventually a ConfigureNotify is
received which causes the size of the stage to be set again and
another allocation is fired meaning the framebuffer size will be set
again this time with the correct size. In Win32 the resizes are
synchronous so we don't have this second allocation.
2010-10-25 13:19:17 +01:00
Neil Roberts
f1752ff3ba Avoid mixing declarations and code
Mixing declarations and code causes problems for MSVC as it is a C99
feature so we should try to avoid it.
2010-10-25 13:18:25 +01:00
Emmanuele Bassi
46c597a1f6 Clean up clutter-private.h/6
Move all Actor private API to a separate file.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
cf3a29f224 Clean up clutter-private.h/5
Move PaintVolume private API to a separate header.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
43edfc9400 Clean up clutter-private.h/4
Move the private Backend API to a separate header.

This also allows us to finally move the class vtable and instance
structure to a separate file and plug the visibility hole that left
the Backend class bare for everyone to poke into.
2010-10-21 12:22:17 +01:00
Emmanuele Bassi
8613013ab0 Clean up clutter-private.h/3
Move Stage private API to a separate header.
2010-10-21 11:33:26 +01:00
Emmanuele Bassi
999c063784 Clean up clutter-private.h/2
Move StageManager private API to a different header.
2010-10-21 11:30:19 +01:00
Emmanuele Bassi
c1771d152e Clean up clutter-private.h/1
Move DeviceManager/InputDevice private API to a different header.
2010-10-21 10:54:14 +01:00
Emmanuele Bassi
7dd09e2186 Use G_DEFINE_BOXED_TYPE for all boxed types
We actually need a couple more macros for registering GValue
transformation functions. Those should be added to upstream
GLib.
2010-10-18 11:26:45 +01:00
Emmanuele Bassi
2b4ee9ab54 actor: Add more checks to the redraw queue 2010-10-15 16:05:44 +01:00
Robert Bragg
07f2dba7e2 stage: handle unclipped redraw following clipped
In the case that an unclipped redraw of an actor is queued after a
clipped we should update any existing ClutterStageQueueRedrawEntry
so entry->has_clip = FALSE and free the previous clip.
2010-10-14 15:29:33 +01:00
Ray Strode
32d647ddd1 actor: sync entry has_clip member to clip state
The clutter stage has a list of entries of actors waiting to be redrawn.
Each entry has a "clip" ClutterPaintVolume member which represents which
how much of the actor needs to get redrawn.  It's possible for there to
be no clip associated with the entry.  In this case, the clip member is
invalid, the has_clip member should be set to false.

This commit fixes a bug where the has_clip member was not being
initially, explicitly set to false for new entries, and not being
explicitly set to false in the event the clip associated with the entry
is freed.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2350

Signed-off-by: Robert Bragg <robert@linux.intel.com>
2010-09-30 11:54:07 +01:00
Emmanuele Bassi
f090c3ea49 stage: Add more checks on the stage window retrieval
During destruction, the StageWindow implementation associated to a Stage
might be NULL. We need to add more checks for a) the IN_DESTRUCTION flag
being set and b) the StageWindow pointer being NULL. Otherwise, we will
get warnings during the destruction of the Stage.
2010-09-30 10:27:10 +01:00
Robert Bragg
3b789490d2 actor: defer queue-redraw signaling
Instead of immediately, recursively emitting the "queue-redraw" signal
when clutter_actor_queue_redraw is called we now defer this process
until all stage updates are complete. This allows us to aggregate
repeated _queue_redraw requests for the same actor avoiding redundant
paint volume transformations. By deferring we also increase the
likelihood that the actor will have a valid paint volume since it will
have an up to date allocation; this in turn means we will more often be
able to automatically queue clipped redraws which can have a big impact
on performance.

Here's an outline of the actor queue redraw mechanism:

The process starts in clutter_actor_queue_redraw or
_clutter_actor_queue_redraw_with_clip.

These functions queue an entry in a list associated with the stage which
is a list of actors that queued a redraw while updating the timelines,
performing layouting and processing other mainloop sources before the
next paint starts.

We aim to minimize the processing done at this point because there is a
good chance other events will happen while updating the scenegraph that
would invalidate any expensive work we might otherwise try to do here.
For example we don't try and resolve the screen space bounding box of an
actor at this stage so as to minimize how much of the screen redraw
because it's possible something else will happen which will force a full
redraw anyway.

When all updates are complete and we come to paint the stage (see
_clutter_stage_do_update) then we iterate this list and actually emit
the "queue-redraw" signals for each of the listed actors which will
bubble up to the stage for each actor and at that point we will
transform the actors paint volume into screen coordinates to determine
the clip region for what needs to be redrawn in the next paint.

Note: actors are allowed to queue a redraw in reseponse to a
queue-redraw signal so we repeat the processing of the list until it
remains empty. An example of when this happens is for Clone actors or
clutter_texture_new_from_actor actors which need to queue a redraw if
their source queues a redraw.
2010-09-29 15:13:00 +01:00
Robert Bragg
5d1600d603 stage: only update viewport when allocation changes
In clutter_stage_allocate at the end we were always querying the latest
allocation set and using the geometry to assert the viewport and then
kicking a full redraw. These only need to be done when the allocation
really changes, so we now read the previous allocation at the start of
the function and compare at the end. This was stopping clipped redraws
from being used in a lot of cases.
2010-09-29 15:12:59 +01:00
Robert Bragg
95ff71d01c stage: Sometimes really force a full redraw
Since clutter_actor_queue_redraw now automatically clips redraws
according to the paint volume of the actor we have to be careful to
ensure we really force a full redraw when the stage is allocated a new
size or the stage viewport changes.
2010-09-29 15:12:59 +01:00
Robert Bragg
b499696d83 Use paint volumes to do automatic culling
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.
2010-09-29 15:12:58 +01:00