RGBA data in X pixmaps and in FBOs is already premultiplied; use
the right format when creating cogl textures.
http://bugzilla.openedhand.com/show_bug.cgi?id=1406
Signed-off-by: Robert Bragg <robert@linux.intel.com>
According to clutter_texture_set_cogl_texture you should unref the handle as
the texture takes its own.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
The OpenGL spec states that if you create a pixmap using glXCreatePixmap you
should use glXDestroyPixmap to destroy it.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Setting the pixmap for an unrealized ClutterGLXTexturePixmap should
not cause it to be realized, and certainly shouldn't cause the the
REALIZED flag to be set without using clutter_actor_realize().
This patch uses the simple approach that;
- pixmap changes on an unrealized ClutterGLXTexturePixmap
are ignored
- when the ClutterGLXTexturePixmap is realized, we then create
the GLXPixmap and the corresponding texture.
The call to clutter_glx_texture_pixmap_update_area() is moved
from create_cogl_texture() to
clutter_glx_texture_pixmap_create_glx_pixmap() since
create_cogl_texture() is only called from one place, and updating
the area is really something we do *after* creating the texture,
not part of creating the texture.
clutter_glx_texture_pixmap_create_glx_pixmap() is reorganized a
bit to avoid debug-logging confusingly if it's called before a pixmap
has been set, and for readability.
http://bugzilla.openedhand.com/show_bug.cgi?id=1635
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The texture filters are now a property of the material layer rather
than the texture object. Whenever a texture is painted with a material
it sets the filters on all of the GL textures in the Cogl texture. The
filter is cached so that it won't be changed unnecessarily.
The automatic mipmap generation has changed so that the mipmaps are
only generated when the texture is painted instead of every time the
data changes. Changing the texture sets a flag to mark that the
mipmaps are dirty. This works better if the FBO extension is available
because we can use glGenerateMipmap. If the extension is not available
it will temporarily enable automatic mipmap generation and reupload
the first pixel of each slice. This requires tracking the data for the
first pixel.
The COGL_TEXTURE_AUTO_MIPMAP flag has been replaced with
COGL_TEXTURE_NO_AUTO_MIPMAP so that it will default to
auto-mipmapping. The mipmap generation is now effectively free if you
are not using a mipmap filter mode so you would only want to disable
it if you had some special reason to generate your own mipmaps.
ClutterTexture no longer has to store its own copy of the filter
mode. Instead it stores it in the material and the property is
directly set and read from that. This fixes problems with the filters
getting out of sync when a cogl handle is set on the texture
directly. It also avoids the mess of having to rerealize the texture
if the filter quality changes to HIGH because Cogl will take of
generating the mipmaps if needed.
The CoglTexture constructors expose the "max-waste" argument for
controlling the maximum amount of wasted areas for slicing or,
if set to -1, disables slicing.
Slicing is really relevant only for large images that are never
repeated, so it's a useful feature only in controlled use cases.
Specifying the amount of wasted area is, on the other hand, just
a way to mess up this feature; 99% the times, you either pull this
number out of thin air, hoping it's right, or you try to do the
right thing and you choose the wrong number anyway.
Instead, we can use the CoglTextureFlags to control whether the
texture should not be sliced (useful for Clutter-GST and for the
texture-from-pixmap actors) and provide a reasonable value for
enabling the slicing ourself. At some point, we might even
provide a way to change the default at compile time or at run time,
for particular platforms.
Since max_waste is gone, the :tile-waste property of ClutterTexture
becomes read-only, and it proxies the cogl_texture_get_max_waste()
function.
Inside Clutter, the only cases where the max_waste argument was
not set to -1 are in the Pango glyph cache (which is a POT texture
anyway) and inside the test cases where we want to force slicing;
for the latter we can create larger textures that will be bigger than
the threshold we set.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Signed-off-by: Robert Bragg <robert@linux.intel.com>
Signed-off-by: Neil Roberts <neil@linux.intel.com>
When ClutterGLXTexturePixmap uses GL_ARB_texture_rectangle,
it needs to pass the right internal format (GL_RGB or GL_RGBA)
when it initializes the texture with glTexImage2D() or later
handling won't recognize the alpha channel.
http://bugzilla.openedhand.com/show_bug.cgi?id=1586
Signed-off-by: Robert Bragg <robert@linux.intel.com>
COGLenum, COGLint and COGLuint which were simply typedefs for GL{enum,int,uint}
have been removed from the API and replaced with specialised enum typedefs, int
and unsigned int. These were causing problems for generating bindings and also
considered poor style.
The cogl texture filter defines CGL_NEAREST and CGL_LINEAR etc are now replaced
by a namespaced typedef 'CoglTextureFilter' so they should be replaced with
COGL_TEXTURE_FILTER_NEAREST and COGL_TEXTURE_FILTER_LINEAR etc.
The shader type defines CGL_VERTEX_SHADER and CGL_FRAGMENT_SHADER are handled by
a CoglShaderType typedef and should be replaced with COGL_SHADER_TYPE_VERTEX and
COGL_SHADER_TYPE_FRAGMENT.
cogl_shader_get_parameteriv has been replaced by cogl_shader_get_type and
cogl_shader_is_compiled. More getters can be added later if desired.
There's no need to enable the texture target unless it is going to be
used for rendering. Enabling it directly with glEnable calls confuses
Cogl's state caching.
This is a replacement for the patch in bug 1483 which was reverted.
This reverts commit f9d996a460.
The change from calling glBindTexture to using the material API with
cogl_material_flush_gl_state does not always work because it doesn't
necessarily leave the active texture unit as GL_TEXTURE0. For example,
if the previously rendered texture was multi-layered then the last
thing cogl_material_flush_gl_state will do is select GL_TEXTURE1 just
to disable it.
Using glEnable() directly confuses COGL and can result in problems
like subsequent pick operations not working correctly. Get the
material for the ClutterTexture and call cogl_material_flush_gl_state()
instead.
http://bugzilla.openedhand.com/show_bug.cgi?id=1483
By creating an ARGB texture for 24bpp pixmaps we were exposing an undefined
alpha channel to the blending and texture combine stages which resulted in
nasty artefacts. (This issue was seen on i945 + DRI2)
Some drivers (e.g. Nvidia) get upset if you try to create multiple glx pixmaps
for the same server side pixmap object, even though you might have unique
client side names, we now avoid hitting this problem by destroying the current
glx pixmap early within clutter_glx_texture_pixmap_create_glx_pixmap.
* clutter/cogl/gl/cogl-texture.c (cogl_texture_new_from_foreign,
(_cogl_texture_quad_hw, cogl_texture_polygon),
(_cogl_texture_quad_sw): Support GL_ARB_texture_rectangle textures
* clutter/glx/clutter-glx-texture-pixmap.c: Use rectangle textures
when NPOTs are not available or it is forced by the
CLUTTER_PIXMAP_TEXTURE_RECTANGLE environment variable.
* clutter/cogl/gl/cogl.c (cogl_enable): Allow enabling
GL_TEXTURE_RECTANGLE_ARB.
fallbacks are being used
* glx/clutter-glx-texture-pixmap.c:
clutter_glx_texture_pixmap_using_extension now checks to see if
priv->use_fallback is TRUE not just that the tfp extension is
available.
* clutter/clutter-actor.c:
* clutter/clutter-actor.h:
* clutter/clutter-clone-texture.c:
* clutter/clutter-private.h:
* clutter/clutter-texture.c:
* clutter/x11/clutter-x11-texture-pixmap.c:
Attempt to lower overhead of updating TFP's (particularly mipmaped).
Compresses mipmap updates only for visible TFPs.
Avoiding updates for non visible TFP's whilst keeping visible
clones working ok.
* clutter/clutter-texture.c: (clutter_texture_set_filter_quality),
(clutter_texture_get_filter_quality):
Fix up some logic, typos.
* clutter/glx/clutter-glx-texture-pixmap.c:
Improve support for mipmaped TFP textures.
* clutter/glx/clutter-glx-texture-pixmap.c:
* clutter/x11/clutter-x11-texture-pixmap.c:
TFP resyncing on MapNotify/ConfigureNotify (bug 1020; patch by
Andy Wingo <wingo@pobox.com>).
Bug 1011 - Fix TFP fallback mechanism (take 2)
* clutter/glx/clutter-glx-texture-pixmap.c:
* tests/test-pixmap.c:
Slightly modified patch from Gwenole Beauchesne applied
to better handle both falling back to non accelerated tfp
and improvements to the test case.
Bug 1007 - Fix TFP fallback mechanism
* clutter/glx/clutter-glx-texture-pixmap.c:
* clutter/x11/clutter-x11-texture-pixmap.c:
Add some extra safety to glx pixmap creations and tidy up some notes.
Patch from Gwenole Beauchesne.
Bug 997 - automatic updates not working for named TFP pixmaps,
at least in x11
* clutter/glx/clutter-glx-texture-pixmap.c:
* clutter/glx/clutter-glx-texture-pixmap.h:
* clutter/x11/clutter-backend-x11.c:
* clutter/x11/clutter-x11-texture-pixmap.c:
* clutter/x11/clutter-x11-texture-pixmap.h:
* clutter/x11/clutter-x11.h:
* configure.ac:
* tests/test-pixmap.c:
Rework Andy Wingos patch a little adding more safety for now also
handling redirect Windows (as well as pixmaps)
* clutter/glx/clutter-glx-texture-pixmap.c:
Move the gl extension probe into the regular object init() rather than
class_init. Should be a little safer.
* clutter/clutter-texture.c:
Minor reformatting cleanups. Emit filter-quality prop on change.
* clutter/glx/clutter-glx-texture-pixmap.c:
Support mipmaps via filter quality prop.
Bug #948 - Remove texture rectangle support
* clutter/clutter-feature.c:
* clutter/clutter-feature.h:
* clutter/clutter-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/glx/clutter-glx-texture-pixmap.c:
Remove support for GL_TEXTURE_RECTANGLE_ARB (now using just regular
2D textures, with optional npots extension). Simplifys code, + makes
mipmap & shader support much more sane.
* clutter/glx/clutter-glx-texture-pixmap.c:
Dont always fallback to x11 (slow) updates for a single
failed pixmap.
Minor cleanups.
* clutter/x11/clutter-x11-texture-pixmap.c:
Move shm allocation to only area updates.
* clutter/cogl/gl(es)/cogl-texture.h:
* clutter/cogl/gl(es)/cogl-texture.c:
cogl_texture_new_* functions take a gboolean auto_mipmap argument.
If TRUE automatic mipmap generation is enabled during the process
of slice texture object creation.
(cogl_texture_new_from_foreign:) now allows mipmap min filter
flags.
* clutter/clutter-texture.c:
* clutter/glx/clutter-glx-texture-pixmap.c:
* tests/test-cogl-offscreen.c:
* tests/test-cogl-tex-tile.c:
* tests/test-cogl-tex-convert.c:
* tests/test-cogl-tex-polygon.c:
* tests/test-cogl-tex-getset.c:
Pass FALSE for auto_mipmap to cogl_texture_new_*.
* clutter/pango/pangoclutter-render.c:
(tc_get:) Pass TRUE to cogl_texture_new_with_size and use mipmap
min filter for nicer glyphs at small scales. As a result test-text
has gone all beautiful now.
* clutter/glx/clutter-glx-texture-pixmap.c:
* tests/test-pixmap.c:
Fix up texture-pixmap, now works.
Thanks to Neil for spotting we were actually using
wrong texture type in fbconfig (COGL change).
Work related to #873;
* clutter/glx/clutter-backend-glx.c:
* clutter/glx/clutter-backend-glx.h:
* clutter/x11/clutter-x11-texture-pixmap.c:
* clutter/x11/clutter-x11-texture-pixmap.h:
General cleanup of texture pixmap code, adding;
- Pixmap dimentions and depth now auto probed, read only props.
- More X safety traps
- Add support for optionally tracking damage and automatically
updating texture.
* clutter/glx/clutter-glx-texture-pixmap.c:
* clutter/glx/clutter-glx-texture-pixmap.h:
General cleanup and some safety additions. Needs more work so
'proper' subclass - dependent on new COGL.
* clutter/x11/clutter-backend-x11.c: (clutter_x11_remove_filter):
Invert g_return_if check.
* configure.ac:
Pull in XComposite and XDamage (at least for now)
* tests/Makefile.am:
* tests/test-pixmap.c:
Add a modified test from Johan for above.
* clutter/glx/clutter-glx-texture-pixmap.c:
In clutter_glx_texture_pixmap_dispose; trap X errors around
glXDestroyGLXPixmap so we can't die due to BadDrawable errors.