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>
There were several functions I believe no one is currently using that were
only implemented in the GL backend (cogl_offscreen_blit_region and
cogl_offscreen_blit) that have simply been removed so we have a chance to
think about design later with a real use case.
There was one nonsense function (cogl_offscreen_new_multisample) that
sounded exciting but in all cases it just returned COGL_INVALID_HANDLE
(though at least for GL it checked for multisampling support first!?)
it has also been removed.
The MASK draw buffer type has been removed. If we want to expose color
masking later then I think it at least would be nicer to have the mask be a
property that can be set on any draw buffer.
The cogl_draw_buffer and cogl_{push,pop}_draw_buffer function prototypes
have been moved up into cogl.h since they are for managing global Cogl state
and not for modifying or creating the actual offscreen buffers.
This also documents the API so for example desiphering the semantics of
cogl_offscreen_new_to_texture() should be a bit easier now.
The cogl_is_* functions were showing up quite high on profiles due to
iterating through arrays of cogl handles.
This does away with all the handle arrays and implements a simple struct
inheritance scheme. All cogl objects now add a CoglHandleObject _parent;
member to their main structures. The base object includes 2 members a.t.m; a
ref_count, and a klass pointer. The klass in turn gives you a type and
virtual function for freeing objects of that type.
Each handle type has a _cogl_##handle_type##_get_type () function
automatically defined which returns a GQuark of the handle type, so now
implementing the cogl_is_* funcs is just a case of comparing with
obj->klass->type.
Another outcome of the re-work is that cogl_handle_{ref,unref} are also much
more efficient, and no longer need extending for each handle type added to
cogl. The cogl_##handle_type##_{ref,unref} functions are now deprecated and
are no longer used internally to Clutter or Cogl. Potentially we can remove
them completely before 1.0.
This makes it consistent with cogl_rectangle_with_{multi,}texture_coords.
Notably the reason cogl_rectangle_with_{multi,}texture_coords wasn't changed
instead is that the former approach lets you describe back facing rectangles.
(though technically you could pass negative width/height values to achieve
this; it doesn't seem as neat.)
This glues CoglMaterial in as the fundamental way that Cogl describes how to
fill in geometry.
It adds cogl_set_source (), which is used to set the material which will be
used by all subsequent drawing functions
It adds cogl_set_source_texture as a convenience for setting up a default
material with a single texture layer, and cogl_set_source_color is now also
a convenience for setting up a material with a solid fill.
"drawing functions" include, cogl_rectangle, cogl_texture_rectangle,
cogl_texture_multiple_rectangles, cogl_texture_polygon (though the
cogl_texture_* funcs have been renamed; see below for details),
cogl_path_fill/stroke and cogl_vertex_buffer_draw*.
cogl_texture_rectangle, cogl_texture_multiple_rectangles and
cogl_texture_polygon no longer take a texture handle; instead the current
source material is referenced. The functions have also been renamed to:
cogl_rectangle_with_texture_coords, cogl_rectangles_with_texture_coords
and cogl_polygon respectivly.
Most code that previously did:
cogl_texture_rectangle (tex_handle, x, y,...);
needs to be changed to now do:
cogl_set_source_texture (tex_handle);
cogl_rectangle_with_texture_coords (x, y,....);
In the less likely case where you were blending your source texture with a color
like:
cogl_set_source_color4ub (r,g,b,a); /* where r,g,b,a isn't just white */
cogl_texture_rectangle (tex_handle, x, y,...);
you will need your own material to do that:
mat = cogl_material_new ();
cogl_material_set_color4ub (r,g,b,a);
cogl_material_set_layer (mat, 0, tex_handle));
cogl_set_source_material (mat);
Code that uses the texture coordinates, 0, 0, 1, 1 don't need to use
cog_rectangle_with_texure_coords since these are the coordinates that
cogl_rectangle will use.
For cogl_texture_polygon; as well as dropping the texture handle, the
n_vertices and vertices arguments were transposed for consistency. So
code previously written as:
cogl_texture_polygon (tex_handle, 3, verts, TRUE);
need to be written as:
cogl_set_source_texture (tex_handle);
cogl_polygon (verts, 3, TRUE);
All of the unit tests have been updated to now use the material API and
test-cogl-material has been renamed to test-cogl-multitexture since any
textured quad is now technically a test of CoglMaterial but this test
specifically creates a material with multiple texture layers.
Note: The GLES backend has not been updated yet; that will be done in a
following commit.
* clutter/cogl/cogl-color.h:
* clutter/cogl/cogl-path.h:
* clutter/cogl/cogl-types.h:
* clutter/cogl/common/cogl-color.c: Deprecated cogl_color()
in favour of cogl_set_source_color() and friends; store the
CoglColor components as unsigned bytes instead of fixed point
normalized values; add functions for allocating, copying and
freeing CoglColor, for use of language bindings.
* clutter/cogl/cogl.h.in:
* clutter/cogl/cogl-deprecated.h: Added cogl-deprecated.h,
an header file containing the deprecation symbols similar
to clutter-deprecated.h.
* clutter/cogl/gl/Makefile.am:
* clutter/cogl/gl/cogl-texture.c:
* clutter/cogl/gl/cogl.c:
* clutter/cogl/gles/Makefile.am:
* clutter/cogl/gles/cogl-texture.c:
* clutter/cogl/gles/cogl.c: Update the GL and GLES implementations
of COGL after the CoglColor changes.
* clutter/clutter-actor.c:
* clutter/clutter-clone-texture.c:
* clutter/clutter-entry.c:
* clutter/clutter-label.c:
* clutter/clutter-rectangle.c:
* clutter/clutter-texture.c: Do not use CoglColor whenever it
is possible, and use cogl_set_source_color4ub() instead.
* clutter/pango/cogl-pango-render.c: Ditto as above.
* doc/reference/clutter/subclassing-ClutterActor.xml:
* doc/reference/cogl/cogl-sections.txt: Update the documentation.
* tests/interactive/test-cogl-offscreen.c:
* tests/interactive/test-cogl-primitives.c:
* tests/interactive/test-cogl-tex-convert.c:
* tests/interactive/test-cogl-tex-foreign.c:
* tests/interactive/test-cogl-tex-getset.c:
* tests/interactive/test-cogl-tex-polygon.c:
* tests/interactive/test-cogl-tex-tile.c:
* tests/interactive/test-paint-wrapper.c: Drop the usage of
CoglColor whenever it is possible.
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'