With currently distributed versions of Mesa, calling XFreePixmap()
before glxDestroyPixmap() will cause an X error from DRI. So, we
need to make sure that we get rid of the CoglTexturePixmapX11 before
we XFreePixmap().
clutter_x11_texture_pixmap_dispose(): Call
clutter_x11_texture_pixmap_set_pixmap() instead of using XFreePixmap
directly so that we leverage the text-clearing hack and destroy
things in the right order.
clutter_x11_texture_pixmap_set_pixmap(): Don't do a pointless roundtrip
and trap a pointless error when setting pixmap to None.
clutter_x11_texture_pixmap_set_pixmap(): Free damage resources when
we are setting Pixmap to None.
clutter_x11_texture_pixmap_set_window(): When setting a new window
or setting the window to None, immedediately call
cluter_x11_texture_pixmap_set_pixmap(). This means that set_window(None)
immediately will free any referenced resources related to the window.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2303
Comprehensively add (out) annotations to functions parameters
returning int/float/double.
Not handled here: structure out returns like ClutterColor or
ClutterPerspective or GValue that should get (out caller-allocates).
Not handled here: Cogl
http://bugzilla.clutter-project.org/show_bug.cgi?id=2302
(element-type) should have a full name like Clutter.Actor rather than
a non-namespaced name like Actor. gobject-introspection has become
more strict about this with the recent scanner rewrite.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2301
*** This is an API change ***
Replaced the original drag-threshold property with two separate
horizontal (x-drag-threshold) and vertical (y-drag-threshold)
thresholds.
It is some times necessary to have different drag thresholds for the
horizontal and vertical axes. For example, when a draggable actor is
inside a horizontal scrolling area, only vertical movement must begin
dragging. That can be achieved by setting the x-drag-threshold to
G_MAXUINT while y-drag-threshold is something usual, say, 20 pixels.
This is different than drag axis, because after the threshold
has been cleared by the pointer, the draggable actor can be dragged
along both axes (if allowed by the drag-axis property).
http://bugzilla.clutter-project.org/show_bug.cgi?id=2291
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Creating new materials for every Texture instance results in a lot of
ARBfp programs being generated/compiled. Since most textures will just
be similar we should create a template material for all of them, and
then copy it in every instance. Cogl will try to optimize the generation
of the program and, hopefully, will reuse the same program most of the
time.
With this change, a simple test shows that loading 48 textures will
result in just two programs being compiled - with and without batching
enabled.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2295
When disposing a material layer of type 'texture' we should check that
the texture handle is still valid before calling cogl_handle_unref().
This avoids an assertion failure when disposing a ClutterTexture.
This patch merges in substantial work from
Emmanuele Bassi <ebassi@linux.intel.com>
* Use new introspection --include-uninstalled API since we don't want
to try to find the clutter-1.0.pc file before it's installed.
* Use --pkg-export for Clutter-1.0.gir, since we want the .gir file to
contain the associated pkg-config file.
* Drop the use of --pkg for dependencies; those come from the associated
.gir files. (Actually, --pkg is almost never needed)
* Add --quiet
http://bugzilla.clutter-project.org/show_bug.cgi?id=2292
Intel CE3100 and CE4100 have several planes (framebuffers) and a
hardware blender to blend the planes togeteher to produce the final
image.
clutter_cex100_set_plane() lets you configure which framebuffer clutter
will use for its rendering.
• Use the public COGL_HAS_GLES[12] define instead of the HAVE_COGL_*
ones which are private and defined in config.h,
• Install clutter-egl-headers.h which is needed by clutter-egl.h,
• Remove clutter-stage.h as it's uneeded and does not work since the
single clutter.h include policy,
• Install the egl headers into their own egl directory as the x11 and
glx backends do. The include should then be <clutter/egl/clutter-egl.h>,
so document it. It does not really break anything as nobody could
have used those broken headers.
Intel CE3100 and CE4100 SoCs are designed for TVs. They have separate
framebuffers that are blended together by a piece of hardware to make
the final output. The library that allows you to initialize and
configure those planes is called GDL. A EGL GDL winsys can then be
use with those planes as NativeWindowType to select which plane to use.
This patch adds a new ClutterBackendCex100 backend that can be
selected at compile time with the new --with-flavour=cex100 option.
Some minor fixes here and there: missing include, wrongly placed #endif,
unused variable warning fixes, missing #ifdef.
Make ClutterStageEGL a subclass of either ClutterStageX11 or GObject
depending if you compile with X11 support (EGLX) or not (native).
*** This is an API change ***
The create_target() virtual function should return a CoglHandle to a
texture; clutter_offscreen_effect_get_target(), instead, returns a
CoglMaterial to be painted in the implementation of the paint_target()
virtual function.
Instead of equating textures with materials, and confusing the user of
the API, we should mark the difference more prominently.
First of all, we should return a CoglMaterial* (now that we have that
as a public type) in get_target(); having handles all over the place
does not make it easier to distinguish the semantics of the virtual
functions.
Then we should rename create_target() to create_texture(), to make it
clear that what should be returned is a texture that is used as the
backing for the offscreen framebuffer.
Commit eae4561929 tried to clean how it checks for the private actor
flags. However the check for the 'IN_DESTRUCTION' flag in the Win32
backend got inverted so it would always clear the current
context. This was causing _cogl_check_driver_valid to fail later and
then the realize would get stuck in a infinite loop.
When we free a state because there are no more keys with it as a target use a
goto to re-initialize temporary variables that have become invalid.
Fixing bug #2273
In 965907deb3 the picking was changed to render the full stage
instead of a single pixel whenever picking is performed more than once
between paints. However the condition in the if-statement was
backwards so it would end up always doing a full stage render.
The glx and egl(x) backends export some internal symbols. Hide these
symbols (using '_' prefix) to reduce ABI differentiation between the
glx and eglx flavours.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2267
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
It can be useful to be able to forcibly break the grab set up by the
ClickAction. The newly added release() method provides a mechanism to
release the grab and unset the :held state of the ClickAction.
This clarifies the documentation for clutter_actor_queue_redraw to
explain that custom actors should call this whenever some private state
changes that affects painting *or* picking.
The expectation is that actors should call clutter_actor_queue_redraw
when ever some private state changes that affects painting *or* picking.
ClutterTexture was not doing this for pick_with_alpha property changes.
The idea is that if we see multiple picks per frame then that implies
the visible scene has become static. In this case we can promote the
next pick render to be unclipped so we have valid pick values for the
entire stage. Now we can continue to read from this cached buffer until
the stage contents do visibly change.
Thanks to Luca Bruno on #clutter for this idea!
Weak materials are ones that don't take a reference on their parent and
they are associated with a callback that notifies when the material is
destroyed, because its parent was freed or modified.
More details can be found at:
http://wiki.clutter-project.org/wiki/CoglDesign/CoglMaterial
For now the concept is internal only but the plan is to make this public
at some point once we have tested the design internally.
Following the commits:
c03544da - clutter-shader: use cogl_program_set_uniform_xyz API
a26119b5 - tests: Remove use of cogl_program_use
Remove the users of cogl_program_uniform_* and cogl_program_use() in the
shader-based effects.
In the case where there is no error log for arbfp we were returning a
"" string literal. The other paths were using g_strdup to return a
string that could be freed with g_free. This makes the arbfp path return
g_strdup ("") instead.
There are quite a few if {} else {} blocks for dealing with arbfp else
glsl and the first block is guarded with #ifdef HAVE_COGL_GL. In this
case though the #endif was before the else so it wouldn't compile for
gles.
We need to include cogl-shader-private.h to have the
COGL_SHADER_TYPE_GLSL define. When building for opengl this wasn't
noticed probably because some other header indirectly includes this
file. It was a problem when building for gles2 though.
Instead of using the deprecated cogl_program_uniform_xyz functions we
now use the cogl_program_set_uniform methods. It looks like this should
also fix a problem with clutter-shader too in that previously we weren't
calling cogl_program_use before cogl_program_uniform_xyz so setting
uniforms would only work while the shader is enabled.
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.
This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
cogl_program_set_uniform_1i
cogl_program_set_uniform_1f
cogl_program_set_uniform_int
cogl_program_set_uniform_float
cogl_program_set_uniform_matrix
--quiet has been added to g-ir-scanner in the 0.9.1 cycle. We really
want to be able to compile clutter with 0.6.14 to be able to reuse
gir files that are distributed in current distributions.
Use the INTROSPECTION_SCANNER_ARGS (previously unused) variable to
convey --quiet when necessary.
Fixes: http://bugzilla.clutter-project.org/show_bug.cgi?id=2265
CoglAtlas chooses a fairly large default initial size of either
512x512 or 1024x1024 depending on the texture format. There is a
chance that this size will not be supported on some platforms which
would be catastrophic for the glyph cache because it would mean that
it would always fail to put any glyphs in the cache so text wouldn't
work. To fix this the atlas code now checks whether the chosen initial
size is supported by the texture driver and if not it will get halved
until it is supported.
Previously when creating a new rectangle map it would try increasingly
larger texture sizes until GL_MAX_TEXTURE_SIZE is reached. This is bad
because it queries state which should really be owned by the texture
driver. Also GL_MAX_TEXTURE_SIZE is often a conservative estimate so
larger texture sizes can be used if the proxy texture is queried
instead.
Previously each node in the rectangle map tree would store the total
remaining space in all of its children to use as an optimization when
adding nodes. With this it could skip an entire branch of the tree if
it knew there could never be enough space for the new node in the
branch. This modifies that slightly to instead store the largest
single gap. This allows it to skip a branch earlier because often
there would be a lot of small gaps which would add up to enough a
space for the new rectangle, but the space can't be used unless it is
in a single node.
The rectangle map still needs to keep track of the total remaining
space for the whole map for the debugging output so this has been
added back in to the CoglRectangleMap struct. There is a separate
debugging function to verify this value.
Previously when the atlas needs to be migrated it would start by
trying with the same size as the existing atlas if there is enough
space for the new texture. However even if the atlas is completely
sorted there will always be some amount of waste so when the atlas
needs to grow it would usually end up redundantly trying the same size
when it is very unlikely to fit. This patch changes it so that there
must be at least 6% waste available after the new texture is added
otherwise it will start with the next atlas size.
When iterating over the rectangle map a stack is used to implement a
recursive algorithm. Previously this was slice allocating a linked
list. Now it uses a GArray which is retained with the rectangle map to
avoid frequent allocations which is a little bit faster.
Previously the remaining space was managed as part of the
CoglRectangleMap struct. Now it is stored per node so that at any
point in the hierarchy we can quickly determine how much space is
remaining in all of the node's children. That way when adding a
rectangle we can miss out entire branches more quickly if we know that
there is no way the new rectangle would fit in that branch.
This also adds a function to recursively verify the cached state in
the nodes such as the remaining space and the number of
rectangles. This function is only called when the dump-atlas-image
debug flag is set because it is potentially quite slow.
The glyph cache is now stored in a CoglAtlas structure instead of the
custom atlasing code. This has the advantage that it can share code
with the main texture atlas and that it supports reorganizing the
atlas when it becomes full. Unlike the texture atlas, the glyph cache
can use multiple atlases which would be neccessary if the maximum
texture size is reached and we need to create a second
texture. Whenever a display list is created it now has to register a
callback with the glyph cache so that the display list can be
recreated whenever any of the atlases are reorganized. This is needed
because the display list directly stores texture coordinates within
the atlas texture and they would become invalid when the texture is
moved.
The ensure_glyphs_for_layout now works in two steps. First it reserves
space in the atlas for all of the glyphs. The atlas is created with
the DISABLE_MIGRATION flag so that it won't actually copy any textures
if any rearranging is needed. Whenever the position is updated for a
glyph then it is marked as dirty. After space for all of the glyphs
has been reserved it will iterate over all dirty glyphs and redraw
them using Cairo. The rendered glyph is then stored in the texture
with a sub texture update.
The glyphs need to all be set at the right location before starting to
create the display list because the display list stores the texture
coordinates of the glyph. If any of the glyphs were moved around then
the parts of the display list that was created already would become
invalid. To make this work, ensure_glyphs_for_layout is now always
called before rendering a layout or a layout line.
_cogl_atlas_new now has two extra parameters to specify the format of
the textures it creates as well as a set of flags to modify the
behavious of the atlas. One of the flags causes the new textures to be
cleared and the other causes migration to avoid actually copying the
textures. This is needed to use CoglAtlas from the pango glyph cache
because it needs to use COGL_PIXEL_A_8 and to clear the textures as it
does not fill in the gaps between glyphs. It needs to avoid copying
the textures so that it can work on GL implementations without FBO
support.
Instead of storing a pointer to the CoglRectangleMap and a handle to
the atlas texture in the context, there is a now a separate data
structure called a CoglAtlas to manage these two. The context just
contains a pointer to this. The code to reorganise the atlas has been
moved from cogl-atlas-texture.c to cogl-atlas.c
This adds an internal CoglCallbackList type which is just a GSList of
of function pointers along with a data pointer to form a
closure. There are functions to add and remove items and to invoke the
list of functions. This could be used in a number of places in Cogl.
This simply renames CoglAtlas to CoglRectangleMap without making any
functional changes. The old 'CoglAtlas' is just a data structure for
managing unused areas of a rectangle and it doesn't neccessarily have
to be used for an atlas so it wasn't a very good name.
Textures within a layer were compared for equality by comparing their
texture handle. However this means that sub textures and atlas
textures which may be internally using the same GL handle would not be
batched together. Instead it now tries to determine the underlying GL
handle using either the slice override or _cogl_texture_get_gl_texture
and then compares those.
When filtering on allowed formats for atlas textures, it now masks out
the BGR and AFIRST bits in addition to the premult bit. That way it
will accept RGB and RGBA formats in any component order.
In theory it could also accept luminance and alpha-only textures but I
haven't added this because presumably if the application has requested
these formats then it has some reason not to use a full RGB or RGBA
texture and we should respect that.
See commits:
7daeb217 blur-effect: Do not inherit from ShaderEffect
1ec57743 desaturate-effect: Do not inherit from ShaderEffect
We might avoid using shaders at all in the future for simple effects.
Since BlurEffect and DesaturateEffect are using the shader API
implicitly and not using ClutterShaderEffect, we need to check if the
underlying GL implementation supports the GLSL shading language and warn
if not.
Hide the fact that we're using a fragment shader, in case we're able in
the future to use a material layer combine function when painting the
offscreen target texture.
We might want to switch the BlurEffect from a box-blur to a
super-sampling of the texture target, in order to make it cheap(er).
If we inherit from ShaderEffect, though, we're setting in stone the
fact that we are going to use a fragment shader for blurring.
Since there is not parametrization of the blur, the code necessary
to implement effect is pretty small, and we can use the Cogl API
directly.
Instead of calling cogl_program_use() around the paint_target()
chain-up, we can use the newly added API in CoglMaterial to attach
user-defined shaders to the offscreen target material.
* wip/table-layout:
Add ClutterTableLayout, a layout showing children in rows and columns
box-layout: Use allocate_align_fill()
bin-layout: Migrate to allocate_align_fill()
actor: Add allocate_align_fill()
test-flow-layout: Use BindConstraints
A TableLayout is a layout manager that allocates its children in rows
and columns. Each child is assigned to a cell (or more if a cell span
is set).
The supported child properties are:
• x-expand and y-expand: if this cell with try to allocate the
available extra space for the table.
• x-fill and y-fill: if the child will get all the space available in
the cell.
• x-align and y-align: if the child does not fill the cell, then
where the child will be aligned inside the cell.
• row-span and col-span: number of cells the child will allocate for
itself.
Also, the TableLayout has row-spacing and col-spacing for specifying
the space in pixels between rows and between columns.
We also include a simple test of the layout manager, and the
documentation updates.
The TableLayout was implemented starting from MxTable and
ClutterBoxLayout.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2038
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Layout managers are using the same code to allocate a child while taking
into consideration:
• horizontal and vertical alignment
• horizontal and vertical fill
• the preferred minimum and natural size, depending
on the :request-mode property
• the text direction for the horizontal alignment
• an offset given by the fixed position properties
Given the amount of code involved, and the amount of details that can go
horribly wrong while copy and pasting such code in various classes - let
alone various projects - Clutter should provide an allocate() variant
that does the right thing in the right way. This way, we have a single
point of failure.
This adds a wrapper macro to clutter-private that will use
g_object_notify_by_pspec if it's compiled against a version of GLib
that is sufficiently new. Otherwise it will notify by the property
name as before by extracting the name from the pspec. The objects can
then store a static array of GParamSpecs and notify using those as
suggested in the documentation for g_object_notify_by_pspec.
Note that the name of the variable used for storing the array of
GParamSpecs is obj_props instead of properties as used in the
documentation because some places in Clutter uses 'properties' as the
name of a local variable.
Mose of the classes in Clutter have been converted using the script in
the bug report. Some classes have not been modified even though the
script picked them up as described here:
json-generator:
We probably don't want to modify the internal copy of JSON
behaviour-depth:
rectangle:
score:
stage-manager:
These aren't using the separate GParamSpec* variable style.
blur-effect:
win32/device-manager:
Don't actually define any properties even though it has the enum.
box-layout:
flow-layout:
Have some per-child properties that don't work automatically with
the script.
clutter-model:
The script gets confused with ClutterModelIter
stage:
Script gets confused because PROP_USER_RESIZE doesn't match
"user-resizable"
test-layout:
Don't really want to modify the tests
http://bugzilla.clutter-project.org/show_bug.cgi?id=2150
The special handling for texture unit 1 caught the case where unit
1 was changed for transient purposes, but didn't properly handle
the case where the actual non-transient texture was different between
two materials with no transient binding in between.
If the actual texture has changed when flushing, mark unit 1 as dirty
and needing a rebind.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2261
This makes CoglProgram/Shader automatically detect when the user has
given an ARBfp program by checking for "!!ARBfp1.0" at the beginning of
the user's source.
ARBfp local parameters can be set with cogl_program_uniform_float
assuming you pass a @size of 4 (all ARBfp program.local parameters
are vectors of 4 floats).
This doesn't expose ARBfp environment parameters or double precision
local parameters.
Previously we had an internal only _cogl_material_set_user_program to
redirect legacy usage of cogl_program_use() through CoglMaterial. This
instead makes the API public because until we implement our planned
"snippet" framework we need a stop-gap solution for using shaders in
Cogl.
The plan is to also support ARBfp with the cogl_program/shader API so
this API will also allow clutter-gst to stop using direct OpenGL calls
that conflict with Cogl's state tracking.
A change to a layer is also going to be a change to its owning material
so we have to chain up in _cogl_material_layer_pre_change_notify and
call _cogl_material_pre_change_notify. Previously we were only
considering if the owning material was referenced in the journal but
that ignores that it might also have dependants. We no longer need to
flush the journal directly in layer_pre_change_notify.
In _cogl_material_layer_pre_change_notify when we see that a layer has
dependants and it can't be modified directly then we allocate a new
layer. In this case we also have to link the new layer to its required
owner. If the immutable layer we copied had the same owner though we
weren't unlinking that old layer.
In _cogl_material_pre_change_notify we need to identify if it's a sparse
property being changed and if so initialize the state group if the given
material isn't currently the authority for it.
Previously we were unconditionally calling
_cogl_material_initialize_state which would e.g. NULL the layer
differences list of a material each time a layer change was notified.
It would also call _cogl_material_initialize_state for non-sparse
properties which should always be valid at this point so the function
has been renamed to _cogl_material_initialize_sparse_state to make this
clearer with a corresponding g_return_if_fail check.
This fixes how we copy layer differences in
_cogl_material_copy_layer_differences.
We were making a redundant g_list_copy of the src differences and then
iterating the src list calling _cogl_material_add_layer_difference for
each entry which would double the list length, but the initial copy
directly referenced the original layers which wasn't correct.
Also we were initializing dest->n_layers before copying the layer
differences but the act of copying the differences will re-initialize
n_layers to 0 when adding the first layer_difference since it will
trigger a layer_pre_change_notify and since the dest material isn't yet
a STATE_LAYERS authority the state group is initialized before allowing
the change.
In _cogl_material_texture_storage_change_notify we were potentially
dereferencing layer->texture without checking first that it is the
authority of texture state. We now use
_cogl_material_layer_get_texture() instead.
This improve the dot file output available when calling
_cogl_debug_dump_materials_dot_file. The material graph now directly
points into the layer graph and the layers now show the texture unit
index.
DRM is available on more platforms than Linux (e.g. kFreeBSD), but
Clutter currently FTBFS there because of not being an alternative to
the __linux__ code (where it should be HAVE_DRM).
Instead of copying the DRM data structures, we should use libdrm when
falling back to directly requesting to wait for the vblank.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2225
Based on a patch by: Emilio Pozuelo Monfort <pochu27@gmail.com>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>