The class is of dubious utility, now that we have a complex animation
API in ClutterAnimator and ClutterState, as opposed to a simple one
in ClutterBehaviour. The Score API also suffers from some naïve design
issues that made it far less useful than intended.
This adds a simple test which creates a material and a copy of
it. Both materials are then immediately unref'd. The test checks
whether the materials were actually freed by registering some user
data with a destroy callback. This should catch a bug that Cogl had
where it add an extra reference to the parent when a pipeline is
copied.
Signed-off-by: Robert Bragg <robert@linux.intel.com>
This adds a performance tracking framework that can run a set of tests over
specified git revisions. The ruby script for generating the reports comes from
similar performance tracking in GEGL. The framework permits evaluating new
tests against older version of clutter.
The tests themselves go through a few hoops for disabling framerate limiting in
both mesa and clutter.
When running make check the tests will be run and lines of the form:
@ test-state: 40.51 fps
will be left in the output, a script can scrape these lines out of a build log
on a buildbot to in other ways track performance.
We were checking HAVE_COGL_GLES2 but this is not publicly defined by
Cogl so since splitting Cogl from Clutter test-cogl-materials.c would
not have built against gles2 since it would end up enabling the GL
specific code path which would reference an undefined symbol.
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Complete the quest of commit bc548dc862
by making the ClutterStage methods for controlling the per-actor motion
and crossing event delivery public, and deprecating the global ones.
* swipe-action:
test-swipe-action: Clean up the test code
docs: Add the new actions to the API reference
gesture-action: Remove the multi-device entry points
swipe-action: Remove the required devices call
swipe-action: Clean up
gesture-action: Clean up
Add ClutterSwipeAction and ClutterGestureAction
cairo.h is intended to be included as <cairo.h> not <cairo/cairo.h> as
is the style for clutter.h. If you have installed cairo to a custom
prefix then using cairo/cairo.h can result in unintentional use of the
system cairo headers, or if they aren't installed then it will result in
a failure to find the header.
With the instantiatable ClutterShaderEffect, the only reason for
ClutterShader to exist is to make the ClutterActor::paint implementation
miserable.
Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on
ClutterTextures. It's also generally wrong unless you know *exactly* how
the actor's pipeline is set up — something we cannot even guarantee
internally unless we start doing lame type checks.
Most of the accessibility tests can be executed without the
accessibility support, although it is clear that they will
not work properly (ie using accerciser).
But in some specific cases (right now just the atk event test),
the test will crash if no accessibility support is enabled
Fixes http://bugzilla.clutter-project.org/show_bug.cgi?id=2447
The Cogl depth state API has changed to have a separate CoglDepthState
struct so this test was no longer building. This patch updates it to
use CoglPipeline and the new depth state API.
Cogl has changed the name of the experimental CoglPixelArray API to
CoglPixelBuffer. This updates the test to reflect that so it will
continue to build.
In Cogl, cogl-pango.h has moved to <cogl-pango/cogl-pango.h>. When
using the experimental 2.0 API (which Clutter does) it is no longer
possible to include it under the old name of <cogl/cogl-pango.h> so we
need to update the include location.
This adds a virtual to ClutterActor so that an actor subclass can
report whether it has overlapping primitives. ClutterActor uses this
to determine whether it needs to use ClutterFlattenEffect to implement
the opacity property. The default implementation of the virtual
returns TRUE which means that most actors will end up being redirected
offscreen when the opacity != 255. ClutterTexture and ClutterRectangle
override this to return FALSE because they should never need to be
redirected. ClutterClone overrides it to divert to the source.
The values for the ClutterOffscreenRedirect enum have changed to:
AUTOMATIC_FOR_OPACITY
The actor will only be redirected if has_overlaps returns TRUE and
the opacity is < 255
ALWAYS_FOR_OPACITY
The actor will always be redirected if the opacity < 255 regardless
of the return value of has_overlaps
ALWAYS
The actor will always be redirected offscreen.
This means that the property can't be used to prevent the actor from
being redirected but only to increase the likelihood that it will be
redirected.
ClutterActor now adds and removes the flatten effect depending on
whether flattening is needed directly in clutter_actor_paint(). There
are new internal versions of add/remove_effect that don't queue a
redraw. This means that ClutterFlattenEffect is now just a no-op
subclass of ClutterOffscreen. It is only needed because
ClutterOffscreen is abstract. Removing the effect also makes it so
that the cached image will be freed as soon as an actor is repainted
without being flattened.
This adds a conformance test for redirecting offscreen. It verifies
that the redirected actor has the right paint opacity, that it gets
redrawn only when the image cache needs to be invalidated and that it
ends up with the right appearance.
The id pool used for the actor's id should be a per-stage field. At some
point, we might have a Stage mapped to multiple framebuffers, or each
Stage mapped to a different framebuffer; also, on backend with low
color precision we don't want to exhaust the size of the available ids
with a global pool. Finally, it's yet another thing we can remove from
the global Clutter context.
Having the id pool allocated per-stage, and the pick id assigned on
Actor:mapped will make the whole pick-id more reliable and future proof.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2633https://bugzilla.gnome.org/show_bug.cgi?id=647876
In test-pixmap.c instead of using the GdkPixbuf API to load the
redhand.png image we now use the cairo API to load the png into a xlib
surface which wraps our Pixmap.
This test was the last thing that depended on the gdk API and since
it's more concise to use Cairo here which is a hard dependency for
Clutter this change means we avoid depending on GdkPixbuf directly.
Cogl has now been split out into a standalone project with a separate
repository at git://git.gnome.org/cogl. From now on the Clutter build
will now simply look for a cogl-1.0 pkg-config file to find a suitable
Cogl library to link against at build time.
This makes it possible to build Clutter against a standalone build of
Cogl instead of having the Clutter build traverse into the clutter/cogl
subdirectory.
This adds an autogen.sh, configure.ac and build/autotool files etc under
clutter/cogl and makes some corresponding Makefile.am changes that make
it possible to build and install Cogl as a standalone library.
Some notable things about this are:
A standalone installation of Cogl installs 3 pkg-config files;
cogl-1.0.pc, cogl-gl-1.0.pc and cogl-2.0.pc. The second is only for
compatibility with what clutter installed though I'm not sure that
anything uses it so maybe we could remove it. cogl-1.0.pc is what
Clutter would use if it were updated to build against a standalone cogl
library. cogl-2.0.pc is what you would use if you were writing a
standalone Cogl application.
A standalone installation results in two libraries currently, libcogl.so
and libcogl-pango.so. Notably we don't include a major number in the
sonames because libcogl supports two major API versions; 1.x as used by
Clutter and the experimental 2.x API for standalone applications.
Parallel installation of later versions e.g. 3.x and beyond will be
supportable either with new sonames or if we can maintain ABI then we'll
continue to share libcogl.so.
The headers are similarly not installed into a directory with a major
version number since the same headers are shared to export the 1.x and
2.x APIs (The only difference is that cogl-2.0.pc ensures that
-DCOGL_ENABLE_EXPERIMENTAL_2_0_API is used). Parallel installation of
later versions is not precluded though since we can either continue
sharing or later add a major version suffix.
On win32, test scripts are created with a .exe extension.
Under mingw, a .exe script is launched in 16 bit compatibility mode (through
ntvdm), and so it just does not run.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2619
Creating a synthetic event requires direct access to the ClutterEvent
union members; this access does not map in bindings to high-level
languages, especially run-time bindings using GObject-Introspection.
It's also midly annoying from C, as it unnecessarily exposes the guts of
ClutterEvent - something we might want to fix in the future.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2575
Some of the tests were ignoring the return value of
clutter_init_with_args and instead they would recognise an error by
seeing whether the GError parameter was set. This patch changes it to
check the return value so that it won't give a warning now that
G_GNUC_WARN_UNUSED_RESULT is on that function.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
This fixes segfaults when something goes wrong during
init, but the test keeps going anyway.
Except for test-easing and test-picking, these were fixed by
sed magic:
sed -i -s -e "s/clutter_init \?(&argc, &argv)/\
if (clutter_init (\&argc, \&argv) != CLUTTER_INIT_SUCCESS)\n\
return 1/" tests/*/*.c
http://bugzilla.clutter-project.org/show_bug.cgi?id=2574
This adds a conformance test which creates a lot of textures with
increasing size and destroys them again a number of times in order to
cause a few atlas migrations. The last time the textures are created
they are all read back and the data is verified to confirm that the
atlas migration successfully preserved the data.
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.
Let's try and start reducing the size of ClutterActorPrivate by moving
some optional, out-of-band data from it to GObject data.
The ShaderData structure is a prime candidate for this migration: it
does not need to be inspected by the actor, and its relationship with an
actor is transient and optional.
By attaching it to the actor's instance through g_object_set_data() we
neatly tie its lifetime to the instance, and we don't have to care
cleaning it up in the finalize()/dispose() implementation of
ClutterActor itself.
This adds a conformance test which paints using a pipeline that has
two layers containing textures. Each layer has a different user
matrix. When the two layers are combined with the right matrices then
all of the colors end up white. The test then verifies this by reading
back the pixels.
The venerable test-actors used the default stage, which meant that
closing the window just stopped the main loop but left the scene intact.
This does not happen with a normal stage created through
clutter_stage_new().
The change happened in 6ed6b2a54b, in an
unhelpfully named commit that was just supposed to switch to static
colors. My bad.
Anyway, the change led to some assertion failures when closing the stage
in the middle of an animation.
The correct thing to do when using an actor from another object (a
Timeline ::new-frame callback in this case) without owning the instance
is to connect to the ::destroy signal and clean up the pointer to avoid
calling an invalid actor.
Cairo has recently changed so that it no longer adds a final move-to
command when the path ends with a close. This patch makes the test
check the run-time version number of Cairo to avoid duplicating this
behaviour when testing the conversion to and from a Cairo path.
CLUTTER_BIND_POSITION and CLUTTER_BIND_SIZE are two convenience
enumeration values for binding x and y, and width and height
respectively, using a single ClutterBindConstraint.
With test-clip it's possible to draw three different shapes depending
on what mouse button is used: a rectangle, an ellipse or a path
containing multiple shapes. However the ellipse is also a path so it
doesn't really test anything extra from the third option. This
replaces the ellipse with a rectangle that is first rotated by the
modelview matrix. The rotated matrix won't be able to use the scissor
so it can be used to test stencil and clip plane clipping.
Between Clutter 0.8 and 1.0, the new-frame signal of ClutterTimeline
changed the second parameter to be an elapsed time in milliseconds
rather than the frame number. However a few places in clutter were
still calling the parameter 'frame_num' which is a bit
misleading. Notably the signature for the signal class closure in the
header was using the wrong name. This changes them to use 'msecs'.
This adds a custom "rows" property, that allows to define the rows of a
ClutterModel. A single row can either an array of all columns or an
object with column-name : column-value pairs.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2528
* xi2: (41 commits)
test-devices: Actually print the axis data
device-manager/xi2: Sync the stage of source devices
event: Clean up clutter_event_copy()
device: unset the axes array pointer when resetting
device-manager/xi2: Fix device hotplugging
glx: Clean up GLX implementation
device/x11: Store min/max keycode in the XI device class
x11: Hide all private symbols
docs: More documentation fixes for InputDevice
*/event: Never manipulate the event queue directly
win32: Update DeviceManager device creation
device: Allow enabling/disabling non-master devices
backend/eglx: Add newly created stages to the translators
device: Add more doc annotations
device: Use a double for translate_axis() argument
test-devices: Clean up and show axes data
event: Fix up clutter_event_copy()
device/xi2: Translate the axis data after setting devices
device: Add more accessors for properties
docs: Update API reference
...
We have a bunch of experimental convenience functions like
cogl_primitive_p2/p2t2 that have corresponding vertex structures but it
seemed a bit odd to have the vertex annotation e.g. "P2T2" be an infix
of the type like CoglP2T2Vertex instead of be a postfix like
CoglVertexP2T2. This switches them all to follow the postfix naming
style.
Instead of using an idle handler that synchonously paints the stage
by manually calling clutter_actor_paint (stage) the test now uses an
idle handler that repeatedly queues a redraw on the stage.
do_events is now called from a "paint" signal handler for the stage, and
instead of manually determining the fps the test now uses
CLUTTER_SHOW_FPS=1 instead.
Hierarchy and Device changed events come through with the X window set
to be the root window, not the stage window. We need to whitelist them
so that we can actually support hotplugging and device changes.
Slave and floating devices should always be disabled, and not deliver
events to the scene. It is up to the user to enable non-master devices
and handle events coming from them.
ClutterInputDevice gets a new :enabled property, defaulting to FALSE;
when a device manager creates a new device it has to set it to TRUE if
the :device-mode property is set to CLUTTER_INPUT_MODE_MASTER.
The main event queue entry point, _clutter_event_push(), will
automatically discard events coming from disabled devices.
This is a lump commit that is fairly difficult to break down without
either breaking bisecting or breaking the test cases.
The new design for handling X11 event translation works this way:
- ClutterBackend::translate_event() has been added as the central
point used by a ClutterBackend implementation to translate a
native event into a ClutterEvent;
- ClutterEventTranslator is a private interface that should be
implemented by backend-specific objects, like stage
implementations and ClutterDeviceManager sub-classes, and
allows dealing with class-specific event translation;
- ClutterStageX11 implements EventTranslator, and deals with the
stage-relative X11 events coming from the X11 event source;
- ClutterStageGLX overrides EventTranslator, in order to
deal with the INTEL_GLX_swap_event extension, and it chains up
to the X11 default implementation;
- ClutterDeviceManagerX11 has been split into two separate classes,
one that deals with core and (optionally) XI1 events, and the
other that deals with XI2 events; the selection is done at run-time,
since the core+XI1 and XI2 mechanisms are mutually exclusive.
All the other backends we officially support still use their own
custom event source and translation function, but the end goal is to
migrate them to the translate_event() virtual function, and have the
event source be a shared part of Clutter core.
The ClutterGLXTexturePixmap actor is just a wrapper around
ClutterX11TexturePixmap, since the relevant texture-from-pixmap code has
been moved down to Cogl.
The config.h header should be considered a Clutter internal header, and
the test cases (especially the interactive test cases) should strive to
never rely on internal headers.
Atlasing needs to be disabled for the hand texture so that it can work
out the step value needed to fetch a neighbouring pixel in the blur
shader. If the texture ends up in the atlas then the test can't know
the actual size of the texture so it looks wrong.
Other frameworks expose the same functionality as "auto-reverse",
probably to match the cassette tape player. It actually makes sense
for Clutter to follow suit.
The test-viewport interactive test is exercising the clip code - a job
better done by the conformance test suite and by the test-clip
interactive test.
The test-project test case was an old test that was barely working after
landing the size allocation API in Clutter 0.8. It has never been fixed,
and it's been of relative use ever since.
The test-offscreen interactive test was a dummy test for the
ClutterStage:offscreen property, which has been deprecated and
not implemented since Clutter 1.0, and never really worked except
briefly in Clutter 0.2 or something.
When determining the maximum number of layers we also need to take
into account GL_MAX_VERTEX_ATTRIBS on GLES2. Cogl needs one vertex
attrib for each texture unit plus two for the position and color.
We know support EV_REL events comming from evdev devices. This addition
is pretty straigthforward, it adds a x,y per GSource listening to a
evdev device, updates from EL_REL (relative) events and craft new
ClutterMotionEvents. As for buttons, BTN_LEFT..BTN_TASK are translated
to ClutterButtonEvents with 1..8 as button number.
This is mostly a stub, starting point for a one-stop Cogl
micro-benchmarking tool. The first test it adds is one that tries to
hammer the Cogl journal, but no doubt there are lots of other things we
should be regularly testing. Currently the aim is that the tool will be
able to also generate reports which we can collect to keep track of
performance changes over time.
This creates a material which users a layer to override the color of
the rectangle. A simple vertex shader is then created which just
emulates the fixed function pipeline. No fragment shader is
added. This demonstrates a bug where the layer state is getting
ignored when a vertex shader is in use.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2221
Previously the alpha component of the test texture data was always set
to 255 and the data was read back as RGB so that the alpha component
is ignored. Now the alpha component is set to a generated value and
the data is read back a second time as RGBA to verify that Cogl is not
doing any premult conversions when the internal texture and target
data is the same.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
The CSS Color Module 3, available at:
http://www.w3.org/TR/css3-color/
allows defining colors as:
rgb ( r, g, b )
rgba ( r, g, b, a)
along with the usual hexadecimal and named notations.
The r, g, and b channels can be:
• integers between 0 and 255
• percentages, between 0% and 100%
The alpha channel, if included using the rgba() modifier, can be a
floating point value between 0.0 and 1.0.
The ClutterColor parser should support this notation.
The Behaviour class and its implementations have been replaced by the
new animation framework API and by the constraints for layout-related
animations.
Currently, we need to make tests build, so we undef DISABLE_DEPRECATED
in specific test cases while they get ported.
When COGL_ENABLE_EXPERIMENTAL_2_0_API is defined cogl.h will now include
cogl2-path.h which changes cogl_path_new() so it can directly return a
CoglPath pointer; it no longer exposes a prototype for
cogl_{get,set}_path and all the remaining cogl_path_ functions now take
an explicit path as their first argument.
The idea is that we want to encourage developers to retain path objects
for as long as possible so they can take advantage of us uploading the
path geometry to the GPU. Currently although it is possible to start a
new path and query the current path, it is not convenient.
The other thing is that we want to get Cogl to the point where nothing
depends on a global, current context variable. This will allow us to one
day define a sensible threading model if/when that is ever desired.
We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.
This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.
To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:
#define cogl_position_in gl_Vertex
#define cogl_color_in gl_Color
#define cogl_tex_coord_in gl_MultiTexCoord0
#define cogl_tex_coord0_in gl_MultiTexCoord0
#define cogl_tex_coord1_in gl_MultiTexCoord1
#define cogl_tex_coord2_in gl_MultiTexCoord2
#define cogl_tex_coord3_in gl_MultiTexCoord3
#define cogl_tex_coord4_in gl_MultiTexCoord4
#define cogl_tex_coord5_in gl_MultiTexCoord5
#define cogl_tex_coord6_in gl_MultiTexCoord6
#define cogl_tex_coord7_in gl_MultiTexCoord7
#define cogl_normal_in gl_Normal
#define cogl_position_out gl_Position
#define cogl_point_size_out gl_PointSize
#define cogl_color_out gl_FrontColor
#define cogl_tex_coord_out gl_TexCoord
#define cogl_modelview_matrix gl_ModelViewMatrix
#define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
#define cogl_projection_matrix gl_ProjectionMatrix
#define cogl_texture_matrix gl_TextureMatrix
And for fragment shaders we have:
#define cogl_color_in gl_Color
#define cogl_tex_coord_in gl_TexCoord
#define cogl_color_out gl_FragColor
#define cogl_depth_out gl_FragDepth
#define cogl_front_facing gl_FrontFacing