The changes in the master clock and the repaint cycle have been
changed, and broke the way the test for the Text actor cache of
PangoLayouts forces a redraw.
We have to call clutter_actor_paint() on the Stage embedding the
Text actor we want to test; this is kinda fugly because if the
Layout has changed it will end up causing a reallocation cycle
in the middle of the Text actor paint. Since it's a test case,
and since forcing redraws is a bit of a hack as well, we can
close both our eyes on that.
Markers added at the start of the timeline need to be special cased
because we effectively check whether the marker time is greater than
the old frame time or less than or equal to the new frame time but we
never actually emit a frame for the start of the timeline.
If the timeline is looping then it adjusts the position to interpolate
a wrapped around position. However we do not emit a new frame after
setting this position so we need to check for markers again there.
clutter_timeline_get_delta should return the actual wall clock time
between emissions of the new-frame signal - even if the elapsed time
has been fudged at the end of the timeline. To make this work it no
longer directly manipulates priv->msecs_delta but instead passes a
delta value to check_markers.
This reverts commit 9c5663d671.
The patch was causing problems for applications that expect the
elapsed_time to be at either end of the timeline when the completed
signal is fired. For example test-behave swaps the direction of the
timeline in the completed handler but if the time has overflowed the
end then the timeline would only take a short time to get back the
beginning. This caused the animation to just vibrate around the
beginning.
The new-frame signal of a timeline was previously guaranteed to be
emitted with the elapsed_time set to the end before it emits the
completed signal. This doesn't necessarily make sense for looping
timelines because it would cause the elapsed time to be clamped to a
slightly off value whenever the timeline restarts. This patch makes it
perform the wrap around before emitting the new-frame signal so that
the elapsed time always corresponds to the time elapsed since the
timeline was started.
Additionally it no longer fudges the msecs_delta property to make the
marker check work so clutter_timeline_get_delta will always return the
wall clock time since the last frame.
A flag in the master clock is now set whenever the dispatch caused an
actual redraw of a stage. If this flag is not set during the prepare
and check functions then it will resort to limiting the redraw
attempts to the default frame rate as if vblank syncing was
disabled. Otherwise if a timeline is running that does not cause the
scene to change then it would busy-wait with 100% CPU until the next
frame.
This fix was suggested by Owen Taylor in:
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
We do not need the whole redraw machinery inside
clutter_stage_read_pixels(): instead, we want Clutter to drop everything,
paint and call glReadPixels() with the current buffer.
The clutter_redraw() function is used by embedding toolkits to
force a redraw on a stage. Since everything is performed by
toggling a flag inside the Stage itself and then letting the
master clock advance, we need a ClutterStage method to ensure
that we start the master clock and redraw.
The master clock now works fine whether or not there are any stages,
so in the timeline conformance tests don't need to set up their
own times.
Set CLUTTER_VBLANK=none for the conformance tests, which in addition
to removing an test-environment dependency, will result in the ticking
for timeline tests being throttled to the default frame rate.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Instead of calculating a delta in the master clock, and passing that
into each timeline, make each timeline individually responsible for
remembering the last time and computing the delta.
This:
- Fixes a problem where we could spin infinitely processing
timeline-only frames with < 1msec differences.
- Makes timelines consistently start timing on the first frame;
instead of doing different things for the first started timeline
and other timelines.
- Improves accuracy of elapsed time computations by avoiding
accumulating microsecond => millisecond truncation errors.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
clutter-master-clock.c clutter-master-clock.h: When the
SYNC_TO_VBLANK feature is not available, wait for 1/frame_rate
seconds since the start of the last frame before drawing the next
frame. Add _clutter_master_clock_start_running() to abstract
the usage of g_main_context_wakeup()
clutter-stage.c: Add _clutter_master_clock_start_running()
clutter-main.c: Update docs for clutter_set_default_frame_rate()
clutter_get_default_frame_rate() to no longer talk about timeline
frame rates.
test-text-perf.c test-text.c: Set a frame rate of 1000fps so that
frame-rate limiting doesn't affect the result.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Change CLUTTER_PRIORITY_REDRAW to be lower than the GTK+ resize
and relayout priorities to avoid starving GTK+ when run in the
same process as clutter.
Remove the unused CLUTTER_PRIORITY_TIMELINE
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Using clutter_stage_get_actor_at_pos() rather than synthesizing
events; the synthesized events were being compressed, so we were
only tesitng one pick per frame.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Instead of trying to guess about which motion events are
extraneous, queue up all events until we process a frame.
This allows us to look ahead and reliably compress consecutive
sequence of motion events.
clutter-main.c: Feed received events to the stage for queueing.
Remove old compression code. Remove clutter_get_motion_events_frequency()
clutter_set_motion_events_frequency()
clutter-stage.c: Keep a queue of pending events.
clutter-master-clock.c: Add processng of queued events to the
clock source dispatch function.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
When a redraw is queued on a stage, simply set a flag; then in
the check/prepare functions of the master clock source, check
for stages that need redrawing.
This avoids the complexity of having multiple competing sources
at the same priority and makes the update ordering more reliable and
understandable.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If a timeline is added from a different thread, we need to
call g_main_context_wakeup() to wake the main thread up to
start updating the timeline.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Instead of keeping a list of all timelines, and connecting to
signals and weak notifies, simply keep a list of running timelines;
this greatly simplifies both the book-keeping, and also determining
if there are any running timelines.
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Remove code to advance the master clock after drawing a frame; if
there are any running timelines the master clock will do another
frame by itself, and the clock will be advanced before running
that frame.
With this change, there is no point in queueing an extra frame
redraw after completing a timeline, since we are always advancing
the timeline *before* redrawing, so remove that code as well.
(This does mean that calling clutter_timeline_stop() won't implicitly
cause the stage to be redrawn; this doesn't seem like something
an app should rely on in any case.)
http://bugzilla.openedhand.com/show_bug.cgi?id=1637
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The clutter_stage_fullscreen() and clutter_stage_unfullscreen() are
a GDK-ism. The underlying implementation is already using an accessor
with a boolean parameter.
This should take the amount of collisions between properties, methods
and signals to zero.
The :fullscreen property is very much confusing as it is implemented.
It can be written to a value, but the whole process might fail. If we
set:
g_object_set (stage, "fullscreen", TRUE, NULL);
and the fullscreen process fails or it is not implemented, the value
will be reset to FALSE (if we're lucky) or left TRUE (most of the
times).
The writability is just a shorthand for invoking clutter_stage_fullscreen()
or clutter_stage_unfullscreen() depending on a boolean value without
using an if.
The :fullscreen property also greatly confuses high level languages,
since the same symbol is used:
- for a method name (Clutter.Stage.fullscreen())
- for a property name (Clutter.Stage.fullscreen)
- for a signal (Clutter.Stage::fullscreen)
For these reasons, the :fullscreen should be renamed to :fullscreen-set
and be read-only. Implementations of the Stage should only emit the
StageState event to change from normal to fullscreen, and the Stage
will automatically update the value of the property and emit a notify
signal for it.
Instead of blacklisting experimental features at the end we can
explicitly mark backends and image backends near their checks and
provide a summary at the end.
There have been changes in JSON-GLib upstream to clean up the
data structures, and facilitate introspection.
We still not use the updated JsonParser with the (private) JsonScanner
code, since it's a fork of GLib's GScanner.
Otherwise if there is an error before the slices are created it will
try to free the first_pixels array and crash.
It now also checks whether first_pixels has been created before using
it to update the mipmaps. This should only happen for
cogl_texture_new_from_foreign and doesn't matter if the FBO extension
is available. It would be better in this case to fetch the first pixel
using glGetTexImage as Owen mentioned in the last commit.
tex->first_pixels was never set for foreign textures, leading
to a crash when the texture object is freed.
As a quick fix, simply set to NULL. A more complete fix would
require remembering if we had ever seen the first pixel uploaded,
and if not, doing a glReadPixel to get it before triggering the
mipmap update.
http://bugzilla.openedhand.com/show_bug.cgi?id=1645
Signed-off-by: Neil Roberts <neil@linux.intel.com>
It's very common that there's no reasonable fallback to do if the
blend or combine string you set isn't supported. So, rather than
requiring everybody to pass in a GError purely to catch syntax erorrs,
automatically g_warning() if a parse error is encountered and @error
is NULL.
http://bugzilla.openedhand.com/show_bug.cgi?id=1642
Signed-off-by: Robert Bragg <robert@linux.intel.com>
When we complete a timeline, we clamp the elapsed_time variable
to the range of the timeline. We need to adjust msecs_delta so that
when we check for hit markers we have the correct interval.
http://bugzilla.openedhand.com/show_bug.cgi?id=1641
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The Animation should be referenced during the notification of the
alpha value, since the callback is invoked depending on the Alpha
and it won't vivify the Animation instance for us.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1537
ClutterEvent is not really gobject-introspection friendly because
of the whole discriminated union thing. In particular, if you get
a ClutterEvent in a signal handler, you probably can't access the
event-type-specific fields, and you probably can't call methods
like clutter_key_event_symbol() either, because you can't cast the
ClutterEvent to a ClutterKeyEvent.
The cleanest solution is to turn every accessor into ClutterEvent
methods, accepting a ClutterEvent* and internally checking the event
type.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1585
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>
An implementaton of realize() never needs to set the
CLUTTER_ACTOR_REALIZED flag, though it can unset the flag if
things fail unexpectedly. (Previously, stage backend implementations
had to do this since clutter_actor_realize() wasn't used; this
is no longer the case.)
http://bugzilla.openedhand.com/show_bug.cgi?id=1634
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Due to the accumulation of floating point errors, natural_width
and min_width can diverge significantly even if the math for
computing them is correct. So just clamp natural_width to
min_width instead of warning about it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1632
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we use float temporaries when computing the bounds of
a group, then, depending on what variables are kept in registers
and what stored on the stack, the accumulated difference between
natural_width and min_width can be more than FLOAT_EPSILON.
Using double temporaries will eliminate the difference in most
cases, or, very rarely, reduce it to a last-bit error.
http://bugzilla.openedhand.com/show_bug.cgi?id=1632
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
If we are cloning an source actor with an unmapped parent, then when
we temporarily map the source actor:
- We need to skip the check that a mapped actor has a mapped
parent.
- We need to realize the actor's parents before mapping it,
or we'll get an assertion failure in clutter_actor_update_map_state()
because an actor with an unmapped parent is !may_be_realized.
http://bugzilla.openedhand.com/show_bug.cgi?id=1633
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
Use the AS_COMPILER_FLAGS to check whether the maintainer compiler flags
we use are supported; this should fail gracefully and only use the ones
that the compiler actually understands.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1639
Setting the stage size using clutter_actor_set_size() is almost always
wrong: the X11 stage implementation should save the size and queue a
relayout -- like it does when receiving a ConfigureNotify. The same
should happen when setting it to be full screen.
Since we build the Cogl GIR inside /clutter/cogl we should be looking
there when building the Clutter GIR. Otherwise g-ir-scanner will look
inside the gir directory -- and if you never built Clutter before it
will error out.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1638
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
The test was quiting after the 2nd frame but it should be the third frame because
the test doesn't actually check results until the third frame due to the workaround
for drivers with broken glReadPixels.
(When first written the test would have been verified with the
clutter_main_quit() commented out which gives visual feedback of what the
test does, so the off by one would have snuck in just before uncommenting
and pushing.)
The load-finished signal has a GError* argument which is meant to
signify whether the loading was successful. However many of the
places in ClutterTexture that emit this signal directly pass their
'error' variable which is a GError** and will be NULL or not
completely independently of whether there was an error. If the
argument was dereferenced it would probably crash.
The test-texture-async interactive test case should also verify
that the ::load-finished signal is correctly emitted.
Fixes bug:
http://bugzilla.openedhand.com/show_bug.cgi?id=1622