Since offscreen rendering is internally forced to be upside down Cogl
needs to reverse the glFrontFace winding order so as not to interfere
with the use of cogl_set_backface_culling_enabled()
This ensures we test that mechanism.
Mostly this was written to verify that we don't flip the data read back from
an offscreen draw buffer. (since all offscreen rendering is done upside
down)
This adds a basic test to check that rendering a few colored rectangles
offscreen works and that the modelview gets restored when switching back to
the previous buffer.
Unlike OpenGL Cogl puts the origin of windows/viewports at the top left
instead of bottom left. This test verifies that we correctly translate Cogl
viewports to OpenGL viewports for the awkward cases where the given viewport
has an offset and/or the viewport has a different size to the current draw
buffer.
It helps to be able to quickly glance at the definition to see which
quadrant of the test actor should be which color, so when debugging a
problem and looking at the visual output you can easily verify if it's being
flipped upside down/left to right.
This contains four tests :-
- A regular onscreen source with a clone next to it
- An offscreen source with a clone. This is currently commented out
because it no longer works.
- An onscreen source with a rectangular clip and a clone.
- An onscreen source with a clip from a path and a clone.
The sources are all a 2x2 grid of colors. Each clone is tested that it
either contains the color that should be at that grid position or that
the stage color is showing through if the source is clipped.
The additional check draws another front facing rectangle but this time with
the texture coords flipped on the x axis. The code that handles sliced
textures in cogl-primitives.c makes some suspicious changes to the geometry
when the texture coords are inverted.
As part of an incremental process to have Cogl be a standalone project we
want to re-consider how we organise the Cogl source code.
Currently this is the structure I'm aiming for:
cogl/
cogl/
<put common source here>
winsys/
cogl-glx.c
cogl-wgl.c
driver/
gl/
gles/
os/ ?
utils/
cogl-fixed
cogl-matrix-stack?
cogl-journal?
cogl-primitives?
pango/
The new winsys component is a starting point for migrating window system
code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl.
The utils/ and pango/ directories aren't added by this commit, but they are
noted because I plan to add them soon.
Overview of the planned structure:
* The winsys/ API is the API that binds OpenGL to a specific window system,
be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic
under clutter/{glx,osx,win32 etc} should migrate here.
* Note there is also the idea of a winsys-base that may represent a window
system for which there are multiple winsys APIs. An example of this is
x11, since glx and egl may both be used with x11. (currently only Clutter
has the idea of a winsys-base)
* The driver/ represents a specific varient of OpenGL. Currently we have "gl"
representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing
GLES 1.1 (fixed funciton) and 2.0 (fully shader based)
* Everything under cogl/ should fundamentally be supporting access to the
GPU. Essentially Cogl's most basic requirement is to provide a nice GPU
Graphics API and drawing a line between this and the utility functionality
we add to support Clutter should help keep this lean and maintainable.
* Code under utils/ as suggested builds on cogl/ adding more convenient
APIs or mechanism to optimize special cases. Broadly speaking you can
compare cogl/ to OpenGL and utils/ to GLU.
* clutter/pango will be moved to clutter/cogl/pango
How some of the internal configure.ac/pkg-config terminology has changed:
backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11"
backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la"
clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx"
CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS
clutterbackendlib -> CLUTTER_WINSYS_LIB
CLUTTER_COGL -> COGL_DRIVER # e.g. "gl"
Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps
As the first thing to take advantage of the new winsys component in Cogl;
cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into
cogl/common/cogl.c and this common implementation first trys
_cogl_winsys_get_proc_address() but if that fails then it falls back to
gmodule.
When computing the pixels value of a ClutterUnits value we should
be caching the value to avoid recomputing for every call of
clutter_units_to_pixels(). We already have a flag telling us to
return the cached value, but we miss the mechanism to evict the
cache whenever the Backend settings affecting the conversion, that
is default font and resolution, change.
In order to implement the eviction we can use a "serial"; the
Backend will have an internal serial field which we retrieve and
put inside the ClutterUnits structure (we split one of the two
64 bit padding fields into two 32 bit fields to maintain ABI); every
time we call clutter_units_to_pixels() we compare the units serial
with that of the Backend; if they match and pixels_set is set to
TRUE then we just return the stored pixels value. If the serials
do not match then we unset the pixels_set flag and recompute the
pixels value.
We can verify this by adding a simple test unit checking that
by changing the resolution of ClutterBackend we get different
pixel values for 1 em.
http://bugzilla.openedhand.com/show_bug.cgi?id=1843
Current parsing of units has a number of shortcomings:
* a number followed by trailing space (without any unit specified) was
not recognized,
* "5 emeralds" was parsed as 5em,
* the way we parse the digits after the separator makes us lose
precision for no good reason (5.0 is parsed as 5.00010014...f which
makes g_assert_cmpfloat() fail)
Let's define a stricter grammar we can recognize and try to do so. The
description is in EBNF form, removing the optional <> which is a pain
when having to write DocBook, and using '' for the terminal symbols.
Last step, add more ClutterUnits unit test to get a better coverage of
the grammar we want to parse.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Parse #rgb and #rrggbb in addition to forms with the alpha channel
specified. This allows conversion of colour strings from documents such as
CSS where the alpha channel is not specified when using '#' notation.
This patch also adds the relevant conformance test.
This unit verifies that an Actor class will invoke the get_preferred_*
virtual functions unless the caching is in effect; it also verifies
that the cached values are correctly evicted.
The size requisition and allocation mechanisms should be thoroughly
tested to avoid unwanted regressions.
For starters, we can test the explicit size setting and the side
effects of calling clutter_actor_set_size().
We need to test that the depth sorting of ClutterGroup works correctly
in case we wish to change the data structure that stores the children,
and do so without changing the default behaviour.
We should follow the convention for boxed types initializers of:
<type_name>_from_<another_type> (boxed, value)
For ClutterUnits as well; so:
clutter_units_pixels -> clutter_units_from_pixels
clutter_units_em -> clutter_units_from_em
...
We should still keep the short-hand version as a macro, though.
The ClutterColor conformance test should have a unit for verifying
the RGB<->HLS conversion code, especially the ability to roundtrip
between the two colorspaces.
Fixes and adds a unit test for creating and drawing using materials with
COGL_INVALID_HANDLE texture layers.
This may be valid if for example the user has set a texture combine string
that only references a constant color.
_cogl_material_flush_layers_gl_state will bind the fallback texture for any
COGL_INVALID_HANDLE layer, later though we could explicitly check when the
current blend mode does't actually reference a texture source in which case
binding the fallback texture is redundant.
This tests drawing using cogl_rectangle, cogl_polygon and
cogl_vertex_buffer_draw.
To allow for flushing of batched geometry within Cogl we can't support users
directly calling glReadPixels. glReadPixels is also awkward, not least
because it returns upside down image data.
All the unit tests have been swithed over and clutter_stage_read_pixels now
sits on top of this too.
In order to be ready for the next major version of GLib we need to
disable single header inclusion by using the G_DISABLE_SINGLE_INCLUDES
define in the build process.
Merge branch 'premultiplication'
[cogl-texture docs] Improves the documentation of the internal_format args
[test-premult] Adds a unit test for texture upload premultiplication semantics
[fog] Document that fogging only works with opaque or unmultipled colors
[test-blend-strings] Explicitly request RGBA_888 tex format for test textures
[premultiplication] Be more conservative with what data gets premultiplied
[bitmap] Fixes _cogl_bitmap_fallback_unpremult
[cogl-bitmap] Fix minor copy and paste error in _cogl_bitmap_fallback_premult
Avoid unnecesary unpremultiplication when saving to local data
Don't unpremultiply Cairo data
Default to a blend function that expects premultiplied colors
Implement premultiplication for CoglBitmap
Use correct texture format for pixmap textures and FBO's
Add cogl_color_premultiply()
cogl_texture_new_from_data lets you specify a source format for the users given
data, and an internal format which the user wants the GPU to see. This unit
test verifies that the users data is premultiplied, un-premultiplied or
left alone for a number of (source format, internal format) pairs.
cogl_texture_set_region allows specifying a source format, and the internal
format is determined from the texture being updated. As above we test
a number of format pairs and check Cogl is converting data correctly.
The test verifies that if the user allows COGL_FORMAT_ANY for the
internal_format then by default Cogl will choose a premultipled format for
RGBA textures.
Note: Currently this only tests cogl_texture_new_from_data and
cogl_texture_set_region, we should also test cogl_texture_new_from_file,
cogl_texture_new_from_bitmap and cogl_texture_new_from_foreign.
This test assumes that the textures will be stored internally with exactly
the color given so that specific texture combining arithmetic can be
tested. Using COGL_PIXEL_FORMAT_ANY allows Cogl to internally premultiply
the textures, so we have to explicitly request an unmultiplied format.
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.
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.
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>
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 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.
Units as they have been implemented since Clutter 0.4 have always been
misdefined as "logical distance unit", while they were just pixels with
fractionary bits.
Units should be reworked to be opaque structures to hold a value and
its unit type, that can be then converted into pixels when Clutter needs
to paint or compute size requisitions and perform allocations.
The previous API should be completely removed to avoid collisions, and
a new type:
ClutterUnits
should be added; the ability to install GObject properties using
ClutterUnits should be maintained.
Timelines no longer work in terms of a frame rate and a number of
frames but instead just have a duration in milliseconds. This better
matches the working of the master clock where if any timelines are
running it will redraw as fast as possible rather than limiting to the
lowest rated timeline.
Most applications will just create animations and expect them to
finish in a certain amount of time without caring about how many
frames are drawn. If a frame is going to be drawn it might as well
update all of the animations to some fraction of the total animation
rather than rounding to the nearest whole frame.
The 'frame_num' parameter of the new-frame signal is now 'msecs' which
is a number of milliseconds progressed along the
timeline. Applications should use clutter_timeline_get_progress
instead of the frame number.
Markers can now only be attached at a time value. The position is
stored in milliseconds rather than at a frame number.
test-timeline-smoothness and test-timeline-dup-frames have been
removed because they no longer make sense.
All the underlying implementation and the public entry points have
been switched to floats; the only missing bits are the Actor properties
that deal with positioning and sizing.
This usually means a major pain when dealing with GValues and varargs
functions. While GValue will warn you when dealing with the wrong
conversions, varags will simply die an horrible (and hard to debug)
death via segfault. Nothing much to do here, except warn people in the
release notes and hope for the best.
cogl_enable_depth_test and cogl_enable_backface_culling have been renamed
and now have corresponding getters, the new functions are:
cogl_set_depth_test_enabled
cogl_get_depth_test_enabled
cogl_set_backface_culling_enabled
cogl_get_backface_culling_enabled
Setting up layer combine functions and blend modes is very awkward to do
programatically. This adds a parser for string based descriptions which are
more consise and readable.
E.g. a material layer combine function could now be given as:
"RGBA = ADD (TEXTURE[A], PREVIOUS[RGB])"
or
"RGB = REPLACE (PREVIOUS)"
"A = MODULATE (PREVIOUS, TEXTURE)"
The simple syntax and grammar are only designed to expose standard fixed
function hardware, more advanced combining must be done with shaders.
This includes standalone documentation of blend strings covering the aspects
that are common to blending and texture combining, and adds documentation
with examples specific to the new cogl_material_set_blend() and
cogl_material_layer_set_combine() functions.
Note: The hope is to remove the now redundant bits of the material API
before 1.0