mirror of
https://github.com/brl/mutter.git
synced 2024-11-10 16:16:20 -05:00
101a3cac4e
Rework the stage wrapper/implementation relation: remove duplicated code and all the bookkeeping from the backends into ClutterStage whenever possible, to reduce the amount of work a backend must do (and possibly get wrong). Thanks to Tommi Komulainen. * clutter/clutter-main.c: (clutter_init_with_args), (clutter_init): Realize the default stage after creation. The default stage is special, because we use it in the initialization sequence. This removes the burden from the backends and reduces the things a backend can get wrong. * clutter/clutter-stage.c: (clutter_stage_show): Make sure to realize the implementation if it hasn't been realized yet. (clutter_stage_realize): Set the REALIZED flag and call clutter_stage_ensure_current() if the implementation was successfully realized. (clutter_stage_unrealized): Call clutter_stage_ensure_current() on unrealize. * clutter/glx/clutter-backend-glx.c: (clutter_backend_glx_create_stage): Do not realize the stage anymore when creating it, and let the normal realization sequence take place. (clutter_backend_glx_ensure_context): Trap for X11 errors. * clutter/glx/clutter-stage-glx.c: (clutter_stage_glx_realize): Chain up to the X11 implementation so that we can set up the window state (title, cursor visibility) when we actually have a X window. Also, do not call clutter_stage_ensure_current(), and rely on the wrapper to do it for us. This means we can drop setting the REALIZED flag on the wrapper. (clutter_stage_glx_unrealize): Do not call clutter_stage_ensure_current() ourselves, and rely on the wrapper to do it for us. * clutter/x11/clutter-stage-x11.c: (set_wm_title), (set_cursor_visible): Move the WM title and cursor visibility code inside their own functions. (clutter_stage_x11_realize): Set the window title and whether the cursor is visible or not after realizing the stage. (clutter_stage_x11_set_cursor_visible), (clutter_stage_x11_set_title): Call set_wm_title() and set_cursor_visible(). (clutter_stage_x11_finalize): Free the title string. * clutter/x11/clutter-stage-x11.h: Save more of the stage state, so that we can set it even when the stage hasn't been realized yet. * clutter/eglnative/clutter-backend-egl.c: (clutter_backend_egl_create_stage): * clutter/eglnative/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglnative backend. * clutter/eglx/clutter-backend-egl.c: (clutter_backend_egl_ensure_context), (clutter_backend_egl_create_stage): * clutter/eglx/clutter-stage-egl.c: (clutter_stage_egl_unrealize), (clutter_stage_egl_realize): Update the eglx backend. * clutter/sdl/clutter-backend-sdl.c: (clutter_backend_sdl_create_stage): * clutter/sdl/clutter-stage-sdl.c: (clutter_stage_sdl_realize): Update the sdl backend. * clutter/fruity/clutter-backend-fruity.c: (clutter_backend_fruity_create_stage): * clutter/sdl/clutter-stage-fruity.c: (clutter_stage_fruity_realize): Update the fruity backend. * tests/test-multistage.c (on_button_press): Bail out if clutter_stage_new() returns NULL. * HACKING.backends: Update backend writing documentation.
277 lines
7.7 KiB
C
277 lines
7.7 KiB
C
#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-backend-egl.h"
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#include "clutter-stage-egl.h"
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#include "clutter-eglx.h"
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#include "../clutter-main.h"
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#include "../clutter-feature.h"
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#include "../clutter-color.h"
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#include "../clutter-util.h"
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#include "../clutter-event.h"
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#include "../clutter-enum-types.h"
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#include "../clutter-private.h"
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#include "../clutter-debug.h"
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#include "../clutter-units.h"
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#include "../clutter-container.h"
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#include "../clutter-stage.h"
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#include "../clutter-stage-window.h"
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static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterStageEGL,
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clutter_stage_egl,
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CLUTTER_TYPE_STAGE_X11,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
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clutter_stage_window_iface_init));
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static void
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clutter_stage_egl_unrealize (ClutterActor *actor)
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{
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ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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gboolean was_offscreen;
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CLUTTER_MARK();
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g_object_get (stage_x11->wrapper, "offscreen", &was_offscreen, NULL);
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CLUTTER_ACTOR_CLASS (clutter_stage_egl_parent_class)->unrealize (actor);
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clutter_x11_trap_x_errors ();
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if (G_UNLIKELY (was_offscreen))
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{
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/* No support as yet for this */
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}
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else
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{
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if (!stage_x11->is_foreign_xwin && stage_x11->xwin != None)
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{
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XDestroyWindow (stage_x11->xdpy, stage_x11->xwin);
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stage_x11->xwin = None;
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}
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else
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stage_x11->xwin = None;
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}
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if (stage_egl->egl_surface)
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{
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eglDestroySurface (clutter_eglx_display (), stage_egl->egl_surface);
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stage_egl->egl_surface = EGL_NO_SURFACE;
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}
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XSync (stage_x11->xdpy, False);
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clutter_x11_untrap_x_errors ();
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CLUTTER_MARK ();
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}
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static void
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clutter_stage_egl_realize (ClutterActor *actor)
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{
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ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (actor);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (actor);
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ClutterBackendEGL *backend_egl;
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EGLConfig configs[2];
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EGLint config_count;
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EGLBoolean status;
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gboolean is_offscreen = FALSE;
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CLUTTER_NOTE (BACKEND, "Realizing main stage");
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g_object_get (stage_x11->wrapper, "offscreen", &is_offscreen, NULL);
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backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ());
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if (G_LIKELY (!is_offscreen))
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{
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int c;
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int num_configs;
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int max_tex_units;
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EGLConfig *all_configs;
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EGLint cfg_attribs[] = {
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EGL_BUFFER_SIZE, EGL_DONT_CARE,
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EGL_RED_SIZE, 5,
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EGL_GREEN_SIZE, 6,
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EGL_BLUE_SIZE, 5,
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EGL_NONE
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};
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status = eglGetConfigs (backend_egl->edpy,
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configs,
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2,
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&config_count);
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eglGetConfigs (clutter_eglx_display (), NULL, 0, &num_configs);
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all_configs = g_malloc (num_configs * sizeof (EGLConfig));
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eglGetConfigs (clutter_eglx_display (),
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all_configs,
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num_configs,
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&num_configs);
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for (c = 0; c < num_configs; ++c)
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{
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EGLint red = -1, green = -1, blue = -1, alpha = -1, stencil = -1;
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_RED_SIZE, &red);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_GREEN_SIZE, &green);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_BLUE_SIZE, &blue);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_ALPHA_SIZE, &alpha);
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eglGetConfigAttrib (clutter_eglx_display (),
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all_configs[c],
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EGL_STENCIL_SIZE, &stencil);
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CLUTTER_NOTE (BACKEND, "EGLConfig == R:%d G:%d B:%d A:%d S:%d \n",
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red, green, blue, alpha, stencil);
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}
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max_tex_units = 0;
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glGetIntegerv (GL_MAX_TEXTURE_SIZE, &max_tex_units);
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CLUTTER_NOTE (BACKEND, "Texture units: %d\n", max_tex_units);
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g_free (all_configs);
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if (status != EGL_TRUE)
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{
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g_critical ("eglGetConfigs failed");
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goto fail;
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}
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status = eglChooseConfig (backend_egl->edpy,
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cfg_attribs,
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configs,
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G_N_ELEMENTS (configs),
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&config_count);
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if (status != EGL_TRUE)
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{
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g_critical ("eglChooseConfig failed");
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goto fail;
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}
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if (stage_x11->xwin == None)
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stage_x11->xwin =
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XCreateSimpleWindow (stage_x11->xdpy,
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stage_x11->xwin_root,
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0, 0,
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stage_x11->xwin_width,
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stage_x11->xwin_height,
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0, 0,
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WhitePixel (stage_x11->xdpy,
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stage_x11->xscreen));
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XSelectInput (stage_x11->xdpy, stage_x11->xwin,
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StructureNotifyMask
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| ExposureMask
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/* FIXME: we may want to eplicity enable MotionMask */
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| PointerMotionMask
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| KeyPressMask
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| KeyReleaseMask
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| ButtonPressMask
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| ButtonReleaseMask
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| PropertyChangeMask);
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/* FIXME, do these in a clutterstage_x11_realise? */
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clutter_stage_x11_fix_window_size (stage_x11);
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clutter_stage_x11_set_wm_protocols (stage_x11);
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if (stage_egl->egl_surface != EGL_NO_SURFACE)
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{
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eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface);
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stage_egl->egl_surface = EGL_NO_SURFACE;
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}
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stage_egl->egl_surface =
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eglCreateWindowSurface (backend_egl->edpy,
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configs[0],
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(NativeWindowType) stage_x11->xwin,
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NULL);
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if (stage_egl->egl_surface == EGL_NO_SURFACE)
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{
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g_critical ("Unable to create an EGL surface");
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goto fail;
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}
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if (G_UNLIKELY (backend_egl->egl_context == None))
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{
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CLUTTER_NOTE (GL, "Creating EGL Context");
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backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
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configs[0],
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EGL_NO_CONTEXT,
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NULL);
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if (backend_egl->egl_context == EGL_NO_CONTEXT)
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{
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g_critical ("Unable to create a suitable EGL context");
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goto fail;
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}
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}
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CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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else
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{
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g_critical ("EGLX Backend does not support offscreen rendering");
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goto fail;
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}
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/* we need to chain up to the X11 stage implementation in order to
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* set the window state in case we set it before realizing the stage
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*/
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CLUTTER_ACTOR_CLASS (clutter_stage_glx_parent_class)->realize (actor);
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return;
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fail:
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CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
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}
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static void
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clutter_stage_egl_dispose (GObject *gobject)
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{
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ClutterStageEGL *stage_egl = CLUTTER_STAGE_EGL (gobject);
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ClutterStageX11 *stage_x11 = CLUTTER_STAGE_X11 (gobject);
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if (stage_x11->xwin)
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clutter_actor_unrealize (CLUTTER_ACTOR (stage_egl));
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G_OBJECT_CLASS (clutter_stage_egl_parent_class)->dispose (gobject);
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}
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static void
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clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
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{
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/* the rest is inherited from ClutterStageX11 */
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}
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static void
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clutter_stage_egl_class_init (ClutterStageEGLClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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gobject_class->dispose = clutter_stage_egl_dispose;
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actor_class->realize = clutter_stage_egl_realize;
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actor_class->unrealize = clutter_stage_egl_unrealize;
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}
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static void
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clutter_stage_egl_init (ClutterStageEGL *stage)
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{
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}
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