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* clutter/Makefile.am: * clutter/eglx/Makefile.am: * clutter/eglx/clutter-backend-egl.c: * clutter/eglx/clutter-backend-egl.h: * clutter/eglx/clutter-eglx.h: * clutter/eglx/clutter-event-egl.c: * clutter/eglx/clutter-stage-egl.c: * clutter/eglx/clutter-stage-egl.h: * clutter/glx/Makefile.am: * clutter/glx/clutter-backend-glx.c: * clutter/glx/clutter-backend-glx.h: * clutter/glx/clutter-event-glx.c: * clutter/glx/clutter-glx.h: * clutter/glx/clutter-stage-glx.c: * clutter/glx/clutter-stage-glx.h: * clutter/x11/Makefile.am: * clutter/x11/clutter-backend-x11-private.h: * clutter/x11/clutter-backend-x11.c: * clutter/x11/clutter-backend-x11.h: * clutter/x11/clutter-event-x11.c: * clutter/x11/clutter-stage-x11.c: * clutter/x11/clutter-stage-x11.h: * clutter/x11/clutter-x11.h: Create a new X11 backend class of which EGL and GLX 'real' backends then subclass. Effectively shares all X11 code between both backends avoids code duplication and brings many missing features to EGL X backend. Requires some cleanup and testing. (#518) * clutter/cogl/gles/cogl.c: (cogl_color): Add define to use color4ub only if configure finds it. If not fall back to old code. * configure.ac: Drop support for vincent checks. Drop sdles backend. Specifically check for color4ub call.
208 lines
5.2 KiB
C
208 lines
5.2 KiB
C
#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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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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G_DEFINE_TYPE (ClutterStageEGL, clutter_stage_egl, CLUTTER_TYPE_STAGE_X11);
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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 (actor, "offscreen", &was_offscreen, NULL);
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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->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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eglDestroySurface (clutter_eglx_display(), stage_egl->egl_surface);
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stage_egl->egl_surface = NULL;
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if (stage_egl->egl_context)
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eglDestroyContext (clutter_eglx_display(), stage_egl->egl_context);
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stage_egl->egl_context = NULL;
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eglMakeCurrent (clutter_eglx_display(),
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EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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stage_egl->egl_context = None;
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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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EGLConfig configs[2];
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EGLint config_count;
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EGLBoolean status;
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gboolean is_offscreen;
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CLUTTER_NOTE (BACKEND, "Realizing main stage");
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g_object_get (actor, "offscreen", &is_offscreen, NULL);
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if (G_LIKELY (!is_offscreen))
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{
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EGLint cfg_attribs[] = { 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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status = eglGetConfigs (clutter_eglx_display(),
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configs,
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2,
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&config_count);
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if (status != EGL_TRUE)
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g_warning ("eglGetConfigs");
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status = eglChooseConfig (clutter_eglx_display(),
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cfg_attribs,
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configs,
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sizeof configs / sizeof configs[0],
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&config_count);
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if (status != EGL_TRUE)
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g_warning ("eglChooseConfig");
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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,
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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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if (stage_egl->egl_context)
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eglDestroyContext (clutter_eglx_display(), stage_egl->egl_context);
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if (stage_egl->egl_surface)
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eglDestroySurface (clutter_eglx_display(), stage_egl->egl_surface);
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stage_egl->egl_surface
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= eglCreateWindowSurface (clutter_eglx_display(),
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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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g_warning ("eglCreateWindowSurface");
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stage_egl->egl_context = eglCreateContext (clutter_eglx_display(),
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configs[0],
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EGL_NO_CONTEXT,
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NULL);
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if (stage_egl->egl_context == EGL_NO_CONTEXT)
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g_warning ("eglCreateContext");
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status = eglMakeCurrent (clutter_eglx_display(),
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stage_egl->egl_surface,
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stage_egl->egl_surface,
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stage_egl->egl_context);
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if (status != EGL_TRUE)
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g_warning ("eglMakeCurrent");
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}
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else
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{
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/* FIXME */
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}
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CLUTTER_SET_PRIVATE_FLAGS(actor, CLUTTER_ACTOR_SYNC_MATRICES);
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}
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static GdkPixbuf*
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clutter_stage_egl_draw_to_pixbuf (ClutterStage *stage,
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gint x,
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gint y,
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gint width,
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gint height)
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{
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g_warning ("Stage of type `%s' do not support ClutterStage::draw_to_pixbuf",
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G_OBJECT_TYPE_NAME (stage));
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return NULL;
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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_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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ClutterStageClass *stage_class = CLUTTER_STAGE_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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stage_class->draw_to_pixbuf = clutter_stage_egl_draw_to_pixbuf;
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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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}
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