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49c8d42317
When painting, actors rely on semi global state tracked by the state to get various things needed for painting, such as the current draw framebuffer. Having state hidden in such ways can be very deceiving as it's hard to follow changes spread out, and adding more and more state that should be tracked during a paint gets annoying as they will not change in isolation but one by one in their own places. To do this better, introduce a paint context that is passed along in paint calls that contains the necessary state needed during painting. The paint context implements a framebuffer stack just as Cogl works, which is currently needed for offscreen rendering used by clutter. The same context is passed around for paint nodes, contents and effects as well. In this commit, the context is only introduced, but not used. It aims to replace the Cogl framebuffer stack, and will allow actors to know what view it is currently painted on. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
179 lines
5.5 KiB
C
179 lines
5.5 KiB
C
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#include <clutter/clutter.h>
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#include <cogl/cogl.h>
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#include "test-conform-common.h"
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#define RED 0
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#define GREEN 1
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#define BLUE 2
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#define FRAMEBUFFER_WIDTH 640
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#define FRAMEBUFFER_HEIGHT 480
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static const ClutterColor stage_color = { 0x0, 0x0, 0x0, 0xff };
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static void
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on_paint (ClutterActor *actor,
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ClutterPaintContext *paint_context,
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void *state)
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{
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float saved_viewport[4];
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CoglMatrix saved_projection;
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CoglMatrix projection;
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CoglMatrix modelview;
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guchar *data;
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CoglHandle tex;
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CoglHandle offscreen;
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uint32_t *pixels;
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uint8_t *pixelsc;
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/* Save the Clutter viewport/matrices and load identity matrices */
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cogl_get_viewport (saved_viewport);
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cogl_get_projection_matrix (&saved_projection);
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cogl_push_matrix ();
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cogl_matrix_init_identity (&projection);
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cogl_matrix_init_identity (&modelview);
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cogl_set_projection_matrix (&projection);
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cogl_set_modelview_matrix (&modelview);
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/* All offscreen rendering is done upside down so the first thing we
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* verify is reading back grid of colors from a CoglOffscreen framebuffer
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*/
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data = g_malloc (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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tex = test_utils_texture_new_from_data (FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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TEST_UTILS_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888, /* data fmt */
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COGL_PIXEL_FORMAT_ANY, /* internal fmt */
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FRAMEBUFFER_WIDTH * 4, /* rowstride */
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data);
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g_free (data);
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offscreen = cogl_offscreen_new_with_texture (tex);
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cogl_push_framebuffer (offscreen);
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/* red, top left */
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_rectangle (-1, 1, 0, 0);
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/* green, top right */
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cogl_set_source_color4ub (0x00, 0xff, 0x00, 0xff);
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cogl_rectangle (0, 1, 1, 0);
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/* blue, bottom left */
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cogl_set_source_color4ub (0x00, 0x00, 0xff, 0xff);
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cogl_rectangle (-1, 0, 0, -1);
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/* white, bottom right */
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cogl_set_source_color4ub (0xff, 0xff, 0xff, 0xff);
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cogl_rectangle (0, 0, 1, -1);
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pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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(guchar *)pixels);
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g_assert_cmpint (pixels[0], ==, 0xff0000ff);
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g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff);
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g_free (pixels);
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cogl_pop_framebuffer ();
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cogl_object_unref (offscreen);
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/* Now verify reading back from an onscreen framebuffer...
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*/
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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pixels = g_malloc0 (FRAMEBUFFER_WIDTH * 4 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE,
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(guchar *)pixels);
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g_assert_cmpint (pixels[0], ==, 0xff0000ff);
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g_assert_cmpint (pixels[FRAMEBUFFER_WIDTH - 1], ==, 0xff00ff00);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH], ==, 0xffff0000);
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g_assert_cmpint (pixels[(FRAMEBUFFER_HEIGHT - 1) * FRAMEBUFFER_WIDTH + FRAMEBUFFER_WIDTH - 1], ==, 0xffffffff);
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g_free (pixels);
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/* Verify using BGR format */
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cogl_set_source_texture (tex);
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cogl_rectangle (-1, 1, 1, -1);
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pixelsc = g_malloc0 (FRAMEBUFFER_WIDTH * 3 * FRAMEBUFFER_HEIGHT);
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cogl_read_pixels (0, 0, FRAMEBUFFER_WIDTH, FRAMEBUFFER_HEIGHT,
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COGL_READ_PIXELS_COLOR_BUFFER,
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COGL_PIXEL_FORMAT_BGR_888,
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(guchar *)pixelsc);
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g_assert_cmpint (pixelsc[0], ==, 0x00);
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g_assert_cmpint (pixelsc[1], ==, 0x00);
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g_assert_cmpint (pixelsc[2], ==, 0xff);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 0], ==, 0x00);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 1], ==, 0xff);
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g_assert_cmpint (pixelsc[(FRAMEBUFFER_WIDTH - 1) * 3 + 2], ==, 0x00);
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g_free (pixelsc);
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cogl_object_unref (tex);
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/* Restore the viewport and matrices state */
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cogl_set_viewport (saved_viewport[0],
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saved_viewport[1],
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saved_viewport[2],
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saved_viewport[3]);
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cogl_set_projection_matrix (&saved_projection);
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cogl_pop_matrix ();
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/* Comment this out if you want visual feedback of what this test
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* paints.
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*/
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clutter_main_quit ();
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}
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static gboolean
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queue_redraw (void *stage)
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{
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clutter_actor_queue_redraw (CLUTTER_ACTOR (stage));
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return TRUE;
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}
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void
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test_readpixels (TestUtilsGTestFixture *fixture,
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void *data)
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{
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unsigned int idle_source;
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ClutterActor *stage;
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stage = clutter_stage_get_default ();
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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/* We force continuous redrawing of the stage, since we need to skip
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* the first few frames, and we wont be doing anything else that
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* will trigger redrawing. */
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idle_source = g_idle_add (queue_redraw, stage);
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g_signal_connect_after (stage, "paint", G_CALLBACK (on_paint), NULL);
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clutter_actor_show (stage);
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clutter_main ();
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g_clear_handle_id (&idle_source, g_source_remove);
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/* Remove all of the actors from the stage */
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clutter_actor_remove_all_children (stage);
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if (cogl_test_verbose ())
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g_print ("OK\n");
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}
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