mutter/clutter/osx/clutter-stage-osx.c
Robert Bragg 845ff67301 [cogl] Improving Cogl journal to minimize driver overheads + GPU state changes
Previously the journal was always flushed at the end of
_cogl_rectangles_with_multitexture_coords, (i.e.  the end of any
cogl_rectangle* calls) but now we have broadened the potential for batching
geometry.  In ideal circumstances we will only flush once per scene.

In summary the journal works like this:

When you use any of the cogl_rectangle* APIs then nothing is emitted to the
GPU at this point, we just log one or more quads into the journal.  A
journal entry consists of the quad coordinates, an associated material
reference, and a modelview matrix.  Ideally the journal only gets flushed
once at the end of a scene, but in fact there are things to consider that
may cause unwanted flushing, including:

- modifying materials mid-scene
    This is because each quad in the journal has an associated material
    reference (i.e. not copy), so if you try and modify a material that is
    already referenced in the journal we force a flush first)

    NOTE: For now this means you should avoid using cogl_set_source_color()
	      since that currently uses a single shared material. Later we
	  should change it to use a pool of materials that is recycled
	  when the journal is flushed.

- modifying any state that isn't currently logged, such as depth, fog and
  backface culling enables.

The first thing that happens when flushing, is to upload all the vertex data
associated with the journal into a single VBO.

We then go through a process of splitting up the journal into batches that
have compatible state so they can be emitted to the GPU together.  This is
currently broken up into 3 levels so we can stagger the state changes:

1) we break the journal up according to changes in the number of material layers
   associated with logged quads. The number of layers in a material determines
   the stride of the associated vertices, so we have to update our vertex
   array offsets at this level. (i.e. calling gl{Vertex,Color},Pointer etc)
2) we further split batches up according to material compatability. (e.g.
   materials with different textures) We flush material state at this level.
3) Finally we split batches up according to modelview changes. At this level
   we update the modelview matrix and actually emit the actual draw command.

This commit is largely about putting the initial design in-place; this will be
followed by other changes that take advantage of the extended batching.
2009-06-30 17:13:34 +01:00

568 lines
17 KiB
C

/* Clutter - An OpenGL based 'interactive canvas' library.
* OSX backend - integration with NSWindow and NSView
*
* Copyright (C) 2007-2008 Tommi Komulainen <tommi.komulainen@iki.fi>
* Copyright (C) 2007 OpenedHand Ltd.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include "config.h"
#include "clutter-osx.h"
#include "clutter-stage-osx.h"
#include "clutter-backend-osx.h"
#import <AppKit/AppKit.h>
#include <clutter/clutter-debug.h>
#include <clutter/clutter-private.h>
static void clutter_stage_window_iface_init (ClutterStageWindowIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterStageOSX, clutter_stage_osx, CLUTTER_TYPE_ACTOR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_STAGE_WINDOW,
clutter_stage_window_iface_init))
/* FIXME: this should be in clutter-stage.c */
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags);
#define CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL (NSMainMenuWindowLevel + 1)
/*************************************************************************/
@implementation ClutterGLWindow
- (id)initWithView:(NSView *)aView UTF8Title:(const char *)aTitle stage:(ClutterStageOSX *)aStage
{
if ((self = [super initWithContentRect: [aView frame]
styleMask: NSTitledWindowMask | NSClosableWindowMask | NSResizableWindowMask
backing: NSBackingStoreBuffered
defer: NO]) != nil)
{
[self setDelegate: self];
[self useOptimizedDrawing: YES];
[self setContentView: aView];
[self setTitle:[NSString stringWithUTF8String: aTitle ? aTitle : ""]];
self->stage_osx = aStage;
}
return self;
}
- (BOOL) windowShouldClose: (id) sender
{
CLUTTER_NOTE (BACKEND, "[%p] windowShouldClose", self->stage_osx);
ClutterEvent event;
event.type = CLUTTER_DELETE;
event.any.stage = CLUTTER_STAGE (self->stage_osx->wrapper);
clutter_event_put (&event);
return NO;
}
- (NSRect) constrainFrameRect:(NSRect)frameRect toScreen:(NSScreen*)aScreen
{
/* in fullscreen mode we don't want to be constrained by menubar or dock
* FIXME: calculate proper constraints depending on fullscreen mode
*/
return frameRect;
}
- (void) windowDidBecomeKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidBecomeKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
[self setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
clutter_stage_osx_state_update (self->stage_osx, 0, CLUTTER_STAGE_STATE_ACTIVATED);
}
- (void) windowDidResignKey:(NSNotification*)aNotification
{
CLUTTER_NOTE (BACKEND, "[%p] windowDidResignKey", self->stage_osx);
if (self->stage_osx->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
[self setLevel: NSNormalWindowLevel];
[self orderBack: nil];
}
clutter_stage_osx_state_update (self->stage_osx, CLUTTER_STAGE_STATE_ACTIVATED, 0);
}
@end
/*************************************************************************/
@interface ClutterGLView : NSOpenGLView
{
ClutterStageOSX *stage_osx;
}
- (void) drawRect: (NSRect) bounds;
@end
@implementation ClutterGLView
- (id) initWithFrame: (NSRect)aFrame pixelFormat:(NSOpenGLPixelFormat*)aFormat stage:(ClutterStageOSX*)aStage
{
if ((self = [super initWithFrame:aFrame pixelFormat:aFormat]) != nil)
{
self->stage_osx = aStage;
}
return self;
}
- (void) drawRect: (NSRect) bounds
{
clutter_actor_paint (CLUTTER_ACTOR (self->stage_osx->wrapper));
_cogl_flush ();
[[self openGLContext] flushBuffer];
}
/* In order to receive key events */
- (BOOL) acceptsFirstResponder
{
return YES;
}
/* We want 0,0 top left */
- (BOOL) isFlipped
{
return YES;
}
- (void) setFrameSize: (NSSize) aSize
{
CLUTTER_NOTE (BACKEND, "[%p] setFrameSize: %dx%d", self->stage_osx,
(int)aSize.width, (int)aSize.height);
[super setFrameSize: aSize];
clutter_actor_set_size (CLUTTER_ACTOR (self->stage_osx->wrapper),
(int)aSize.width, (int)aSize.height);
CLUTTER_SET_PRIVATE_FLAGS(self->stage_osx->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
}
/* Simply forward all events that reach our view to clutter. */
#define EVENT_HANDLER(event) -(void)event:(NSEvent *)theEvent { \
_clutter_event_osx_put (theEvent, self->stage_osx->wrapper); \
}
EVENT_HANDLER(mouseDown)
EVENT_HANDLER(mouseDragged)
EVENT_HANDLER(mouseUp)
EVENT_HANDLER(mouseMoved)
EVENT_HANDLER(mouseEntered)
EVENT_HANDLER(mouseExited)
EVENT_HANDLER(rightMouseDown)
EVENT_HANDLER(rightMouseDragged)
EVENT_HANDLER(rightMouseUp)
EVENT_HANDLER(otherMouseDown)
EVENT_HANDLER(otherMouseDragged)
EVENT_HANDLER(otherMouseUp)
EVENT_HANDLER(scrollWheel)
EVENT_HANDLER(keyDown)
EVENT_HANDLER(keyUp)
EVENT_HANDLER(flagsChanged)
EVENT_HANDLER(helpRequested)
EVENT_HANDLER(tabletPoint)
EVENT_HANDLER(tabletProximity)
#undef EVENT_HANDLER
@end
/*************************************************************************/
static void
clutter_stage_osx_state_update (ClutterStageOSX *self,
ClutterStageState unset_flags,
ClutterStageState set_flags)
{
ClutterStageStateEvent event;
event.new_state = self->stage_state;
event.new_state |= set_flags;
event.new_state &= ~unset_flags;
if (event.new_state == self->stage_state)
return;
event.changed_mask = event.new_state ^ self->stage_state;
self->stage_state = event.new_state;
event.type = CLUTTER_STAGE_STATE;
event.stage = CLUTTER_STAGE (self->wrapper);
clutter_event_put ((ClutterEvent*)&event);
}
static void
clutter_stage_osx_save_frame (ClutterStageOSX *self)
{
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
g_assert (self->window != NULL);
self->normalFrame = [self->window frame];
self->haveNormalFrame = TRUE;
}
}
static void
clutter_stage_osx_set_frame (ClutterStageOSX *self)
{
g_assert (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)));
g_assert (self->window != NULL);
if (self->stage_state & CLUTTER_STAGE_STATE_FULLSCREEN)
{
/* Raise above the menubar (and dock) covering the whole screen.
*
* NOTE: This effectively breaks Option-Tabbing as our window covers
* all other applications completely. However we deal with the situation
* by lowering the window to the bottom of the normal level stack on
* windowDidResignKey notification.
*/
[self->window setLevel: CLUTTER_OSX_FULLSCREEN_WINDOW_LEVEL];
[self->window setFrame: [self->window frameRectForContentRect: [[self->window screen] frame]] display: NO];
}
else
{
[self->window setLevel: NSNormalWindowLevel];
if (self->haveNormalFrame)
[self->window setFrame: self->normalFrame display: NO];
else
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
}
}
/*************************************************************************/
static void
clutter_stage_osx_realize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterBackendOSX *backend_osx;
gboolean offscreen;
CLUTTER_NOTE (BACKEND, "[%p] realize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view == NULL && self->window == NULL);
CLUTTER_OSX_POOL_ALLOC();
g_object_get (self->wrapper, "offscreen", &offscreen, NULL);
if (offscreen)
{
g_warning("OSX Backend does not yet support offscreen rendering\n");
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
return;
}
backend_osx = CLUTTER_BACKEND_OSX (self->backend);
NSRect rect = NSMakeRect(0, 0, self->requisition_width, self->requisition_height);
self->view = [[ClutterGLView alloc]
initWithFrame: rect
pixelFormat: backend_osx->pixel_format
stage: self];
[self->view setOpenGLContext:backend_osx->context];
self->window = [[ClutterGLWindow alloc]
initWithView: self->view
UTF8Title: clutter_stage_get_title (CLUTTER_STAGE (self->wrapper))
stage: self];
/* looks better than positioning to 0,0 (bottom right) */
[self->window center];
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_NOTE (BACKEND, "Stage successfully realized");
}
static void
clutter_stage_osx_unrealize (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] unrealize", self);
/* ensure we get realize+unrealize properly paired */
g_return_if_fail (self->view != NULL && self->window != NULL);
CLUTTER_OSX_POOL_ALLOC();
[self->view release];
[self->window close];
self->view = NULL;
self->window = NULL;
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_show (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] show", self);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->show (actor);
CLUTTER_ACTOR_SET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
CLUTTER_OSX_POOL_ALLOC();
clutter_stage_osx_set_frame (self);
[self->window makeKeyAndOrderFront: nil];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_hide (ClutterActor *actor)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
CLUTTER_NOTE (BACKEND, "[%p] hide", self);
CLUTTER_OSX_POOL_ALLOC();
[self->window orderOut: nil];
CLUTTER_OSX_POOL_RELEASE();
CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
if (CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide)
CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class)->hide (actor);
}
static void
clutter_stage_osx_get_preferred_width (ClutterActor *actor,
gfloat for_height,
gfloat *min_width_p,
gfloat *natural_width_p)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_width_p)
{
if (is_resizable)
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
}
if (natural_width_p)
*natural_width_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_width);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_get_preferred_height (ClutterActor *actor,
gfloat for_width,
gfloat *min_height_p,
gfloat *natural_height_p)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
gboolean is_resizable;
CLUTTER_OSX_POOL_ALLOC();
is_resizable = clutter_stage_get_user_resizable (self->wrapper);
if (min_height_p)
{
if (is_resizable)
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (1.0);
else
*min_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
}
if (natural_height_p)
*natural_height_p = CLUTTER_UNITS_FROM_FLOAT (self->requisition_height);
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_allocate (ClutterActor *actor,
const ClutterActorBox *box,
ClutterAllocationFlags flags)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (actor);
ClutterActorClass *parent_class;
CLUTTER_NOTE (BACKEND, "[%p], allocate: %d, %d - %d x %d", self,
CLUTTER_UNITS_TO_INT (box->x1),
CLUTTER_UNITS_TO_INT (box->y1),
CLUTTER_UNITS_TO_INT (box->x2 - box->x1),
CLUTTER_UNITS_TO_INT (box->y2 - box->y1));
self->requisition_width = CLUTTER_UNITS_TO_INT (box->x2 - box->x1);
self->requisition_height = CLUTTER_UNITS_TO_INT (box->y2 - box->y1);
if (CLUTTER_ACTOR_IS_REALIZED (actor))
{
CLUTTER_OSX_POOL_ALLOC();
NSSize size = NSMakeSize(self->requisition_width,
self->requisition_height);
[self->window setContentSize: size];
CLUTTER_OSX_POOL_RELEASE();
}
/* make sure that the viewport is updated */
CLUTTER_SET_PRIVATE_FLAGS (self->wrapper, CLUTTER_ACTOR_SYNC_MATRICES);
/* chain up */
parent_class = CLUTTER_ACTOR_CLASS (clutter_stage_osx_parent_class);
parent_class->allocate (actor, box, flags);
}
/*************************************************************************/
static ClutterActor *
clutter_stage_osx_get_wrapper (ClutterStageWindow *stage_window)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
return CLUTTER_ACTOR (self->wrapper);
}
static void
clutter_stage_osx_set_title (ClutterStageWindow *stage_window,
const char *title)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_title: %s", self, title);
CLUTTER_OSX_POOL_ALLOC();
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
[self->window setTitle:[NSString stringWithUTF8String: title ? title : ""]];
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_osx_set_fullscreen (ClutterStageWindow *stage_window,
gboolean fullscreen)
{
ClutterStageOSX *self = CLUTTER_STAGE_OSX (stage_window);
CLUTTER_NOTE (BACKEND, "[%p] set_fullscreen: %u", self, fullscreen);
CLUTTER_OSX_POOL_ALLOC();
/* Make sure to update the state before clutter_stage_osx_set_frame.
*
* Toggling fullscreen isn't atomic, there's two "events" involved:
* - stage state change (via state_update)
* - stage size change (via set_frame -> setFrameSize / set_size)
*
* We do state change first. Not sure there's any difference.
*/
if (fullscreen)
clutter_stage_osx_state_update (self, 0, CLUTTER_STAGE_STATE_FULLSCREEN);
else
clutter_stage_osx_state_update (self, CLUTTER_STAGE_STATE_FULLSCREEN, 0);
if (CLUTTER_ACTOR_IS_REALIZED (CLUTTER_ACTOR (self)))
{
if (fullscreen)
clutter_stage_osx_save_frame (self);
clutter_stage_osx_set_frame (self);
}
else if (fullscreen)
{
/* FIXME: if you go fullscreen before realize we throw away the normal
* stage size and can't return. Need to maintain them separately.
*/
NSSize size = [[NSScreen mainScreen] frame].size;
clutter_actor_set_size (CLUTTER_ACTOR (self),
(int)size.width, (int)size.height);
}
CLUTTER_OSX_POOL_RELEASE();
}
static void
clutter_stage_window_iface_init (ClutterStageWindowIface *iface)
{
iface->get_wrapper = clutter_stage_osx_get_wrapper;
iface->set_title = clutter_stage_osx_set_title;
iface->set_fullscreen = clutter_stage_osx_set_fullscreen;
}
/*************************************************************************/
ClutterActor *
clutter_stage_osx_new (ClutterBackend *backend,
ClutterStage *wrapper)
{
ClutterStageOSX *self;
self = g_object_new (CLUTTER_TYPE_STAGE_OSX, NULL);
self->backend = backend;
self->wrapper = wrapper;
return CLUTTER_ACTOR(self);
}
/*************************************************************************/
static void
clutter_stage_osx_init (ClutterStageOSX *self)
{
self->requisition_width = 640;
self->requisition_height = 480;
CLUTTER_SET_PRIVATE_FLAGS(self, CLUTTER_ACTOR_IS_TOPLEVEL);
}
static void
clutter_stage_osx_class_init (ClutterStageOSXClass *klass)
{
ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
actor_class->realize = clutter_stage_osx_realize;
actor_class->unrealize = clutter_stage_osx_unrealize;
actor_class->show = clutter_stage_osx_show;
actor_class->hide = clutter_stage_osx_hide;
actor_class->allocate = clutter_stage_osx_allocate;
actor_class->get_preferred_width = clutter_stage_osx_get_preferred_width;
actor_class->get_preferred_height = clutter_stage_osx_get_preferred_height;
}