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2de69cd3cc
This fixes graphics corruption that could occur on resume from suspend with the Nvidia driver. https://www.khronos.org/registry/OpenGL/extensions/NV/NV_robustness_video_memory_purge.txt https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1374
759 lines
26 KiB
C
759 lines
26 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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* Robert Bragg <robert@linux.intel.com>
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*/
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/**
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* SECTION:clutter-offscreen-effect
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* @short_description: Base class for effects using offscreen buffers
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* @see_also: #ClutterBlurEffect, #ClutterEffect
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*
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* #ClutterOffscreenEffect is an abstract class that can be used by
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* #ClutterEffect sub-classes requiring access to an offscreen buffer.
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*
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* Some effects, like the fragment shader based effects, can only use GL
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* textures, and in order to apply those effects to any kind of actor they
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* require that all drawing operations are applied to an offscreen framebuffer
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* that gets redirected to a texture.
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*
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* #ClutterOffscreenEffect provides all the heavy-lifting for creating the
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* offscreen framebuffer, the redirection and the final paint of the texture on
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* the desired stage.
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*
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* #ClutterOffscreenEffect is available since Clutter 1.4
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*
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* ## Implementing a ClutterOffscreenEffect
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*
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* Creating a sub-class of #ClutterOffscreenEffect requires, in case
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* of overriding the #ClutterEffect virtual functions, to chain up to the
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* #ClutterOffscreenEffect's implementation.
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*
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* On top of the #ClutterEffect's virtual functions,
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* #ClutterOffscreenEffect also provides a #ClutterOffscreenEffectClass.paint_target()
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* function, which encapsulates the effective painting of the texture that
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* contains the result of the offscreen redirection.
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*
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* The size of the target material is defined to be as big as the
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* transformed size of the #ClutterActor using the offscreen effect.
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* Sub-classes of #ClutterOffscreenEffect can change the texture creation
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* code to provide bigger textures by overriding the
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* #ClutterOffscreenEffectClass.create_texture() virtual function; no chain up
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* to the #ClutterOffscreenEffect implementation is required in this
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* case.
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*/
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#include "clutter-build-config.h"
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#include "clutter-offscreen-effect.h"
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#include <math.h>
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#include "cogl/cogl.h"
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#include "clutter-actor-private.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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#include "clutter-stage-private.h"
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#include "clutter-paint-context-private.h"
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#include "clutter-paint-volume-private.h"
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#include "clutter-actor-box-private.h"
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struct _ClutterOffscreenEffectPrivate
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{
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CoglHandle offscreen;
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CoglPipeline *pipeline;
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CoglHandle texture;
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ClutterActor *actor;
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ClutterActor *stage;
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graphene_point3d_t position;
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int fbo_offset_x;
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int fbo_offset_y;
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/* This is the calculated size of the fbo before being passed
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through create_texture(). This needs to be tracked separately so
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that we can detect when a different size is calculated and
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regenerate the fbo */
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int target_width;
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int target_height;
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gint old_opacity_override;
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gulong purge_handler_id;
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};
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G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterOffscreenEffect,
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clutter_offscreen_effect,
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CLUTTER_TYPE_EFFECT)
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static void
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clutter_offscreen_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (meta);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActorMetaClass *meta_class;
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meta_class = CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
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meta_class->set_actor (meta, actor);
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/* clear out the previous state */
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g_clear_pointer (&priv->offscreen, cogl_object_unref);
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/* we keep a back pointer here, to avoid going through the ActorMeta */
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priv->actor = clutter_actor_meta_get_actor (meta);
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}
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static CoglHandle
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clutter_offscreen_effect_real_create_texture (ClutterOffscreenEffect *effect,
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gfloat width,
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gfloat height)
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{
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return cogl_texture_new_with_size (MAX (width, 1), MAX (height, 1),
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_RGBA_8888_PRE);
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}
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static void
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ensure_pipeline_filter_for_scale (ClutterOffscreenEffect *self,
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float resource_scale)
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{
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CoglPipelineFilter filter;
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if (!self->priv->pipeline)
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return;
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/* If no fractional scaling is set, we're always going to render the texture
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at a 1:1 texel:pixel ratio so, in such case we can use 'nearest' filtering
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to decrease the effects of rounding errors in the geometry calculation;
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if instead we we're using a global fractional scaling we need to make sure
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that we're using the default linear effect, not to create artifacts when
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scaling down the texture */
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if (fmodf (resource_scale, 1.0f) == 0)
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filter = COGL_PIPELINE_FILTER_NEAREST;
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else
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filter = COGL_PIPELINE_FILTER_LINEAR;
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cogl_pipeline_set_layer_filters (self->priv->pipeline, 0 /* layer_index */,
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filter, filter);
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}
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static void
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video_memory_purged (ClutterOffscreenEffect *self)
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{
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g_clear_pointer (&self->priv->offscreen, cogl_object_unref);
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}
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static gboolean
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update_fbo (ClutterEffect *effect,
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int target_width,
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int target_height,
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float resource_scale)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActor *stage_actor;
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stage_actor = clutter_actor_get_stage (priv->actor);
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if (stage_actor != priv->stage)
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{
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g_clear_signal_handler (&priv->purge_handler_id, priv->stage);
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priv->stage = stage_actor;
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if (priv->stage)
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{
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priv->purge_handler_id =
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g_signal_connect_object (priv->stage,
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"gl-video-memory-purged",
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G_CALLBACK (video_memory_purged),
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self,
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G_CONNECT_SWAPPED);
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}
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}
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if (priv->stage == NULL)
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{
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CLUTTER_NOTE (MISC, "The actor '%s' is not part of a stage",
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clutter_actor_get_name (priv->actor) == NULL
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? G_OBJECT_TYPE_NAME (priv->actor)
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: clutter_actor_get_name (priv->actor));
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return FALSE;
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}
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if (priv->target_width == target_width &&
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priv->target_height == target_height &&
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priv->offscreen != NULL)
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{
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ensure_pipeline_filter_for_scale (self, resource_scale);
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return TRUE;
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}
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if (priv->pipeline == NULL)
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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priv->pipeline = cogl_pipeline_new (ctx);
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ensure_pipeline_filter_for_scale (self, resource_scale);
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}
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g_clear_pointer (&priv->texture, cogl_object_unref);
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g_clear_pointer (&priv->offscreen, cogl_object_unref);
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priv->texture =
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clutter_offscreen_effect_create_texture (self, target_width, target_height);
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if (priv->texture == NULL)
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return FALSE;
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cogl_pipeline_set_layer_texture (priv->pipeline, 0, priv->texture);
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priv->target_width = target_width;
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priv->target_height = target_height;
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priv->offscreen = cogl_offscreen_new_to_texture (priv->texture);
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if (priv->offscreen == NULL)
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{
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g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
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cogl_object_unref (priv->pipeline);
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priv->pipeline = NULL;
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priv->target_width = 0;
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priv->target_height = 0;
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return FALSE;
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}
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return TRUE;
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}
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static gboolean
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clutter_offscreen_effect_pre_paint (ClutterEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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ClutterActorBox raw_box, box;
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ClutterActor *stage;
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CoglMatrix projection, old_modelview, modelview;
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const ClutterPaintVolume *volume;
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CoglColor transparent;
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gfloat stage_width, stage_height;
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gfloat target_width = -1, target_height = -1;
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CoglFramebuffer *framebuffer;
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float resource_scale;
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float ceiled_resource_scale;
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graphene_point3d_t local_offset;
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gfloat old_viewport[4];
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local_offset = GRAPHENE_POINT3D_INIT (0.0f, 0.0f, 0.0f);
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if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
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return FALSE;
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if (priv->actor == NULL)
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return FALSE;
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stage = _clutter_actor_get_stage_internal (priv->actor);
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clutter_actor_get_size (stage, &stage_width, &stage_height);
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resource_scale = clutter_actor_get_real_resource_scale (priv->actor);
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ceiled_resource_scale = ceilf (resource_scale);
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stage_width *= ceiled_resource_scale;
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stage_height *= ceiled_resource_scale;
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/* Get the minimal bounding box for what we want to paint, relative to the
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* parent of priv->actor. Note that we may actually be painting a clone of
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* priv->actor so we need to be careful to avoid querying the transformation
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* of priv->actor (like clutter_actor_get_paint_box would). Just stay in
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* local coordinates for now...
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*/
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volume = clutter_actor_get_paint_volume (priv->actor);
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if (volume)
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{
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ClutterPaintVolume mutable_volume;
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_clutter_paint_volume_copy_static (volume, &mutable_volume);
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_clutter_paint_volume_get_bounding_box (&mutable_volume, &raw_box);
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clutter_paint_volume_free (&mutable_volume);
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}
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else
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{
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clutter_actor_get_allocation_box (priv->actor, &raw_box);
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}
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box = raw_box;
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_clutter_actor_box_enlarge_for_effects (&box);
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priv->fbo_offset_x = box.x1 - raw_box.x1;
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priv->fbo_offset_y = box.y1 - raw_box.y1;
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clutter_actor_box_scale (&box, ceiled_resource_scale);
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clutter_actor_box_get_size (&box, &target_width, &target_height);
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target_width = ceilf (target_width);
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target_height = ceilf (target_height);
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/* First assert that the framebuffer is the right size... */
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if (!update_fbo (effect, target_width, target_height, resource_scale))
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return FALSE;
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framebuffer = clutter_paint_context_get_framebuffer (paint_context);
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cogl_framebuffer_get_modelview_matrix (framebuffer, &old_modelview);
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clutter_paint_context_push_framebuffer (paint_context, priv->offscreen);
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/* We don't want the FBO contents to be transformed. That could waste memory
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* (e.g. during zoom), or result in something that's not rectangular (clipped
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* incorrectly). So drop the modelview matrix of the current paint chain.
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* This is fine since paint_texture runs with the same modelview matrix,
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* so it will come out correctly whenever that is used to put the FBO
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* contents on screen...
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*/
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clutter_actor_get_transform (priv->stage, &modelview);
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cogl_framebuffer_set_modelview_matrix (priv->offscreen, &modelview);
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/* Save the original viewport for calculating priv->position */
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_clutter_stage_get_viewport (CLUTTER_STAGE (priv->stage),
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&old_viewport[0],
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&old_viewport[1],
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&old_viewport[2],
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&old_viewport[3]);
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/* Set up the viewport so that it has the same size as the stage (avoid
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* distortion), but translated to account for the FBO offset...
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*/
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cogl_framebuffer_set_viewport (priv->offscreen,
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-priv->fbo_offset_x,
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-priv->fbo_offset_y,
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stage_width,
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stage_height);
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/* Copy the stage's projection matrix across to the framebuffer */
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_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
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&projection);
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/* Now save the global position of the effect (not just of the actor).
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* It doesn't appear anyone actually uses this yet, but get_target_rect is
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* documented as returning it. So we should...
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*/
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_clutter_util_fully_transform_vertices (&old_modelview,
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&projection,
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old_viewport,
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&local_offset,
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&priv->position,
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1);
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cogl_framebuffer_set_projection_matrix (priv->offscreen, &projection);
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_framebuffer_clear (priv->offscreen,
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COGL_BUFFER_BIT_COLOR |
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COGL_BUFFER_BIT_DEPTH,
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&transparent);
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cogl_framebuffer_push_matrix (priv->offscreen);
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/* Override the actor's opacity to fully opaque - we paint the offscreen
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* texture with the actor's paint opacity, so we need to do this to avoid
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* multiplying the opacity twice.
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*/
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priv->old_opacity_override =
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clutter_actor_get_opacity_override (priv->actor);
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clutter_actor_set_opacity_override (priv->actor, 0xff);
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return TRUE;
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}
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static void
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clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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CoglFramebuffer *framebuffer =
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clutter_paint_context_get_framebuffer (paint_context);
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guint8 paint_opacity;
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paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
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cogl_pipeline_set_color4ub (priv->pipeline,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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/* At this point we are in stage coordinates translated so if
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* we draw our texture using a textured quad the size of the paint
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* box then we will overlay where the actor would have drawn if it
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* hadn't been redirected offscreen.
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*/
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cogl_framebuffer_draw_textured_rectangle (framebuffer,
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priv->pipeline,
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0, 0,
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cogl_texture_get_width (priv->texture),
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cogl_texture_get_height (priv->texture),
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0.0, 0.0,
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1.0, 1.0);
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}
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static void
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clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffectPrivate *priv = effect->priv;
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CoglFramebuffer *framebuffer =
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clutter_paint_context_get_framebuffer (paint_context);
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CoglMatrix modelview;
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float resource_scale;
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cogl_framebuffer_push_matrix (framebuffer);
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/* The current modelview matrix is *almost* perfect already. It's only
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* missing a correction for the expanded FBO and offset rendering within...
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*/
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cogl_framebuffer_get_modelview_matrix (framebuffer, &modelview);
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resource_scale = clutter_actor_get_resource_scale (priv->actor);
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if (resource_scale != 1.0f)
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{
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float paint_scale = 1.0f / resource_scale;
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cogl_matrix_scale (&modelview, paint_scale, paint_scale, 1);
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}
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cogl_matrix_translate (&modelview,
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priv->fbo_offset_x,
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priv->fbo_offset_y,
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0.0f);
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cogl_framebuffer_set_modelview_matrix (framebuffer, &modelview);
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/* paint the target material; this is virtualized for
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* sub-classes that require special hand-holding
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*/
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clutter_offscreen_effect_paint_target (effect, paint_context);
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cogl_framebuffer_pop_matrix (framebuffer);
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}
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static void
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clutter_offscreen_effect_post_paint (ClutterEffect *effect,
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ClutterPaintContext *paint_context)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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CoglFramebuffer *framebuffer;
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g_warn_if_fail (priv->offscreen);
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g_warn_if_fail (priv->pipeline);
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g_warn_if_fail (priv->actor);
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/* Restore the previous opacity override */
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if (priv->actor)
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{
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clutter_actor_set_opacity_override (priv->actor,
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priv->old_opacity_override);
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}
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framebuffer = clutter_paint_context_get_framebuffer (paint_context);
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cogl_framebuffer_pop_matrix (framebuffer);
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clutter_paint_context_pop_framebuffer (paint_context);
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clutter_offscreen_effect_paint_texture (self, paint_context);
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}
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static void
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clutter_offscreen_effect_paint (ClutterEffect *effect,
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ClutterPaintContext *paint_context,
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ClutterEffectPaintFlags flags)
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{
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ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
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ClutterOffscreenEffectPrivate *priv = self->priv;
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if (flags & CLUTTER_EFFECT_PAINT_BYPASS_EFFECT)
|
|
{
|
|
clutter_actor_continue_paint (priv->actor, paint_context);
|
|
cogl_clear_object (&priv->offscreen);
|
|
return;
|
|
}
|
|
|
|
/* If we've already got a cached image and the actor hasn't been redrawn
|
|
* then we can just use the cached image in the FBO.
|
|
*/
|
|
if (priv->offscreen == NULL || (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY))
|
|
{
|
|
ClutterEffectClass *effect_class = CLUTTER_EFFECT_GET_CLASS (effect);
|
|
gboolean pre_paint_succeeded;
|
|
|
|
pre_paint_succeeded = effect_class->pre_paint (effect, paint_context);
|
|
|
|
clutter_actor_continue_paint (priv->actor, paint_context);
|
|
|
|
if (pre_paint_succeeded)
|
|
effect_class->post_paint (effect, paint_context);
|
|
else
|
|
g_clear_pointer (&priv->offscreen, cogl_object_unref);
|
|
}
|
|
else
|
|
clutter_offscreen_effect_paint_texture (self, paint_context);
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_set_enabled (ClutterActorMeta *meta,
|
|
gboolean is_enabled)
|
|
{
|
|
ClutterActorMetaClass *parent_class =
|
|
CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
|
|
ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (meta);
|
|
ClutterOffscreenEffectPrivate *priv = offscreen_effect->priv;
|
|
|
|
g_clear_pointer (&priv->offscreen, cogl_object_unref);
|
|
|
|
parent_class->set_enabled (meta, is_enabled);
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_finalize (GObject *gobject)
|
|
{
|
|
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
|
|
ClutterOffscreenEffectPrivate *priv = self->priv;
|
|
|
|
g_clear_pointer (&priv->offscreen, cogl_object_unref);
|
|
g_clear_pointer (&priv->texture, cogl_object_unref);
|
|
g_clear_pointer (&priv->pipeline, cogl_object_unref);
|
|
|
|
G_OBJECT_CLASS (clutter_offscreen_effect_parent_class)->finalize (gobject);
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_class_init (ClutterOffscreenEffectClass *klass)
|
|
{
|
|
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
|
|
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
|
|
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
|
|
|
|
klass->create_texture = clutter_offscreen_effect_real_create_texture;
|
|
klass->paint_target = clutter_offscreen_effect_real_paint_target;
|
|
|
|
meta_class->set_actor = clutter_offscreen_effect_set_actor;
|
|
meta_class->set_enabled = clutter_offscreen_effect_set_enabled;
|
|
|
|
effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
|
|
effect_class->post_paint = clutter_offscreen_effect_post_paint;
|
|
effect_class->paint = clutter_offscreen_effect_paint;
|
|
|
|
gobject_class->finalize = clutter_offscreen_effect_finalize;
|
|
}
|
|
|
|
static void
|
|
clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
|
|
{
|
|
self->priv = clutter_offscreen_effect_get_instance_private (self);
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_get_texture:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
*
|
|
* Retrieves the texture used as a render target for the offscreen
|
|
* buffer created by @effect
|
|
*
|
|
* You should only use the returned texture when painting. The texture
|
|
* may change after ClutterEffect::pre_paint is called so the effect
|
|
* implementation should update any references to the texture after
|
|
* chaining-up to the parent's pre_paint implementation. This can be
|
|
* used instead of clutter_offscreen_effect_get_target() when the
|
|
* effect subclass wants to paint using its own material.
|
|
*
|
|
* Return value: (transfer none): a #CoglHandle or %NULL. The
|
|
* returned texture is owned by Clutter and it should not be
|
|
* modified or freed
|
|
*
|
|
* Since: 1.10
|
|
*/
|
|
CoglHandle
|
|
clutter_offscreen_effect_get_texture (ClutterOffscreenEffect *effect)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
NULL);
|
|
|
|
return effect->priv->texture;
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_get_target: (skip)
|
|
* @effect: a #ClutterOffscreenEffect
|
|
*
|
|
* Retrieves the material used as a render target for the offscreen
|
|
* buffer created by @effect
|
|
*
|
|
* You should only use the returned #CoglMaterial when painting. The
|
|
* returned material might change between different frames.
|
|
*
|
|
* Return value: (transfer none): a #CoglMaterial or %NULL. The
|
|
* returned material is owned by Clutter and it should not be
|
|
* modified or freed
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglMaterial *
|
|
clutter_offscreen_effect_get_target (ClutterOffscreenEffect *effect)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
NULL);
|
|
|
|
return (CoglMaterial *)effect->priv->pipeline;
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_paint_target:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
* @paint_context: a #ClutterPaintContext
|
|
*
|
|
* Calls the paint_target() virtual function of the @effect
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
void
|
|
clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect,
|
|
ClutterPaintContext *paint_context)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
|
|
|
|
CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect,
|
|
paint_context);
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_create_texture:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
* @width: the minimum width of the target texture
|
|
* @height: the minimum height of the target texture
|
|
*
|
|
* Calls the create_texture() virtual function of the @effect
|
|
*
|
|
* Return value: (transfer full): a handle to a Cogl texture, or
|
|
* %NULL. The returned handle has its reference
|
|
* count increased.
|
|
*
|
|
* Since: 1.4
|
|
*/
|
|
CoglHandle
|
|
clutter_offscreen_effect_create_texture (ClutterOffscreenEffect *effect,
|
|
gfloat width,
|
|
gfloat height)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
|
|
NULL);
|
|
|
|
return CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->create_texture (effect,
|
|
width,
|
|
height);
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_get_target_size:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
* @width: (out): return location for the target width, or %NULL
|
|
* @height: (out): return location for the target height, or %NULL
|
|
*
|
|
* Retrieves the size of the offscreen buffer used by @effect to
|
|
* paint the actor to which it has been applied.
|
|
*
|
|
* This function should only be called by #ClutterOffscreenEffect
|
|
* implementations, from within the #ClutterOffscreenEffectClass.paint_target()
|
|
* virtual function.
|
|
*
|
|
* Return value: %TRUE if the offscreen buffer has a valid size,
|
|
* and %FALSE otherwise
|
|
*
|
|
* Since: 1.8
|
|
*
|
|
* Deprecated: 1.14: Use clutter_offscreen_effect_get_target_rect() instead
|
|
*/
|
|
gboolean
|
|
clutter_offscreen_effect_get_target_size (ClutterOffscreenEffect *effect,
|
|
gfloat *width,
|
|
gfloat *height)
|
|
{
|
|
ClutterOffscreenEffectPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect), FALSE);
|
|
|
|
priv = effect->priv;
|
|
|
|
if (priv->texture == NULL)
|
|
return FALSE;
|
|
|
|
if (width)
|
|
*width = cogl_texture_get_width (priv->texture);
|
|
|
|
if (height)
|
|
*height = cogl_texture_get_height (priv->texture);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* clutter_offscreen_effect_get_target_rect:
|
|
* @effect: a #ClutterOffscreenEffect
|
|
* @rect: (out caller-allocates): return location for the target area
|
|
*
|
|
* Retrieves the origin and size of the offscreen buffer used by @effect to
|
|
* paint the actor to which it has been applied.
|
|
*
|
|
* This function should only be called by #ClutterOffscreenEffect
|
|
* implementations, from within the #ClutterOffscreenEffectClass.paint_target()
|
|
* virtual function.
|
|
*
|
|
* Return value: %TRUE if the offscreen buffer has a valid rectangle,
|
|
* and %FALSE otherwise
|
|
*
|
|
* Since: 1.14
|
|
*/
|
|
gboolean
|
|
clutter_offscreen_effect_get_target_rect (ClutterOffscreenEffect *effect,
|
|
graphene_rect_t *rect)
|
|
{
|
|
ClutterOffscreenEffectPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect), FALSE);
|
|
g_return_val_if_fail (rect != NULL, FALSE);
|
|
|
|
priv = effect->priv;
|
|
|
|
if (priv->texture == NULL)
|
|
return FALSE;
|
|
|
|
graphene_rect_init (rect,
|
|
priv->position.x,
|
|
priv->position.y,
|
|
cogl_texture_get_width (priv->texture),
|
|
cogl_texture_get_height (priv->texture));
|
|
|
|
return TRUE;
|
|
}
|