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Author SHA1 Message Date
Emmanuele Bassi
550d5ab621 click-action: Fix the release() method name
Documented and declared as release(), it's implemented as
force_release().

http://bugzilla.clutter-project.org/show_bug.cgi?id=2286
2010-08-26 16:39:39 +01:00
Bastian Winkler
cb58f1f68c script-parser: Apply child and layout properties to the right actor
http://bugzilla.clutter-project.org/show_bug.cgi?id=2285

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-08-25 16:18:25 +01:00
Neil Roberts
2e12768e3c win32: Fix the check for the 'IN_DESTRUCTION' flag
Commit eae4561929 tried to clean how it checks for the private actor
flags. However the check for the 'IN_DESTRUCTION' flag in the Win32
backend got inverted so it would always clear the current
context. This was causing _cogl_check_driver_valid to fail later and
then the realize would get stuck in a infinite loop.
2010-08-24 20:00:04 +01:00
Øyvind Kolås
04d55107f3 state: clutter_state_remove_key_internal fix memory corruption
When we free a state because there are no more keys with it as a target use a
goto to re-initialize temporary variables that have become invalid.

Fixing bug #2273
2010-08-23 14:01:08 +01:00
Neil Roberts
66018a7035 Invert the check for whether to clip the pick
In 965907deb3 the picking was changed to render the full stage
instead of a single pixel whenever picking is performed more than once
between paints. However the condition in the if-statement was
backwards so it would end up always doing a full stage render.
2010-08-23 11:55:14 +01:00
Neil Roberts
ddd08ba723 Add some debugging notes for picking
This adds a new CLUTTER_DEBUG option for picking. Currently this just
reports the position for each pick and whether it is clipped or not.
2010-08-23 11:55:13 +01:00
Alexandros Frantzis
12e58c7813 Hide internal glx and egl(x) backend symbols.
The glx and egl(x) backends export some internal symbols. Hide these
symbols (using '_' prefix) to reduce ABI differentiation between the
glx and eglx flavours.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2267

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-08-23 11:49:07 +01:00
Emmanuele Bassi
cda5afb419 box-layout: Use the correct name for the arguments
Since we're getting the preferred height for a given width, the width
argument should be named "for_width" and not "for_height".
2010-08-20 17:03:06 +01:00
Emmanuele Bassi
213bd1eab4 debug: Add a macro for checking debug flags 2010-08-19 13:57:10 +01:00
Emmanuele Bassi
459a6bb24c click-action: Add a method to force a release
It can be useful to be able to forcibly break the grab set up by the
ClickAction. The newly added release() method provides a mechanism to
release the grab and unset the :held state of the ClickAction.
2010-08-19 12:10:43 +01:00
Emmanuele Bassi
db7d821ef6 click-action: Add attribution
The ClickAction semantics were inspired by the StClickable widget in the
GNOME Shell Toolkit (St).
2010-08-19 11:26:51 +01:00
Robert Bragg
5ccaa61e4f docs: Clarifies that queue_redraw also applies to picking
This clarifies the documentation for clutter_actor_queue_redraw to
explain that custom actors should call this whenever some private state
changes that affects painting *or* picking.
2010-08-18 18:30:31 +01:00
Robert Bragg
f8940e3c9a clutter-texture: queue redraw when changing pick_with_alpha
The expectation is that actors should call clutter_actor_queue_redraw
when ever some private state changes that affects painting *or* picking.
ClutterTexture was not doing this for pick_with_alpha property changes.
2010-08-18 18:30:30 +01:00
Robert Bragg
965907deb3 Cache a full pick render if we have a static stage
The idea is that if we see multiple picks per frame then that implies
the visible scene has become static. In this case we can promote the
next pick render to be unclipped so we have valid pick values for the
entire stage. Now we can continue to read from this cached buffer until
the stage contents do visibly change.

Thanks to Luca Bruno on #clutter for this idea!
2010-08-18 18:30:30 +01:00
Emmanuele Bassi
c646a366c6 actor: Ignore paint() on actors being destroyed
OBVIOUS OPTIMIZATION IS OBVIOUS
2010-08-18 18:20:45 +01:00
Emmanuele Bassi
56097df60c docs: Improve paint() documentation 2010-08-18 18:20:04 +01:00
Emmanuele Bassi
ad0c36e1a1 docs: Fixes to avoid gtk-doc warnings 2010-08-17 14:54:20 +01:00
Emmanuele Bassi
92b1a33eb3 texture: Default square textures to height-for-width
Square textures should have a preferred geometry request set to
height-for-width, as it is the default for Clutter itself.
2010-08-16 15:56:49 +01:00
Emmanuele Bassi
271e0d9604 animator: Plug some leaks 2010-08-13 17:03:02 +01:00
Robert Bragg
12031ca2c5 material: Implements weak materials
Weak materials are ones that don't take a reference on their parent and
they are associated with a callback that notifies when the material is
destroyed, because its parent was freed or modified.

More details can be found at:
http://wiki.clutter-project.org/wiki/CoglDesign/CoglMaterial

For now the concept is internal only but the plan is to make this public
at some point once we have tested the design internally.
2010-08-13 16:23:19 +01:00
Emmanuele Bassi
50c5ecfe87 state: Plug some memory leakage
Thanks to Valgrind, test-state-base now reports 0 bytes definitely lost.
2010-08-13 12:12:59 +01:00
Emmanuele Bassi
daf6e73936 Remove last uses of cogl_program_uniform*
Following the commits:

  c03544da - clutter-shader: use cogl_program_set_uniform_xyz API
  a26119b5 - tests: Remove use of cogl_program_use

Remove the users of cogl_program_uniform_* and cogl_program_use() in the
shader-based effects.
2010-08-12 17:08:26 +01:00
Robert Bragg
01a7272599 cogl-shader: get_info_log should always use strdup
In the case where there is no error log for arbfp we were returning a
"" string literal. The other paths were using g_strdup to return a
string that could be freed with g_free. This makes the arbfp path return
g_strdup ("") instead.
2010-08-12 16:50:47 +01:00
Robert Bragg
b50bdd7919 cogl-shader: correctly #ifdef guard an if else block
There are quite a few if {} else {} blocks for dealing with arbfp else
glsl and the first block is guarded with #ifdef HAVE_COGL_GL. In this
case though the #endif was before the else so it wouldn't compile for
gles.
2010-08-12 16:50:47 +01:00
Robert Bragg
94692370d2 material-glsl: #include "cogl-shader-private.h"
We need to include cogl-shader-private.h to have the
COGL_SHADER_TYPE_GLSL define. When building for opengl this wasn't
noticed probably because some other header indirectly includes this
file. It was a problem when building for gles2 though.
2010-08-12 16:50:47 +01:00
Robert Bragg
c03544daa6 clutter-shader: use cogl_program_set_uniform_xyz API
Instead of using the deprecated cogl_program_uniform_xyz functions we
now use the cogl_program_set_uniform methods. It looks like this should
also fix a problem with clutter-shader too in that previously we weren't
calling cogl_program_use before cogl_program_uniform_xyz so setting
uniforms would only work while the shader is enabled.
2010-08-12 16:50:46 +01:00
Robert Bragg
f03037d580 cogl-program: Adds use_uniform_xyz methods
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.

This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
    cogl_program_set_uniform_1i
    cogl_program_set_uniform_1f
    cogl_program_set_uniform_int
    cogl_program_set_uniform_float
    cogl_program_set_uniform_matrix
2010-08-12 16:50:46 +01:00
Damien Lespiau
2f54f8f0ea introspection: Use the --quiet flag conditionally
--quiet has been added to g-ir-scanner in the 0.9.1 cycle. We really
want to be able to compile clutter with 0.6.14 to be able to reuse
gir files that are distributed in current distributions.

Use the INTROSPECTION_SCANNER_ARGS (previously unused) variable to
convey --quiet when necessary.

Fixes: http://bugzilla.clutter-project.org/show_bug.cgi?id=2265
2010-08-12 16:43:07 +01:00
Neil Roberts
db0c15aee8 cogl-atlas: Verify that the chosen initial size is supported
CoglAtlas chooses a fairly large default initial size of either
512x512 or 1024x1024 depending on the texture format. There is a
chance that this size will not be supported on some platforms which
would be catastrophic for the glyph cache because it would mean that
it would always fail to put any glyphs in the cache so text wouldn't
work. To fix this the atlas code now checks whether the chosen initial
size is supported by the texture driver and if not it will get halved
until it is supported.
2010-08-12 11:57:00 +01:00
Neil Roberts
b9f9ea3a9c cogl-atlas: Use _cogl_texture_driver_size_supported
Previously when creating a new rectangle map it would try increasingly
larger texture sizes until GL_MAX_TEXTURE_SIZE is reached. This is bad
because it queries state which should really be owned by the texture
driver. Also GL_MAX_TEXTURE_SIZE is often a conservative estimate so
larger texture sizes can be used if the proxy texture is queried
instead.
2010-08-12 11:57:00 +01:00
Neil Roberts
72029e14db cogl-rectangle-map: Record largest gap rather than the remaining space
Previously each node in the rectangle map tree would store the total
remaining space in all of its children to use as an optimization when
adding nodes. With this it could skip an entire branch of the tree if
it knew there could never be enough space for the new node in the
branch. This modifies that slightly to instead store the largest
single gap. This allows it to skip a branch earlier because often
there would be a lot of small gaps which would add up to enough a
space for the new rectangle, but the space can't be used unless it is
in a single node.

The rectangle map still needs to keep track of the total remaining
space for the whole map for the debugging output so this has been
added back in to the CoglRectangleMap struct. There is a separate
debugging function to verify this value.
2010-08-12 11:57:00 +01:00
Neil Roberts
2b5bb06bed cogl-atlas: Try the next size when there would be less than 6% waste
Previously when the atlas needs to be migrated it would start by
trying with the same size as the existing atlas if there is enough
space for the new texture. However even if the atlas is completely
sorted there will always be some amount of waste so when the atlas
needs to grow it would usually end up redundantly trying the same size
when it is very unlikely to fit. This patch changes it so that there
must be at least 6% waste available after the new texture is added
otherwise it will start with the next atlas size.
2010-08-12 11:57:00 +01:00
Neil Roberts
f98be241a8 cogl-atlas: Add some more debugging notes
This adds some debugging notes which report when the atlas is trying
various sizes.
2010-08-12 11:57:00 +01:00
Neil Roberts
e080e824ee cogl-rectangle-map: Use a GArray for the stack
When iterating over the rectangle map a stack is used to implement a
recursive algorithm. Previously this was slice allocating a linked
list. Now it uses a GArray which is retained with the rectangle map to
avoid frequent allocations which is a little bit faster.
2010-08-12 11:56:59 +01:00
Neil Roberts
0e2d18d700 cogl-rectangle-map: Store the remaining space per node
Previously the remaining space was managed as part of the
CoglRectangleMap struct. Now it is stored per node so that at any
point in the hierarchy we can quickly determine how much space is
remaining in all of the node's children. That way when adding a
rectangle we can miss out entire branches more quickly if we know that
there is no way the new rectangle would fit in that branch.

This also adds a function to recursively verify the cached state in
the nodes such as the remaining space and the number of
rectangles. This function is only called when the dump-atlas-image
debug flag is set because it is potentially quite slow.
2010-08-12 11:56:59 +01:00
Neil Roberts
e609a658a4 cogl-atlas: Increase the default minimum texture size
When initially creating a texture it would start with a minimum size
of 256x256. This increases the size so that it would try to match 1MB
of memory.
2010-08-12 11:56:59 +01:00
Neil Roberts
d03fbf9f64 cogl-pango: Use a CoglAtlas to maintain the glyph cache
The glyph cache is now stored in a CoglAtlas structure instead of the
custom atlasing code. This has the advantage that it can share code
with the main texture atlas and that it supports reorganizing the
atlas when it becomes full. Unlike the texture atlas, the glyph cache
can use multiple atlases which would be neccessary if the maximum
texture size is reached and we need to create a second
texture. Whenever a display list is created it now has to register a
callback with the glyph cache so that the display list can be
recreated whenever any of the atlases are reorganized. This is needed
because the display list directly stores texture coordinates within
the atlas texture and they would become invalid when the texture is
moved.

The ensure_glyphs_for_layout now works in two steps. First it reserves
space in the atlas for all of the glyphs. The atlas is created with
the DISABLE_MIGRATION flag so that it won't actually copy any textures
if any rearranging is needed. Whenever the position is updated for a
glyph then it is marked as dirty. After space for all of the glyphs
has been reserved it will iterate over all dirty glyphs and redraw
them using Cairo. The rendered glyph is then stored in the texture
with a sub texture update.

The glyphs need to all be set at the right location before starting to
create the display list because the display list stores the texture
coordinates of the glyph. If any of the glyphs were moved around then
the parts of the display list that was created already would become
invalid. To make this work, ensure_glyphs_for_layout is now always
called before rendering a layout or a layout line.
2010-08-12 11:56:59 +01:00
Neil Roberts
047227fbd7 cogl-atlas: Support multiple formats and clearing the texture
_cogl_atlas_new now has two extra parameters to specify the format of
the textures it creates as well as a set of flags to modify the
behavious of the atlas. One of the flags causes the new textures to be
cleared and the other causes migration to avoid actually copying the
textures. This is needed to use CoglAtlas from the pango glyph cache
because it needs to use COGL_PIXEL_A_8 and to clear the textures as it
does not fill in the gaps between glyphs. It needs to avoid copying
the textures so that it can work on GL implementations without FBO
support.
2010-08-12 11:56:59 +01:00
Neil Roberts
9b2f8179f0 cogl-atlas-texture: Split out the atlas data structure
Instead of storing a pointer to the CoglRectangleMap and a handle to
the atlas texture in the context, there is a now a separate data
structure called a CoglAtlas to manage these two. The context just
contains a pointer to this. The code to reorganise the atlas has been
moved from cogl-atlas-texture.c to cogl-atlas.c
2010-08-12 11:56:59 +01:00
Neil Roberts
0c8582aad8 cogl: Add an internal utility to maintain a list of callback functions
This adds an internal CoglCallbackList type which is just a GSList of
of function pointers along with a data pointer to form a
closure. There are functions to add and remove items and to invoke the
list of functions. This could be used in a number of places in Cogl.
2010-08-12 11:54:42 +01:00
Neil Roberts
4989000f55 cogl-atlas: Rename to CoglRectangleMap
This simply renames CoglAtlas to CoglRectangleMap without making any
functional changes. The old 'CoglAtlas' is just a data structure for
managing unused areas of a rectangle and it doesn't neccessarily have
to be used for an atlas so it wasn't a very good name.
2010-08-12 11:54:42 +01:00
Neil Roberts
89c535f50d cogl-material: Compare whether textures are equal by their GL handle
Textures within a layer were compared for equality by comparing their
texture handle. However this means that sub textures and atlas
textures which may be internally using the same GL handle would not be
batched together. Instead it now tries to determine the underlying GL
handle using either the slice override or _cogl_texture_get_gl_texture
and then compares those.
2010-08-12 11:36:18 +01:00
Neil Roberts
8538bdbdea cogl-atlas-texture: Accept formats with different component orders
When filtering on allowed formats for atlas textures, it now masks out
the BGR and AFIRST bits in addition to the premult bit. That way it
will accept RGB and RGBA formats in any component order.

In theory it could also accept luminance and alpha-only textures but I
haven't added this because presumably if the application has requested
these formats then it has some reason not to use a full RGB or RGBA
texture and we should respect that.
2010-08-12 10:03:52 +01:00
Emmanuele Bassi
2bf01dd959 build: Make the introspection generation quiet (again) 2010-08-12 09:03:58 +01:00
Emmanuele Bassi
9b736cfeba drag-action: Capture ENTER when dragging
This completes commit 9ab83cebf.
2010-08-12 08:53:06 +01:00
Emmanuele Bassi
ed39948ccf colorize-effect: Do not inherit from ShaderEffect
See commits:

  7daeb217 blur-effect: Do not inherit from ShaderEffect
  1ec57743 desaturate-effect: Do not inherit from ShaderEffect

We might avoid using shaders at all in the future for simple effects.
2010-08-11 17:43:15 +01:00
Emmanuele Bassi
d10ebe9fca effects: Check before using the cogl_shader_* API
Since BlurEffect and DesaturateEffect are using the shader API
implicitly and not using ClutterShaderEffect, we need to check if the
underlying GL implementation supports the GLSL shading language and warn
if not.
2010-08-11 17:25:17 +01:00
Emmanuele Bassi
9ab83cebfd drag-action: Capture stage leave
If we are dragging, we don't want the drag handle to emit a
::leave-event even if the pointer left the stage.
2010-08-11 14:42:56 +01:00
Emmanuele Bassi
1ec577438e desaturate-effect: Do not inherit from ShaderEffect
Hide the fact that we're using a fragment shader, in case we're able in
the future to use a material layer combine function when painting the
offscreen target texture.
2010-08-11 14:21:23 +01:00
Emmanuele Bassi
7daeb217bd blur-effect: Do not inherit from ShaderEffect
We might want to switch the BlurEffect from a box-blur to a
super-sampling of the texture target, in order to make it cheap(er).
If we inherit from ShaderEffect, though, we're setting in stone the
fact that we are going to use a fragment shader for blurring.

Since there is not parametrization of the blur, the code necessary
to implement effect is pretty small, and we can use the Cogl API
directly.
2010-08-11 14:21:23 +01:00
Emmanuele Bassi
eb4dee46b7 shader-effect: Attach the program to the target material
Instead of calling cogl_program_use() around the paint_target()
chain-up, we can use the newly added API in CoglMaterial to attach
user-defined shaders to the offscreen target material.
2010-08-11 14:21:23 +01:00
Emmanuele Bassi
c87bfef1eb stage: Fix the user-resizable property enumeration id 2010-08-11 12:40:22 +01:00
Emmanuele Bassi
59a9786942 actor: Use box origin instead of direct access 2010-08-11 11:39:24 +01:00
Emmanuele Bassi
5e1d40c07b Merge branch 'wip/table-layout'
* wip/table-layout:
  Add ClutterTableLayout, a layout showing children in rows and columns
  box-layout: Use allocate_align_fill()
  bin-layout: Migrate to allocate_align_fill()
  actor: Add allocate_align_fill()
  test-flow-layout: Use BindConstraints
2010-08-11 11:32:44 +01:00
José Dapena Paz
d14e294d86 Add ClutterTableLayout, a layout showing children in rows and columns
A TableLayout is a layout manager that allocates its children in rows
and columns. Each child is assigned to a cell (or more if a cell span
is set).

The supported child properties are:

  • x-expand and y-expand: if this cell with try to allocate the
    available extra space for the table.
  • x-fill and y-fill: if the child will get all the space available in
    the cell.
  • x-align and y-align: if the child does not fill the cell, then
    where the child will be aligned inside the cell.
  • row-span and col-span: number of cells the child will allocate for
    itself.

Also, the TableLayout has row-spacing and col-spacing for specifying
the space in pixels between rows and between columns.

We also include a simple test of the layout manager, and the
documentation updates.

The TableLayout was implemented starting from MxTable and
ClutterBoxLayout.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2038

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-08-10 23:20:06 +01:00
Emmanuele Bassi
1043e77a00 box-layout: Use allocate_align_fill()
Remove duplicated code, and use the newly added actor method to compute
the child allocation based on alignment and fill.
2010-08-10 22:25:12 +01:00
Emmanuele Bassi
6ad4126e17 bin-layout: Migrate to allocate_align_fill()
Now that we have the code in ClutterActor itself.
2010-08-10 22:25:11 +01:00
Emmanuele Bassi
07b01888ba actor: Add allocate_align_fill()
Layout managers are using the same code to allocate a child while taking
into consideration:

  • horizontal and vertical alignment
  • horizontal and vertical fill
  • the preferred minimum and natural size, depending
    on the :request-mode property
  • the text direction for the horizontal alignment
  • an offset given by the fixed position properties

Given the amount of code involved, and the amount of details that can go
horribly wrong while copy and pasting such code in various classes - let
alone various projects - Clutter should provide an allocate() variant
that does the right thing in the right way. This way, we have a single
point of failure.
2010-08-10 22:25:11 +01:00
Neil Roberts
8d51617979 Conditionally use g_object_notify_by_pspec
This adds a wrapper macro to clutter-private that will use
g_object_notify_by_pspec if it's compiled against a version of GLib
that is sufficiently new. Otherwise it will notify by the property
name as before by extracting the name from the pspec. The objects can
then store a static array of GParamSpecs and notify using those as
suggested in the documentation for g_object_notify_by_pspec.

Note that the name of the variable used for storing the array of
GParamSpecs is obj_props instead of properties as used in the
documentation because some places in Clutter uses 'properties' as the
name of a local variable.

Mose of the classes in Clutter have been converted using the script in
the bug report. Some classes have not been modified even though the
script picked them up as described here:

json-generator:

 We probably don't want to modify the internal copy of JSON

behaviour-depth:
rectangle:
score:
stage-manager:

 These aren't using the separate GParamSpec* variable style.

blur-effect:
win32/device-manager:

 Don't actually define any properties even though it has the enum.

box-layout:
flow-layout:

  Have some per-child properties that don't work automatically with
  the script.

clutter-model:

  The script gets confused with ClutterModelIter

stage:

  Script gets confused because PROP_USER_RESIZE doesn't match
  "user-resizable"

test-layout:

  Don't really want to modify the tests

http://bugzilla.clutter-project.org/show_bug.cgi?id=2150
2010-08-10 17:12:06 +01:00
Owen W. Taylor
de8276105f Always bind a new texture to unit 1 when necessary
The special handling for texture unit 1 caught the case where unit
1 was changed for transient purposes, but didn't properly handle
the case where the actual non-transient texture was different between
two materials with no transient binding in between.

If the actual texture has changed when flushing, mark unit 1 as dirty
and needing a rebind.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2261
2010-08-09 22:02:03 +01:00
Emmanuele Bassi
ecc086e9eb Silence a compiler warning 2010-08-09 19:38:23 +01:00
Robert Bragg
09e664c349 cogl: Allow setting ARBfp source on a CoglShader
This makes CoglProgram/Shader automatically detect when the user has
given an ARBfp program by checking for "!!ARBfp1.0" at the beginning of
the user's source.

ARBfp local parameters can be set with cogl_program_uniform_float
assuming you pass a @size of 4 (all ARBfp program.local parameters
are vectors of 4 floats).

This doesn't expose ARBfp environment parameters or double precision
local parameters.
2010-08-09 17:27:02 +01:00
Robert Bragg
5741e28cdc cogl: Adds a COGL_FEATURE_SHADERS_ARBFP feature flag
This adds a public feature flag for ARBfp so developers can determine if
the cogl API supports ARBfp or not.
2010-08-09 17:27:02 +01:00
Robert Bragg
f781bcec7e material: Add cogl_material_{get,set}_user_program
Previously we had an internal only _cogl_material_set_user_program to
redirect legacy usage of cogl_program_use() through CoglMaterial. This
instead makes the API public because until we implement our planned
"snippet" framework we need a stop-gap solution for using shaders in
Cogl.

The plan is to also support ARBfp with the cogl_program/shader API so
this API will also allow clutter-gst to stop using direct OpenGL calls
that conflict with Cogl's state tracking.
2010-08-09 17:26:57 +01:00
Robert Bragg
1314d0b1a7 material: chain up in layer_pre_change_notify
A change to a layer is also going to be a change to its owning material
so we have to chain up in _cogl_material_layer_pre_change_notify and
call _cogl_material_pre_change_notify. Previously we were only
considering if the owning material was referenced in the journal but
that ignores that it might also have dependants. We no longer need to
flush the journal directly in layer_pre_change_notify.
2010-08-09 17:12:26 +01:00
Robert Bragg
8556617546 material: unlink old layer from owner when replacing
In _cogl_material_layer_pre_change_notify when we see that a layer has
dependants and it can't be modified directly then we allocate a new
layer. In this case we also have to link the new layer to its required
owner. If the immutable layer we copied had the same owner though we
weren't unlinking that old layer.
2010-08-09 17:12:26 +01:00
Robert Bragg
eeac7c5f43 material: fix initialization of sparse properties
In _cogl_material_pre_change_notify we need to identify if it's a sparse
property being changed and if so initialize the state group if the given
material isn't currently the authority for it.

Previously we were unconditionally calling
_cogl_material_initialize_state which would e.g. NULL the layer
differences list of a material each time a layer change was notified.

It would also call _cogl_material_initialize_state for non-sparse
properties which should always be valid at this point so the function
has been renamed to _cogl_material_initialize_sparse_state to make this
clearer with a corresponding g_return_if_fail check.
2010-08-09 17:12:26 +01:00
Robert Bragg
d489832688 material: fix copying of material layer differences
This fixes how we copy layer differences in
_cogl_material_copy_layer_differences.

We were making a redundant g_list_copy of the src differences and then
iterating the src list calling _cogl_material_add_layer_difference for
each entry which would double the list length, but the initial copy
directly referenced the original layers which wasn't correct.

Also we were initializing dest->n_layers before copying the layer
differences but the act of copying the differences will re-initialize
n_layers to 0 when adding the first layer_difference since it will
trigger a layer_pre_change_notify and since the dest material isn't yet
a STATE_LAYERS authority the state group is initialized before allowing
the change.
2010-08-09 17:12:26 +01:00
Robert Bragg
0e2880b067 material: don't dereference layer->texture directly
In _cogl_material_texture_storage_change_notify we were potentially
dereferencing layer->texture without checking first that it is the
authority of texture state. We now use
_cogl_material_layer_get_texture() instead.
2010-08-09 17:12:26 +01:00
Robert Bragg
9c46cb7f21 material: Improve the dot file debugging code
This improve the dot file output available when calling
_cogl_debug_dump_materials_dot_file. The material graph now directly
points into the layer graph and the layers now show the texture unit
index.
2010-08-09 17:12:25 +01:00
Emmanuele Bassi
1943b8e544 glx: Depend on libdrm
DRM is available on more platforms than Linux (e.g. kFreeBSD), but
Clutter currently FTBFS there because of not being an alternative to
the __linux__ code (where it should be HAVE_DRM).

Instead of copying the DRM data structures, we should use libdrm when
falling back to directly requesting to wait for the vblank.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2225

Based on a patch by: Emilio Pozuelo Monfort <pochu27@gmail.com>
Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-08-09 11:29:03 +01:00
Emmanuele Bassi
28378f1bb4 layout-manager: Do not emit layout-changed on thaw
When thawing a LayoutManager, do not emit the ::layout-changed signal
since it might still be in the middle of a relayout.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2255
2010-08-09 11:06:44 +01:00
Emmanuele Bassi
306385c2eb animator: Remove redundant parenthesis 2010-08-09 08:50:18 +01:00
Emmanuele Bassi
74301da8e7 animator: Improve the key value copy
Use the same code used elsewhere in Clutter when dealing with values
that can be copied or transformed.
2010-08-08 19:18:46 +01:00
Emmanuele Bassi
1ca0c2a6d1 state: Return a boolean when getting the key value
Since the copy might fail, we should return a boolean value and not just
warn on the console - similarly to what ClutterAnimator does.
2010-08-08 19:17:14 +01:00
Emmanuele Bassi
d07a525ecc text: Do not set the markup unconditionally
When setting :use-markup we always pass the contents of the Text actor
to clutter_text_set_markup_internal(); if string contains any markup,
this ends up being parsed and used - even when :use-markup is set to
FALSE.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2239
2010-08-06 17:41:28 +01:00
Neil Roberts
fcbfd4ec34 cogl-material: Unref the texture when reverting authority
When the texture is set on a layer so that it is back to the parent's
texture it would clear the texture change flag but it wouldn't unref
the texture. The free function for a material layer does not unref the
texture if the change flag is cleared so the texture would end up
leaking. This happens for ClutterTexture because it disposes the
texture by setting layer 0 of the material to COGL_INVALID_HANDLE
which ends up the same as the default material.
2010-08-06 17:09:54 +01:00
Robert Bragg
8ac3cb29ea material: only deference layer->texture for authority
In _cogl_material_layer_pre_paint we were mistakenly dereferencing the
layer->texture member for the passed layer instead of dereferencing the
texture state authority which was causing crashes in some cases.
2010-08-06 14:16:35 +01:00
Emmanuele Bassi
069266f3ed layout-manager: Freeze ::layout-changed when creating LayoutMeta
LayoutMeta instances are created lazily. If an actor is added to a
container with a layout manager then the first time the layout manager
might be creating the LayoutMeta instance could be during the allocation
cycle caused by calling clutter_actor_show(). When a LayoutMeta is
instantiated for the first time, a list of properties can be set - and
this might lead to the emission of the ::layout-changed signal. The
signal is, most typically, going to cause a relayout to be queued, and a
warning will be printed on the terminal.

We should freeze the emission of the ::layout-changed signal during the
creation of the LayoutMeta instances, and thaw it after that.
2010-08-05 18:10:22 +01:00
Emmanuele Bassi
315965290b texture: Update the request mode depending on the size
If a Texture has been set to:

  • keep its size synchronized with the image data
  • maintain the aspect ratio of the image data

then it should also change its request mode depending on the orientation
of the image data, so that layout managers have a fighting chance of
sizing it correctly.
2010-08-05 16:19:51 +01:00
Emmanuele Bassi
2d4125a053 texture: Make the :filename property readable
UI builders and other tools are be interested in the file used to load
the image data.
2010-08-05 15:39:20 +01:00
Roman Kudiyarov
8326ea26f8 osx: Fixed stage resize policy
Added initialization of minimum window size property on Cocoa
side. This property works when user change window size by mouse
dragging. But when size is changed by clutter_actor_set_size this
property will not help and was added another check in
clutter_stage_osx_resize. Also osx_get_geometry was refactoried
because it returns incorrect values in many cases but now size is
saved in [Window reshape] in requisition_width/height and this value
will be returned in any case to frontend.
2010-08-04 15:13:12 +01:00
Roman Kudiyarov
c1f0b59911 test: Fixed test-rotate for osx platfom
There was a bug in clutter-shader-effect. We have to set to zero new object
of type GValue before we can use it in g_value_init.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
52b6a3cd49 osx: added resolution initialization in backend
It's important step of initialization because all features calls from
font rendering libs based on this parameter. By default it equals to
-1 and test-text-cache test crashes in this case.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
dc23b88de2 osx: Fixed warnings in osx event implementation 2010-08-04 15:13:11 +01:00
Roman Kudiyarov
af8308295c Added willResize delegate for osx stage.
By default a clutter stage is not user resizable and this delegate
controls this option while resizing the stage.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
49b2b62311 Fixed lack of reaction for keyboard events after showing stage on osx.
Trick with hiding view while showing the stage affects on responder
chain. The main view ceases to be first responder and we should
manually set first responder.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
e4c4ef6792 Fixed incorrect size return in osx stage if stage resizable by user.
For some reasons width&height was equal to 1 if flag user-resizable
was true.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
411b5a09bb osx: Added size initialization for stage
After stage creation it's size can be changed by user and it should be
taken into account in clutter_stage_osx_realize.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
8e2b45648f osx: Fixed problem with freezing application while checking behaviour.
Problem was in incorrect application initialization.
[NSApplication sharedApplication] should be call in backend init(not
in init stage). It doesn't require any data and only makes a
connection to window server.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
8c69a639cb osx: Fixed bug with creating context twice.
We should assign context and pixel_format vars to null to avoid
multiple context creation.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
50793eac51 osx: added create_context function in backend
Cleanup clutter_backend_osx_post_parse function and move context
initialization to clutter_backend_osx_create_context. The OpenGL pixel
format attributes were taken as is. Also move bringing application to
foreground in clutter_stage_osx_realize, it seems there is best place
for it.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
904f619419 osx: Implemented hide cursor backend implementation
Add implementation for hide cursor in stage. Also added using this
feature in test-animator.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
12e5011488 osx: Added missed function declaration for stage
Added empty functions for cursor and window resize functional with
notes FIXME and also they are added to iface.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
01c9570d16 osx: Remove drawing call while showing stage and add viewport init
Viewport didn't initialized before OGL drawing and it causes crash on
assert so added viewport initalization to
clutter_stage_osx_realize. Also showing the stage causes drawing
function but other part of the system(in particular conformance tests)
don't expect it and aren't ready at this moment.
2010-08-04 15:13:11 +01:00
Roman Kudiyarov
e3295050f5 osx: Fixed crash while features initialization
Clearing current context couses incorrect work of glGetString function
and all next GL functions that use it work incorrectly.
2010-08-04 15:13:10 +01:00
Emmanuele Bassi
24d1142ecf glx: Add more debugging notes
Should help debug the GLX visual selection.
2010-08-03 17:53:58 +01:00
Emmanuele Bassi
fa54b7c60d docs: Further clarifications
Mention the XFixes extension for compositors using input regions to let
events "pass through" the stage.

Thanks to: Robert Bragg <robert@linux.intel.com>
2010-08-03 16:48:53 +01:00
Emmanuele Bassi
da6b2660ba docs: Clarify the event retrieval disable behaviour
When we disable the event retrieval, we now just disable the X11 event
source, not the event selection. We need to make that clear to
applications, especially compositors, which might expect complete
control over the selection.
2010-08-03 16:30:04 +01:00
Emmanuele Bassi
609560b1cb glx: Unconditionally select X11/GLX events
Currently, we select input events and GLX events conditionally,
depending on whether the user has disabled event retrieval.

We should, instead, unconditionally select input events even with event
retrieval disabled because we need to guarantee that the Clutter
internal state is maintained when calling clutter_x11_handle_event()
without requiring applications or embedding toolkits to select events
themselves. If we did that, we'd have to document the events to be
selected, and also update applications and embedding toolkits each time
we added a new mask, or a new class of events - something that's clearly
not possible.

See:

  http://bugzilla.clutter-project.org/show_bug.cgi?id=998

for the rationale of why we did conditional selection. It is now clear
that a compositor should clear out the input region, since it cannot
assume a perfectly clean slate coming from us.

See:

  http://bugzilla.clutter-project.org/show_bug.cgi?id=2228

for an example of things that break if we do conditional event
selection on GLX events. In that specific case, the X11 server ≤ 1.8
always pushed GLX events on the queue, even without selecting them; this
has been fixed in the X11 server ≥ 1.9, which means that applications
like Mutter or toolkit integration libraries like Clutter-GTK would stop
working on recent Intel drivers providing the GLX_INTEL_swap_event
extension.

This change has been tested with Mutter and Clutter-GTK.
2010-08-03 16:11:52 +01:00
Robert Bragg
10c5cb1800 cogl-program: gles2: bind programs lazily as for GL
This makes the gles2 cogl_program_use consistent with the GL version by
not binding the program immediately and instead leaving it to
cogl-material.c to bind the program when actually drawing something.
2010-08-03 15:00:07 +01:00
Robert Bragg
4a9321b60c gles2: Have CoglProgram track uniforms per program
Previously custom uniforms were tracked in _CoglGles2Wrapper but as part
of a process to consolidate the gl/gles2 shader code it seems to make
sense for this state to be tracked in the CoglProgram object instead.

http://bugzilla.o-hand.com/show_bug.cgi?id=2179
2010-08-03 15:00:04 +01:00
Robert Bragg
c26f4ffa22 cogl-shader: unifies the driver/{gl,gles} shader files
The per driver implementations of cogl-shader.c had become almost
identical we now have a single cogl/cogl-shader.c instead.
2010-08-03 12:41:37 +01:00
Robert Bragg
8021d3e2eb cogl-shader: Store the CoglShaderType in CoglShader
Instead of having to query GL and translate the GL enum into a
CoglShaderType each time cogl_shader_get_type is called we now keep
track of the type in CoglShader.
2010-08-03 12:41:34 +01:00
Robert Bragg
467c33a3e3 cogl: don't include cogl-debug.h in cogl.h or install
cogl-debug.h is an internal header so it shouldn't have been included by
cogl.h and the header shouldn't be installed either.
2010-08-02 17:41:42 +01:00
Emmanuele Bassi
c23b283968 animatable: Allow passing a NULL animation
The Animatable interface was created specifically for the Animation
class. It turns out that it might be fairly useful to others - such as
ClutterAnimator and ClutterState.

The newly-added API in this cycle for querying and accessing custom
properties should not require that we pass a ClutterAnimation to the
implementations: the Animatable itself should be enough.

This is necessary to allow language bindings to wrap
clutter_actor_animate() correctly and do type validation and
demarshalling between native values and GValues; an Animation instance
is not available until the animate() call returns, and validation must
be performed before that happens.

There is nothing we can do about the animate_property() virtual
function - but in that case we might want to be able to access the
animation from an Animatable implementation to get the Interval for
the property, just like ClutterActor does in order to animate
ClutterActorMeta objects.
2010-07-31 10:56:09 +01:00
Emmanuele Bassi
c65c0f08d8 docs: Fix the BindConstraint example
A constraint was created but not added to the actor.
2010-07-31 10:39:53 +01:00
Emmanuele Bassi
a20a509584 x11: Split out conditions and warnings
XGetGeometry is a great piece of API, since it gets a lot of stuff that
are moderately *not* geometry related - the root window, and the depth
being two.

Since we have multiple conditions depending on the result of that call
we should split them up depending on the actual error - and each of them
should have a separate error message. This makes debugging simpler.
2010-07-29 17:18:25 +01:00
Emmanuele Bassi
0736cb7323 actor: Make set_flags() safe from unrefs
It's possible - though not recommended - that user code causes the
destruction of an actor in one of the notification handlers for
flag-based properties. We should protect the multiple notification
emission with g_object_ref/unref.
2010-07-29 17:00:24 +01:00
Øyvind Kolås
3d806f498f effect: fix conversion from degrees to radians 2010-07-23 12:16:37 +01:00
Neil Roberts
ec26466cdc gles/cogl-shader.c: Store the shader type in CoglShader
Nothing was storing the shader type when a shader was created so it
would get confused about whether it was a custom vertex or fragment
shader.

Also the 'type' member of CoglShader was a GLenum but the only place
that read it was treating it as if it was CoglShaderType. This changes
it be CoglShaderType.
2010-07-22 22:22:23 +01:00
Neil Roberts
a639ed6593 Plug the leaking CoglProgram and CoglShader
_cogl_program_free and _cogl_shader_free never freed the struct their
structs so it would end up leaking a little bit.
2010-07-22 21:51:43 +01:00
Neil Roberts
488e376b7e cogl-bitmap-pixbuf: Avoid copying the buffer in more circumstances
When loading an RGB image GdkPixbuf will pad the rowstride so that the
beginning of each row is aligned to 4 bytes. This was causing us to
fallback to the code that copies the buffer. It is probably safe to
avoid copying the buffer if we can detect that the rowstride is simply
an alignment of the packed rowstride.

This also changes the copying fallback code so that it uses the
aligned rowstride. However it is now extremely unlikely that the
fallback code would ever be used.
2010-07-22 20:13:37 +01:00
Neil Roberts
b9295bf0e5 cogl-bitmap-pixbuf: Fix the rowstride used when copying a GdkPixbuf
In commit b780413e5a the GdkPixbuf loading code was changed so that
if it needs to copy the pixbuf then it would tightly pack it. However
it was still using the rowstride from the pixbuf so the image would
end up skewed. This fixes it to use the real rowstride.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2235
2010-07-22 20:13:15 +01:00
Neil Roberts
bb1b1b151e cogl-material: Don't map the shininess value to [0,1]
In OpenGL the 'shininess' lighting parameter is floating point value
limited to the range 0.0→128.0. This number is used to affect the size
of the specular highlight. Cogl materials used to only accept a number
between 0.0 and 1.0 which then gets multiplied by 128.0 before sending
to GL. I think the assumption was that this is just a weird GL quirk
so we don't expose it. However the value is used as an exponent to
raise the attenuation to a power so there is no conceptual limit to
the value.

This removes the mapping and changes some of the documentation.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2222
2010-07-22 17:52:51 +01:00
Neil Roberts
d76d82c88f cogl-material: Always reset the GLSL program to zero when flushing
When flushing a fixed-function or arbfp material it would always call
disable_glsl to try to get rid of the previous GLSL shader. This is
needed even if current_use_program_type is not GLSL because if an
application calls cogl_program_uniform then Cogl will have to bind the
program to set the uniform. If this happens then it won't update
current_use_program_type presumably because the enabled state of arbfp
is still valid.

The problem was that disable_glsl would only select program zero when
the current_use_program_type is set to GLSL which wouldn't be the case
if cogl_program_uniform was called. This patch changes it to just
directly call _cogl_gl_use_program_wrapper(0) instead of having a
separate disable_glsl function. The current program is cached in the
cogl context anyway so it shouldn't cause any extra unnecessary GL
calls.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2232
2010-07-22 17:50:56 +01:00
Chris Kühl
24b9748f0a Fixed more set using *_get_* typos.
http://bugzilla.clutter-project.org/show_bug.cgi?id=2233
2010-07-22 11:03:04 +01:00
Emmanuele Bassi
99d7d31318 docs: Improve the text of X11 event-related functions
We need to make sure that people disabling event handling in Clutter
call clutter_x11_handle_event() to update Clutter's internal state.
2010-07-22 10:48:21 +01:00
Neil Roberts
1dee65770a Minor fix to the documentation for clutter_texture_get_sync_size
The documentation was recursively referring to itself causing a stack
overflow in the reader's brain.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2233
2010-07-22 10:06:26 +01:00
Emmanuele Bassi
eae4561929 Clean up the private flags for ClutterActor
Provide macros to quickly query a flag, and remove all namespacing
except the initial 'CLUTTER'.
2010-07-21 16:10:46 +01:00
Emmanuele Bassi
0dfbf010b8 x11: Add more checks to set_stage_foreign()
Check all the pre-requisites to avoid segfaults later on.
2010-07-21 15:21:08 +01:00
Emmanuele Bassi
8538e1bf58 x11: Clean up TexturePixmap header and private data structure
Align the header file and use bitfields instead of booleans.
2010-07-21 15:14:36 +01:00
Neil Roberts
0e80747a68 cogl-material: Consider the shader when deciding if materials equate
_cogl_material_equal was ignoring the user shader state so rectangles
with different shaders would get batched together.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2220
2010-07-20 17:21:12 +01:00
Emmanuele Bassi
f2d0f0ab5f stage: Ignore redraws on destroyed stages
We might get requests to redraw even during destruction; we should
ignore them and do some NULL checks instead of blindly invoking
functions.
2010-07-20 14:39:43 +01:00
Emmanuele Bassi
7b6b2ea55b stage-window: Add argument guards
Validate the arguments passed to StageWindow's methods.
2010-07-20 14:39:01 +01:00
Neil Roberts
76d8119a7f cogl-material-arbfp: Use separate buffers when calling g_ascii_dtostr
g_ascii_dtostr was being used in four separate arguments to
g_string_append_printf but all invocations of it were using the same
buffer. This would end up with all of the arguments having the same
value which would depend on whichever order the compiler evaluates
them in. This patches changes it to use a multi-dimensional array and
a loop to fill in the separate buffers.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2219
2010-07-18 11:01:05 +01:00
Emmanuele Bassi
6983429e4a material-arbfp: Use locale-independent double to string conversion
The ARBfp programs are created with a printf() wrapper, which usually
fails in non-en locales as soon as you start throwing things like
floating point values in the mix.

We should use the g_ascii_dtostr() function which places a double into a
string buffer in a locale-independent way.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2219
2010-07-16 23:40:34 +01:00
Neil Roberts
6ea2fbc729 Add an internal _cogl_bitmap_new_from_buffer
This function creates a CoglBitmap which internally references a
CoglBuffer. The map and unmap functions will divert to mapping the
buffer. There are also now bind and unbind functions which should be
used instead of map and unmap whenever the data doesn't need to be
read from the CPU but will instead be passed to GL for packing or
unpacking. For bitmaps created from buffers this just binds the
bitmap.

cogl_texture_new_from_buffer now just uses this function to wrap the
buffer in a bitmap rather than trying to bind the buffer
immediately. This means that the buffer will be bound only at the
point right before the texture data is uploaded.

This approach means that using a pixel array will take the fastest
upload route if possible, but can still fallback to copying the data
by mapping the buffer if some conversion is needed. Previously it
would just crash in this case because the texture functions were all
passed a NULL pointer.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2112
2010-07-15 17:27:15 +01:00
Neil Roberts
7eb0d01f9f Add a Cogl debug flag for BITMAP
CoglBitmap will soon want to report notes as it gets more complicated
so this adds a debug flag for it.
2010-07-15 17:27:15 +01:00
Neil Roberts
b780413e5a Try to avoid copying the GdkPixbuf when it is tightly packed
The docs for GdkPixbuf say that the last row of the image won't
necessarily be allocated to the size of the full rowstride. The rest
of Cogl and possibly GL assumes that we can copy the bitmap with
memcpy(height*rowstride) so we previously would copy the pixbuf data
to ensure this. However if the rowstride is the same as bpp*width then
there is no way for the last row to be under-allocated so in this case
we can just directly upload from the gdk pixbuf. Now that CoglBitmap
can be created with a destroy function we can make it keep a reference
to the pixbuf and unref it during its destroy callback. GdkPixbuf
seems to always pack the image with no padding between rows even if it
is RGB so this should end up always avoiding the memcpy.

The fallback code for when we do have to copy the pixbuf is now
simplified so that it copies all of the rows in a single loop. We only
copy the useful region of each row so this should be safe. The
rowstride of the CoglBitmap is now always allocated to bpp*width
regardless of the rowstride of the pixbuf.
2010-07-15 17:25:36 +01:00
Neil Roberts
fc12c42a83 cogl-bitmap: Encapsulate the CoglBitmap even internally
The CoglBitmap struct is now only defined within cogl-bitmap.c so that
all of its members can now only be accessed with accessor
functions. To get to the data pointer for the bitmap image you must
first call _cogl_bitmap_map and later call _cogl_bitmap_unmap. The map
function takes the same arguments as cogl_pixel_array_map so that
eventually we can make a bitmap optionally internally divert to a
pixel array.

There is a _cogl_bitmap_new_from_data function which constructs a new
bitmap object and takes ownership of the data pointer. The function
gets passed a destroy callback which gets called when the bitmap is
freed. This is similar to how gdk_pixbuf_new_from_data
works. Alternatively NULL can be passed for the destroy function which
means that the caller will manage the life of the pointer (but must
guarantee that it stays alive at least until the bitmap is
freed). This mechanism is used instead of the old approach of creating
a CoglBitmap struct on the stack and manually filling in the
members. It could also later be used to create a CoglBitmap that owns
a GdkPixbuf ref so that we don't necessarily have to copy the
GdkPixbuf data when converting to a bitmap.

There is also _cogl_bitmap_new_shared. This creates a bitmap using a
reference to another CoglBitmap for the data. This is a bit of a hack
but it is needed by the atlas texture backend which wants to divert
the set_region virtual to another texture but it needs to override the
format of the bitmap to ignore the premult flag.
2010-07-15 17:24:01 +01:00
Neil Roberts
fd886d9fc2 cogl-texture-2d-sliced: Store the internal format not image format
The 'format' member of CoglTexture2DSliced is returned by
cogl_texture_get_format. All of the other backends return the internal
format of the GL texture in this case. However the sliced backend was
returning the format of the image data used to create the texture. It
doesn't make any sense to retain this information because it doesn't
necessarily indicate the format of the actual texture. This patch
changes it to store the internal format instead.
2010-07-15 14:31:23 +01:00
Emmanuele Bassi
fd27ca7398 Mark property strings for translation
Both the nick and the blurb fields should be translatable, for UI
builders and other introspection-based tools.
2010-07-15 14:07:07 +01:00
Emmanuele Bassi
8be43b5285 Add P_() macro for translating property strings
The P_() macro adds a context for the property nick and blurb. In order
to make xgettext recognize it, we need to drop glib-gettexize inside the
autogen.sh script and ship a modified Makefile.in.in with Clutter.
2010-07-15 12:09:01 +01:00
Nate Stedman
fff5558ad2 Fixes build with GLX on Mac OS X.
Moves preprocessor #ifdef __linux_ above else statement, avoiding the
lack of an else block if __linux__ is not defined.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2212

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2010-07-15 00:31:23 +01:00
Emmanuele Bassi
e7ae71e072 build: Fix include path for Cally's introspection
The introspection scanner does not include '.' by default, so it was
always using the installed copy of Clutter-1.0.gir. Which obviously
wouldn't work if we didn't have one.
2010-07-15 00:27:43 +01:00
Neil Roberts
54b2e1781e gles/cogl-texture-driver.c: Fix the include for cogl-material-private
In ddb9016be4 the GL texture driver backend was changed to include
cogl-material-opengl-private.h instead of cogl-material-private.h.
However the gles texture backend was missed from this so it was giving
a compiler warning about using an undeclared function.
2010-07-14 17:49:16 +01:00
Neil Roberts
ccdcbbb46b cogl-texture-3d: Use glTexSubImage3D through an indirect pointer
glTexSubImage3D was being called directly in cogl-texture-3d.c but the
function is only available since GL version 1.2 so on Windows it won't
be possible to directly link to it. Also under GLES it is only
available conditionally in an extension.
2010-07-14 17:45:15 +01:00
Neil Roberts
943266db3b cogl-texture-3d: Fix the cogl-material-private header include
In ddb9016be4 the texture backends were changed to include
cogl-material-opengl-private.h instead of cogl-material-private.h.
However the 3D texture backend was missed from this so it was giving a
compiler warning about using an undeclared function.
2010-07-14 16:35:33 +01:00
Neil Roberts
d0d72e4d97 cogl-texture-3d: Don't include cogl-texture-2d-private.h
I think this was included by a cut-and-paste error as it isn't needed
anywhere in the source.
2010-07-14 16:34:42 +01:00
Robert Bragg
5e66970385 material: splits out all the state flushing code
This moves the code supporting _cogl_material_flush_gl_state into
cogl-material-opengl.c as part of an effort to reduce the size of
cogl-material.c to keep it manageable.
2010-07-13 19:26:58 +01:00
Robert Bragg
ddb9016be4 material: split the texture unit management out
In general cogl-material.c has become far to large to manage in one
source file. As one of the ways to try and break it down this patch
starts to move some of lower level texture unit state management out
into cogl-material-opengl.c. The naming is such because the plan is to
follow up and migrate the very GL specific state flushing code into the
same file.
2010-07-13 19:26:58 +01:00
Robert Bragg
9e893e684e material: copy_differences: handle copying fog state
When the support for redirecting the legacy fog state through cogl
material was added in 9b9e764dc, the code to handle copying the fog
state in _cogl_material_copy_differences was missed.
2010-07-13 19:26:57 +01:00
Neil Roberts
ceb57087a7 Add a GL_GENERATE_MIPMAP fallback to the texture 2d and 3d backends
The CoglTexture2DSliced backend has a fallback for when the
framebuffer extension is missing so it's not possible to use
glGenerateMipmap. This involves keeping a copy of the upper-left pixel
of the tex image so that we can temporarily enable GL_GENERATE_MIPMAP
on the texture object and do a sub texture update by reuploading the
contents of the first pixel. This patch copies that mechanism to the
2D and 3D backends. The CoglTexturePixel structure which was
previously internal to the sliced backend has been moved to
cogl-texture-private.h so that it can be shared.
2010-07-13 18:41:01 +01:00
Emmanuele Bassi
ff56f4ac6f Merge branch 'wip/xkb-support'
* wip/xkb-support:
  x11: Use XKB to translate keycodes into key symbols
  x11: Use XKB to track the Locks state
  x11: Use XKB detectable auto-repeat
  x11: Add a Keymap ancillary object
  x11: Store the group inside the event platform data
  events: Add platform-data to allocated Events
  build: Check for the XKB extension
2010-07-13 16:12:14 +01:00
Emmanuele Bassi
0cbfabcda4 stage: Add the NO_CLEAR_ON_PAINT hint
Some apps or some use cases don't need to clear the stage on immediate
rendering GPUs. A media player playing a fullscreen video or a
tile-based game, for instance.

These apps are redrawing the whole screen, so we can avoid clearing the
color buffer when preparing to paint the stage, since there is no
blending with the stage color being performed.

We can add an private set of hints to ClutterStage, and expose accessors
for each potential hint; the first hint is the 'no-clear' one.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2058
2010-07-13 14:57:48 +01:00
Neil Roberts
984e04cae8 Make the material functions for setting the p wrap mode public
Now that we have 3D texture support it makes sense to expose the wrap
mode for the p coordinate.
2010-07-13 14:29:07 +01:00
Neil Roberts
192cfa7a58 Rename the third texure coordinate from 'r' to 'p'
Using 'r' to name the third component is problematic because that is
commonly used to represent the red component of a vector representing
a color. Under GLSL this is awkward because the texture swizzling for
a vector uses a single letter for each component and the names for
colors, textures and positions are synonymous. GLSL works around this
by naming the components of the texture s, t, p and q. Cogl already
effectively already exposes this naming because it exposes GLSL so it
makes sense to use that naming consistently. Another alternative could
be u, v and w. This is what Blender and Direct3D use. However the w
component conflicts with the w component of a position vertex.
2010-07-13 14:29:07 +01:00
Neil Roberts
dfea57b45a Add a Cogl texture 3D backend
This adds a publicly exposed experimental API for a 3D texture
backend. There is a feature flag which can be checked for whether 3D
textures are supported. Although we require OpenGL 1.2 which has 3D
textures in core, GLES only provides them through an extension so the
feature can be used to detect that.

The textures can be created with one of two new API functions :-

cogl_texture_3d_new_with_size

 and

cogl_texture_3d_new_from_data

There is also internally a new_from_bitmap function. new_from_data is
implemented in terms of this function.

The two constructors are effectively the only way to upload data to a
3D texture. It does not work to call glTexImage2D with the
GL_TEXTURE_3D target so the virtual for cogl_texture_set_region does
nothing. It would be possible to make cogl_texture_get_data do
something sensible like returning all of the images as a single long
image but this is not currently implemented and instead the virtual
just always fails. We may want to add API specific to the 3D texture
backend to get and set a sub region of the texture.

All of those three functions can throw a GError. This will happen if
the GPU does not support 3D textures or it does not support NPOTs and
an NPOT size is requested. It will also fail if the FBO extension is
not supported and the COGL_TEXTURE_NO_AUTO_MIPMAP flag is not
given. This could be avoided by copying the code for the
GL_GENERATE_MIPMAP TexParameter fallback, but in the interests of
keeping the code simple this is not yet done.

This adds a couple of functions to cogl-texture-driver for uploading
3D data and querying the 3D proxy
texture. prep_gl_for_pixels_upload_full now also takes sets the
GL_UNPACK_IMAGE_HEIGHT parameter so that 3D textures can have padding
between the images. Whenever 3D texture is uploading, both the height
of the images and the height of all of the data is specified (either
explicitly or implicilty from the CoglBitmap) so that the image height
can be deduced by dividing by the depth.
2010-07-13 14:28:52 +01:00
Neil Roberts
8ccf8f6f08 configure: Include gl2ext.h or glext.h under GLES
Under big GL, glext.h is included automatically by gl.h. However under
GLES this doesn't appear to happen so it has to be included explicitly
to get the defines for extensions. This patch changes the
clutter_gl_header to be called cogl_gl_headers and it can now take a
space seperated list of multiple headers. This is then later converted
to a list of #include lines which ends up cogl-defines.h. The gles2
and gles1 backends now add their respective ext header to this list.
2010-07-13 14:28:51 +01:00