1
0
Fork 0
Commit graph

4710 commits

Author SHA1 Message Date
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
1e45428483 test-random-text: Convert to a micro-benchmark
test-random-text is moved to the micro-bench directory. It now prints
out the time taken to draw every 10 frames.
2010-08-12 11:54:42 +01:00
Neil Roberts
65f449bdb0 test-text-perf: Add a wider range of characters
Instead of just using the latin alphabet, this adds digits and some
other alphabets to increase the range of glyphs used.
2010-08-12 11:54:41 +01:00
Neil Roberts
c26d2c5ef9 test-text-perf: Scale the text if the settings will not fit
If the font size or the number of characters causes the label not to
fit on the stage, instead of aborting it will now scale the labels so
that it fits within one of the dimensions. This makes it easier to
test with large glyph sizes.
2010-08-12 11:54:41 +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
Elliot Smith
8db96675d4 cookbook: Added more explanation about setting y coord on scrollable
Added some extra explanation, referencing the sample code, to
try to make the scrollable actor example easier to follow. Basically
demonstrates the principles described in the paragraph about
setting the y coordinate for the scrollable actor, but using actual
numbers.
2010-08-12 10:05:27 +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
Elliot Smith
a74d585fc5 cookbook: Mentioned the animation in the sample code
Put in comments to make it clear where the animation
for the mouse scroll is coming from in the sample code.
2010-08-11 18:16:07 +01:00
Elliot Smith
a421f0ae42 cookbook: Included video of the scroll example running
Inlined the video of the mouse scroll example code running
to the docbook file for events.
2010-08-11 18:16:07 +01:00
Elliot Smith
1cfa87853a cookbook: Made stage slightly smaller for scroll event example
Reduced the size of the stage to make for a smaller video.
2010-08-11 18:16:07 +01:00
Elliot Smith
f5db4943de cookbook: Added video showing scrollable actor 2010-08-11 18:16:07 +01:00
Elliot Smith
f568a68ee1 cookbook: Added walk through of code example for mouse scroll
Modified the mouse scroll example to fit better with the tutorial
walkthrough.

Added a stepped walkthrough of the scrollable actor code
example.
2010-08-11 18:16:07 +01:00
Elliot Smith
57ba89c8de cookbook: Fixed link to example in mouse scroll recipe 2010-08-11 18:16:07 +01:00
Elliot Smith
5e0bc919c3 cookbook: Simplified full scroll example
Removed the layout and box to simplify the scrollable
actor example.
2010-08-11 18:16:07 +01:00
Elliot Smith
e216771a86 cookbook: Improved wording and formatting in mouse scroll intro. 2010-08-11 18:16:07 +01:00
Elliot Smith
0f919fcbe3 cookbook: Handle all possible mouse scroll directions
Added empty cases for MOUSE_SCROLL_LEFT and MOUSE_SCROLL_RIGHT
to the scroll-event signal handler in the example code.
2010-08-11 18:16:07 +01:00
Elliot Smith
f1312e118d cookbook: Build mouse scroll example with cookbook 2010-08-11 18:16:07 +01:00
Elliot Smith
241ceab73c cookbook: Cleaned up redundant comments in code example
Removed comments which are only relevant in my local build
environment.
2010-08-11 18:16:07 +01:00
Elliot Smith
5e268e0bbb cookbook: Added xmlns for XInclude to events docbook file 2010-08-11 18:16:06 +01:00
Elliot Smith
ec71866277 cookbook: Added basic mouse scroll recipe
Added a recipe explaining the basics of mouse scroll events.
2010-08-11 18:16:06 +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
304e7dd077 test-drag: Fix the page curl angle 2010-08-11 14:21:22 +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
Emmanuele Bassi
02b7bf3635 test-flow-layout: Use BindConstraints
If we want to fit the FlowLayout to the Stage size we should use the
BindConstraint API instead of a watcher on ::allocation-changed.
2010-08-10 18:47:45 +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
Elliot Smith
bfa10f629f cookbook: Added recipe for non-rectangular actor
Added a new recipe for creating a non-rectangular
actor using ClutterPath (aka "shaped pick") and
the Cogl primitives API.

Also cleaned up XML alignment in the actors.xml
file.
2010-08-10 11:08:05 +01:00