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mutter-performance-source/clutter/clutter/clutter-offscreen-effect.c

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C

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