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mutter-performance-source/clutter/clutter-offscreen-effect.c
Robert Bragg 3540d222e1 paint volumes: another pass at the design
This is a fairly extensive second pass at exposing paint volumes for
actors.

The API has changed to allow clutter_actor_get_paint_volume to fail
since there are times - such as when an actor isn't a descendent of the
stage - when the volume can't be determined. Another example is when
something has connected to the "paint" signal of the actor and we simply
have no way of knowing what might be drawn in that handler.

The API has also be changed to return a const ClutterPaintVolume pointer
(transfer none) so we can avoid having to dynamically allocate the
volumes in the most common/performance critical code paths. Profiling was
showing the slice allocation of volumes taking about 1% of an apps time,
for some fairly basic tests. Most volumes can now simply be allocated on
the stack; for clutter_actor_get_paint_volume we return a pointer to
&priv->paint_volume and if we need a more dynamic allocation there is
now a _clutter_stage_paint_volume_stack_allocate() mechanism which lets
us allocate data which expires at the start of the next frame.

The API has been extended to make it easier to implement
get_paint_volume for containers by using
clutter_actor_get_transformed_paint_volume and
clutter_paint_volume_union. The first allows you to query the paint
volume of a child but transformed into parent actor coordinates. The
second lets you combine volumes together so you can union all the
volumes for a container's children and report that as the container's
own volume.

The representation of paint volumes has been updated to consider that
2D actors are the most common.

The effect apis, clutter-texture and clutter-group have been update
accordingly.
2010-09-29 15:12:57 +01:00

432 lines
14 KiB
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.
*
* <refsect2 id="ClutterOffscreenEffect-implementing">
* <title>Implementing a ClutterOffscreenEffect</title>
* <para>Creating a sub-class of #ClutterOffscreenEffect requires, in case
* of overriding the #ClutterEffect virtual functions, to chain up to the
* #ClutterOffscreenEffect's implementation.</para>
* <para>On top of the #ClutterEffect's virtual functions,
* #ClutterOffscreenEffect also provides a <function>paint_target()</function>
* function, which encapsulates the effective painting of the texture that
* contains the result of the offscreen redirection.</para>
* <para>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
* <function>create_texture()</function> virtual function; no chain up
* to the #ClutterOffscreenEffect implementation is required in this
* case.</para>
* </refsect2>
*
* #ClutterOffscreenEffect is available since Clutter 1.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-offscreen-effect.h"
#include "cogl/cogl.h"
#include "clutter-debug.h"
#include "clutter-private.h"
struct _ClutterOffscreenEffectPrivate
{
CoglHandle offscreen;
CoglMaterial *target;
ClutterActor *actor;
ClutterActor *stage;
gfloat x_offset;
gfloat y_offset;
gfloat target_width;
gfloat target_height;
};
G_DEFINE_ABSTRACT_TYPE (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 */
if (priv->offscreen != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->offscreen);
priv->offscreen = COGL_INVALID_HANDLE;
}
if (priv->target != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->target);
priv->target = COGL_INVALID_HANDLE;
}
/* 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 gboolean
update_fbo (ClutterEffect *effect, int fbo_width, int fbo_height)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv = self->priv;
CoglHandle texture;
priv->stage = clutter_actor_get_stage (priv->actor);
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 == fbo_width &&
priv->target_height == fbo_height)
return TRUE;
if (priv->target != COGL_INVALID_HANDLE)
{
cogl_handle_unref (priv->target);
cogl_handle_unref (priv->offscreen);
}
priv->target = cogl_material_new ();
texture =
clutter_offscreen_effect_create_texture (self, fbo_width, fbo_height);
if (texture == COGL_INVALID_HANDLE)
return FALSE;
cogl_material_set_layer (priv->target, 0, texture);
cogl_handle_unref (texture);
/* we need to use the size of the texture target and not the minimum
* size we passed to the create_texture() vfunc, as any sub-class might
* give use a bigger texture
*/
priv->target_width = cogl_texture_get_width (texture);
priv->target_height = cogl_texture_get_height (texture);
priv->offscreen = cogl_offscreen_new_to_texture (texture);
if (priv->offscreen == COGL_INVALID_HANDLE)
{
g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
cogl_handle_unref (priv->target);
priv->target = COGL_INVALID_HANDLE;
priv->target_width = 0;
priv->target_height = 0;
return FALSE;
}
return TRUE;
}
static gboolean
clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv = self->priv;
ClutterActorBox box;
CoglMatrix projection;
CoglColor transparent;
CoglMatrix modelview;
gfloat fbo_width, fbo_height;
gfloat width, height;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
return FALSE;
if (priv->actor == NULL)
return FALSE;
/* The paint box is the bounding box of the actor's paint volume in
* stage coordinates. This will give us the size for the framebuffer
* we need to redirect its rendering offscreen and its position will
* be used to setup an offset viewport */
if (clutter_actor_get_paint_box (priv->actor, &box))
clutter_actor_box_get_size (&box, &fbo_width, &fbo_height);
else
{
/* If we can't get a valid paint box then we fallback to
* creating a full stage size fbo. */
ClutterActor *stage = _clutter_actor_get_stage_internal (priv->actor);
clutter_actor_get_size (stage, &fbo_width, &fbo_height);
}
/* First assert that the framebuffer is the right size... */
if (!update_fbo (effect, fbo_width, fbo_height))
return FALSE;
/* get the current modelview matrix so that we can copy it
* to the framebuffer
*/
cogl_get_modelview_matrix (&modelview);
/* let's draw offscreen */
cogl_push_framebuffer (priv->offscreen);
/* Set up the viewport so that it has the same size as the stage,
* but offset it so that the actor of interest lands on our
* framebuffer. */
clutter_actor_get_size (priv->stage, &width, &height);
clutter_actor_box_get_origin (&box, &priv->x_offset, &priv->y_offset);
cogl_set_viewport (-priv->x_offset, -priv->y_offset, width, height);
/* Copy the stage's projection matrix across to the framebuffer */
_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
&projection);
cogl_set_projection_matrix (&projection);
/* Copy the modelview that would have been used if rendering onscreen */
cogl_set_modelview_matrix (&modelview);
cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
cogl_clear (&transparent,
COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH);
cogl_push_matrix ();
return TRUE;
}
static void
clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect)
{
ClutterOffscreenEffectPrivate *priv = effect->priv;
guint8 paint_opacity;
paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
cogl_material_set_color4ub (priv->target,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
cogl_set_source (priv->target);
/* 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_rectangle_with_texture_coords (0, 0,
priv->target_width,
priv->target_height,
0.0, 0.0,
1.0, 1.0);
}
static void
clutter_offscreen_effect_post_paint (ClutterEffect *effect)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv = self->priv;
CoglMatrix modelview;
if (priv->offscreen == COGL_INVALID_HANDLE ||
priv->target == COGL_INVALID_HANDLE ||
priv->actor == NULL)
return;
cogl_pop_matrix ();
cogl_pop_framebuffer ();
cogl_push_matrix ();
/* Now reset the modelview to put us in stage coordinates so
* we can drawn the result of our offscreen render as a textured
* quad... */
cogl_matrix_init_identity (&modelview);
_clutter_actor_apply_modelview_transform (priv->stage, &modelview);
cogl_matrix_translate (&modelview, priv->x_offset, priv->y_offset, 0.0f);
cogl_set_modelview_matrix (&modelview);
/* paint the target material; this is virtualized for
* sub-classes that require special hand-holding
*/
clutter_offscreen_effect_paint_target (self);
cogl_pop_matrix ();
}
static void
clutter_offscreen_effect_finalize (GObject *gobject)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
ClutterOffscreenEffectPrivate *priv = self->priv;
if (priv->offscreen)
cogl_handle_unref (priv->offscreen);
if (priv->target)
cogl_handle_unref (priv->target);
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);
g_type_class_add_private (klass, sizeof (ClutterOffscreenEffectPrivate));
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;
effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
effect_class->post_paint = clutter_offscreen_effect_post_paint;
gobject_class->finalize = clutter_offscreen_effect_finalize;
}
static void
clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
{
self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
CLUTTER_TYPE_OFFSCREEN_EFFECT,
ClutterOffscreenEffectPrivate);
}
/**
* clutter_offscreen_effect_get_target:
* @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),
COGL_INVALID_HANDLE);
return effect->priv->target;
}
/**
* clutter_offscreen_effect_paint_target:
* @effect: a #ClutterOffscreenEffect
*
* Calls the paint_target() virtual function of the @effect
*
* Since: 1.4
*/
void
clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect)
{
g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect);
}
/**
* 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
* %COGL_INVALID_HANDLE. 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),
COGL_INVALID_HANDLE);
return CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->create_texture (effect,
width,
height);
}