static void on_paint (ClutterActor *actor, TestState *state) { /* Draw a faded blue triangle */ cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue"); cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff); cogl_vertex_buffer_draw (state->buffer, GL_TRIANGLE_STRIP, /* mode */ 0, /* first */ 3); /* count */ /* Draw a red triangle */ /* Here we are testing that the disable attribute works; if it doesn't * the triangle will remain faded blue */ cogl_translate (100, 0, 0); cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue"); cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff); cogl_vertex_buffer_draw (state->buffer, GL_TRIANGLE_STRIP, /* mode */ 0, /* first */ 3); /* count */ /* Draw a faded blue triangle */ /* Here we are testing that the re-enable works; if it doesn't * the triangle will remain red */ cogl_translate (100, 0, 0); cogl_vertex_buffer_enable (state->buffer, "gl_Color::blue"); cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff); cogl_vertex_buffer_draw (state->buffer, GL_TRIANGLE_STRIP, /* mode */ 0, /* first */ 3); /* count */ /* Draw a textured triangle */ cogl_translate (100, 0, 0); cogl_vertex_buffer_disable (state->buffer, "gl_Color::blue"); cogl_set_source (state->material); cogl_material_set_color4ub (state->material, 0xff, 0xff, 0xff, 0xff); cogl_vertex_buffer_draw (state->buffer, GL_TRIANGLE_STRIP, /* mode */ 0, /* first */ 3); /* count */ validate_result (state); }
static void emit_vertex_buffer_geometry (CoglPangoDisplayListNode *node) { _COGL_GET_CONTEXT (ctx, NO_RETVAL); /* It's expensive to go through the Cogl journal for large runs * of text in part because the journal transforms the quads in software * to avoid changing the modelview matrix. So for larger runs of text * we load the vertices into a VBO, and this has the added advantage * that if the text doesn't change from frame to frame the VBO can * be re-used avoiding the repeated cost of validating the data and * mapping it into the GPU... */ if (node->d.texture.vertex_buffer == COGL_INVALID_HANDLE) { CoglHandle vb = cogl_vertex_buffer_new (node->d.texture.verts->len); cogl_vertex_buffer_add (vb, "gl_Vertex", 2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, sizeof (CoglPangoDisplayListVertex), &g_array_index (node->d.texture.verts, CoglPangoDisplayListVertex, 0).x); cogl_vertex_buffer_add (vb, "gl_MultiTexCoord0", 2, COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, sizeof (CoglPangoDisplayListVertex), &g_array_index (node->d.texture.verts, CoglPangoDisplayListVertex, 0).t_x); cogl_vertex_buffer_submit (vb); node->d.texture.vertex_buffer = vb; } #ifdef CLUTTER_COGL_HAS_GL if (ctx->driver == COGL_DRIVER_GL) cogl_vertex_buffer_draw (node->d.texture.vertex_buffer, GL_QUADS, 0, node->d.texture.verts->len); else #endif { /* GLES doesn't support GL_QUADS so instead we use a VBO with indexed vertices to generate GL_TRIANGLES from the quads */ int n_indices = node->d.texture.verts->len / 4 * 6; CoglHandle indices_vbo = cogl_vertex_buffer_indices_get_for_quads (n_indices); cogl_vertex_buffer_draw_elements (node->d.texture.vertex_buffer, COGL_VERTICES_MODE_TRIANGLES, indices_vbo, 0, node->d.texture.verts->len - 1, 0, n_indices); } }
static void on_paint (ClutterActor *actor, TestState *state) { /* Draw a faded blue triangle */ cogl_vertex_buffer_draw (state->buffer, GL_TRIANGLE_STRIP, /* mode */ 0, /* first */ 3); /* count */ /* XXX: Experiments have shown that for some buggy drivers, when using * glReadPixels there is some kind of race, so we delay our test for a * few frames and a few seconds: */ if (state->frame >= 2) validate_result (state); else g_usleep (G_USEC_PER_SEC); state->frame++; }
static void _clutter_stage_wayland_repair_dirty(ClutterStageWayland *stage_wayland, ClutterStage *stage) { CoglMaterial *outline = NULL; CoglHandle vbo; float vertices[8], texcoords[8]; CoglMatrix modelview; cairo_region_t *dirty; cairo_rectangle_int_t rect; int i, count; float width, height; dirty = stage_wayland->back_buffer->dirty_region; stage_wayland->back_buffer->dirty_region = NULL; cairo_region_subtract (dirty, stage_wayland->repaint_region); width = stage_wayland->allocation.width; height = stage_wayland->allocation.height; /* If this is the first time we render, there is no front buffer to * copy back from, but then the dirty region not covered by the * repaint should be empty, because we repaint the entire stage. * * assert(stage_wayland->front_buffer != NULL) || * cairo_region_is_empty(dirty); * * FIXME: in test-rotate, the stage never queues a full repaint * initially, it's restricted to the paint box of it's rotating * children. */ if (!stage_wayland->front_buffer) return; outline = cogl_material_new (); cogl_material_set_layer (outline, 0, stage_wayland->front_buffer->tex); count = cairo_region_num_rectangles (dirty); for (i = 0; i < count; i++) { cairo_region_get_rectangle (dirty, i, &rect); vbo = cogl_vertex_buffer_new (4); vertices[0] = rect.x - 1; vertices[1] = rect.y - 1; vertices[2] = rect.x + rect.width + 1; vertices[3] = rect.y - 1; vertices[4] = rect.x + rect.width + 1; vertices[5] = rect.y + rect.height + 1; vertices[6] = rect.x - 1; vertices[7] = rect.y + rect.height + 1; cogl_vertex_buffer_add (vbo, "gl_Vertex", 2, /* n_components */ COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, /* normalized */ 0, /* stride */ vertices); texcoords[0] = vertices[0] / width; texcoords[1] = vertices[1] / height; texcoords[2] = vertices[2] / width; texcoords[3] = vertices[3] / height; texcoords[4] = vertices[4] / width; texcoords[5] = vertices[5] / height; texcoords[6] = vertices[6] / width; texcoords[7] = vertices[7] / height; cogl_vertex_buffer_add (vbo, "gl_MultiTexCoord0", 2, /* n_components */ COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, /* normalized */ 0, /* stride */ texcoords); cogl_vertex_buffer_submit (vbo); cogl_push_matrix (); cogl_matrix_init_identity (&modelview); _clutter_actor_apply_modelview_transform (CLUTTER_ACTOR (stage), &modelview); cogl_set_modelview_matrix (&modelview); cogl_set_source (outline); cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_TRIANGLE_FAN, 0 , 4); cogl_pop_matrix (); cogl_object_unref (vbo); } cairo_region_destroy (dirty); }
static void clutter_stage_glx_redraw (ClutterStageWindow *stage_window) { ClutterBackendX11 *backend_x11; ClutterBackendGLX *backend_glx; ClutterStageX11 *stage_x11; ClutterStageGLX *stage_glx; GLXDrawable drawable; unsigned int video_sync_count; gboolean may_use_clipped_redraw; gboolean use_clipped_redraw; CLUTTER_STATIC_TIMER (painting_timer, "Redrawing", /* parent */ "Painting actors", "The time spent painting actors", 0 /* no application private data */); CLUTTER_STATIC_TIMER (swapbuffers_timer, "Redrawing", /* parent */ "glXSwapBuffers", "The time spent blocked by glXSwapBuffers", 0 /* no application private data */); CLUTTER_STATIC_TIMER (blit_sub_buffer_timer, "Redrawing", /* parent */ "glx_blit_sub_buffer", "The time spent in _glx_blit_sub_buffer", 0 /* no application private data */); stage_x11 = CLUTTER_STAGE_X11 (stage_window); if (stage_x11->xwin == None) return; stage_glx = CLUTTER_STAGE_GLX (stage_window); backend_x11 = stage_x11->backend; backend_glx = CLUTTER_BACKEND_GLX (backend_x11); CLUTTER_TIMER_START (_clutter_uprof_context, painting_timer); if (G_LIKELY (backend_glx->can_blit_sub_buffer) && /* NB: a zero width redraw clip == full stage redraw */ stage_glx->bounding_redraw_clip.width != 0 && /* some drivers struggle to get going and produce some junk * frames when starting up... */ G_LIKELY (stage_glx->frame_count > 3) && /* While resizing a window clipped redraws are disabled to avoid * artefacts. See clutter-event-x11.c:event_translate for a * detailed explanation */ G_LIKELY (stage_x11->clipped_redraws_cool_off == 0)) { may_use_clipped_redraw = TRUE; } else may_use_clipped_redraw = FALSE; if (may_use_clipped_redraw && G_LIKELY (!(clutter_paint_debug_flags & CLUTTER_DEBUG_DISABLE_CLIPPED_REDRAWS))) use_clipped_redraw = TRUE; else use_clipped_redraw = FALSE; if (use_clipped_redraw) { CLUTTER_NOTE (CLIPPING, "Stage clip pushed: x=%d, y=%d, width=%d, height=%d\n", stage_glx->bounding_redraw_clip.x, stage_glx->bounding_redraw_clip.y, stage_glx->bounding_redraw_clip.width, stage_glx->bounding_redraw_clip.height); cogl_clip_push_window_rectangle (stage_glx->bounding_redraw_clip.x, stage_glx->bounding_redraw_clip.y, stage_glx->bounding_redraw_clip.width, stage_glx->bounding_redraw_clip.height); _clutter_stage_do_paint (stage_x11->wrapper, &stage_glx->bounding_redraw_clip); cogl_clip_pop (); } else { CLUTTER_NOTE (CLIPPING, "Unclipped stage paint\n"); _clutter_stage_do_paint (stage_x11->wrapper, NULL); } if (may_use_clipped_redraw && G_UNLIKELY ((clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))) { static CoglMaterial *outline = NULL; ClutterGeometry *clip = &stage_glx->bounding_redraw_clip; ClutterActor *actor = CLUTTER_ACTOR (stage_x11->wrapper); CoglHandle vbo; float x_1 = clip->x; float x_2 = clip->x + clip->width; float y_1 = clip->y; float y_2 = clip->y + clip->height; float quad[8] = { x_1, y_1, x_2, y_1, x_2, y_2, x_1, y_2 }; CoglMatrix modelview; if (outline == NULL) { outline = cogl_material_new (); cogl_material_set_color4ub (outline, 0xff, 0x00, 0x00, 0xff); } vbo = cogl_vertex_buffer_new (4); cogl_vertex_buffer_add (vbo, "gl_Vertex", 2, /* n_components */ COGL_ATTRIBUTE_TYPE_FLOAT, FALSE, /* normalized */ 0, /* stride */ quad); cogl_vertex_buffer_submit (vbo); cogl_push_matrix (); cogl_matrix_init_identity (&modelview); _clutter_actor_apply_modelview_transform (actor, &modelview); cogl_set_modelview_matrix (&modelview); cogl_set_source (outline); cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_LINE_LOOP, 0 , 4); cogl_pop_matrix (); cogl_object_unref (vbo); } cogl_flush (); CLUTTER_TIMER_STOP (_clutter_uprof_context, painting_timer); drawable = stage_glx->glxwin ? stage_glx->glxwin : stage_x11->xwin; /* If we might ever use _clutter_backend_glx_blit_sub_buffer then we * always need to keep track of the video_sync_count so that we can * throttle blits. * * Note: we get the count *before* we issue any glXCopySubBuffer or * blit_sub_buffer request in case the count would go up before * returning control to us. */ if (backend_glx->can_blit_sub_buffer && backend_glx->get_video_sync) backend_glx->get_video_sync (&video_sync_count); /* push on the screen */ if (use_clipped_redraw) { ClutterGeometry *clip = &stage_glx->bounding_redraw_clip; ClutterGeometry copy_area; ClutterActor *actor; CLUTTER_NOTE (BACKEND, "_glx_blit_sub_buffer (window: 0x%lx, " "x: %d, y: %d, " "width: %d, height: %d)", (unsigned long) drawable, stage_glx->bounding_redraw_clip.x, stage_glx->bounding_redraw_clip.y, stage_glx->bounding_redraw_clip.width, stage_glx->bounding_redraw_clip.height); /* XXX: It seems there will be a race here in that the stage * window may be resized before glXCopySubBufferMESA is handled * and so we may copy the wrong region. I can't really see how * we can handle this with the current state of X but at least * in this case a full redraw should be queued by the resize * anyway so it should only exhibit temporary artefacts. */ actor = CLUTTER_ACTOR (stage_x11->wrapper); copy_area.y = clutter_actor_get_height (actor) - clip->y - clip->height; copy_area.x = clip->x; copy_area.width = clip->width; copy_area.height = clip->height; /* glXCopySubBufferMESA and glBlitFramebuffer are not integrated * with the glXSwapIntervalSGI mechanism which we usually use to * throttle the Clutter framerate to the vertical refresh and so * we have to manually wait for the vblank period... */ /* Here 'is_synchronized' only means that the blit won't cause a * tear, ie it won't prevent multiple blits per retrace if they * can all be performed in the blanking period. If that's the * case then we still want to use the vblank sync menchanism but * we only need it to throttle redraws. */ if (!backend_glx->blit_sub_buffer_is_synchronized) { /* XXX: note that glXCopySubBuffer, at least for Intel, is * synchronized with the vblank but glBlitFramebuffer may * not be so we use the same scheme we do when calling * glXSwapBuffers without the swap_control extension and * call glFinish () before waiting for the vblank period. * * See where we call glXSwapBuffers for more details. */ glFinish (); wait_for_vblank (backend_glx); } else if (backend_glx->get_video_sync) { /* If we have the GLX_SGI_video_sync extension then we can * be a bit smarter about how we throttle blits by avoiding * any waits if we can see that the video sync count has * already progressed. */ if (backend_glx->last_video_sync_count == video_sync_count) wait_for_vblank (backend_glx); } else wait_for_vblank (backend_glx); CLUTTER_TIMER_START (_clutter_uprof_context, blit_sub_buffer_timer); _clutter_backend_glx_blit_sub_buffer (backend_glx, drawable, copy_area.x, copy_area.y, copy_area.width, copy_area.height); CLUTTER_TIMER_STOP (_clutter_uprof_context, blit_sub_buffer_timer); } else { CLUTTER_NOTE (BACKEND, "glXSwapBuffers (display: %p, window: 0x%lx)", backend_x11->xdpy, (unsigned long) drawable); /* If we have GLX swap buffer events then glXSwapBuffers will return * immediately and we need to track that there is a swap in * progress... */ if (clutter_feature_available (CLUTTER_FEATURE_SWAP_EVENTS)) stage_glx->pending_swaps++; if (backend_glx->vblank_type != CLUTTER_VBLANK_GLX_SWAP && backend_glx->vblank_type != CLUTTER_VBLANK_NONE) { /* If we are going to wait for VBLANK manually, we not only * need to flush out pending drawing to the GPU before we * sleep, we need to wait for it to finish. Otherwise, we * may end up with the situation: * * - We finish drawing - GPU drawing continues * - We go to sleep - GPU drawing continues * VBLANK - We call glXSwapBuffers - GPU drawing continues * - GPU drawing continues * - Swap buffers happens * * Producing a tear. Calling glFinish() first will cause us * to properly wait for the next VBLANK before we swap. This * obviously does not happen when we use _GLX_SWAP and let * the driver do the right thing */ glFinish (); wait_for_vblank (backend_glx); } CLUTTER_TIMER_START (_clutter_uprof_context, swapbuffers_timer); glXSwapBuffers (backend_x11->xdpy, drawable); CLUTTER_TIMER_STOP (_clutter_uprof_context, swapbuffers_timer); _cogl_swap_buffers_notify (); } backend_glx->last_video_sync_count = video_sync_count; /* reset the redraw clipping for the next paint... */ stage_glx->initialized_redraw_clip = FALSE; stage_glx->frame_count++; }