Exemplo n.º 1
0
static void
clutter_stage_egl_hide (ClutterActor *actor)
{
  CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
  CLUTTER_ACTOR_UNSET_FLAGS (CLUTTER_STAGE_EGL (actor)->wrapper,
                             CLUTTER_ACTOR_MAPPED);
}
static void
clutter_glx_texture_pixmap_unrealize (ClutterActor *actor)
{
  ClutterGLXTexturePixmapPrivate *priv;
  Display                        *dpy;

  priv = CLUTTER_GLX_TEXTURE_PIXMAP (actor)->priv;
  dpy = clutter_x11_get_default_display();

  if (!_have_tex_from_pixmap_ext)
    {
      CLUTTER_ACTOR_CLASS (clutter_glx_texture_pixmap_parent_class)->
          unrealize (actor);
      return;
    }

  if (!CLUTTER_ACTOR_IS_REALIZED (actor))
    return;

  if (priv->glx_pixmap && priv->bound)
    {
      clutter_x11_trap_x_errors ();

      (_gl_release_tex_image) (dpy,
                               priv->glx_pixmap,
                               GLX_FRONT_LEFT_EXT);

      XSync (clutter_x11_get_default_display(), FALSE);
      clutter_x11_untrap_x_errors ();

      priv->bound = FALSE;
    }

  CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
Exemplo n.º 3
0
static void
clutter_stage_egl_realize (ClutterActor *actor)
{
  ClutterStageEGL     *stage_egl = CLUTTER_STAGE_EGL (actor);
  ClutterBackendEGL   *backend_egl;
  EGLConfig            configs[2];
  EGLint               config_count;
  EGLBoolean           status;
  gboolean             is_offscreen;

  CLUTTER_NOTE (BACKEND, "Realizing main stage");

  g_object_get (stage_egl->wrapper, "offscreen", &is_offscreen, NULL);

  backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ());

  if (G_LIKELY (!is_offscreen))
    {
      EGLint cfg_attribs[] = { EGL_BUFFER_SIZE,    EGL_DONT_CARE,
			       EGL_RED_SIZE,       5,
			       EGL_GREEN_SIZE,     6,
			       EGL_BLUE_SIZE,      5,
			       EGL_DEPTH_SIZE,     16,
			       EGL_ALPHA_SIZE,     EGL_DONT_CARE,
			       EGL_STENCIL_SIZE,   2,
			       EGL_SURFACE_TYPE,   EGL_WINDOW_BIT,
			       EGL_NONE };

      status = eglGetConfigs (backend_egl->edpy,
			      configs, 
			      2, 
			      &config_count);

      if (status != EGL_TRUE)
	g_warning ("eglGetConfigs failed");

      status = eglChooseConfig (backend_egl->edpy,
				cfg_attribs,
				configs,
                                G_N_ELEMENTS (configs),
				&config_count);

      if (status != EGL_TRUE)
        {
	  g_critical ("eglChooseConfig failed");
          CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }

      if (stage_egl->egl_surface != EGL_NO_SURFACE)
        {
	  eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface);
          stage_egl->egl_surface = EGL_NO_SURFACE;
        }

       if (backend_egl->egl_context)
         {
            eglDestroyContext (backend_egl->edpy, backend_egl->egl_context);
            backend_egl->egl_context = NULL;
         }

      stage_egl->egl_surface =
	eglCreateWindowSurface (backend_egl->edpy,
                                configs[0],
                                NULL,
                                NULL);



      if (stage_egl->egl_surface == EGL_NO_SURFACE)
        {
	  g_critical ("Unable to create an EGL surface");
          CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }

      eglQuerySurface (backend_egl->edpy,
		       stage_egl->egl_surface,
		       EGL_WIDTH,
		       &stage_egl->surface_width);

      eglQuerySurface (backend_egl->edpy,
		       stage_egl->egl_surface,
		       EGL_HEIGHT,
		       &stage_egl->surface_height);

      CLUTTER_NOTE (BACKEND, "EGL surface is %ix%i", 
		    stage_egl->surface_width,
                    stage_egl->surface_height);


      if (G_UNLIKELY (backend_egl->egl_context == NULL))
        {
          CLUTTER_NOTE (GL, "Creating EGL Context");

          backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
                                                       configs[0],
                                                       EGL_NO_CONTEXT,
                                                       NULL);

          if (backend_egl->egl_context == EGL_NO_CONTEXT)
            {
              g_critical ("Unable to create a suitable EGL context");

              CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
              return;
            }
        }

      /* this will make sure to set the current context */
      CLUTTER_NOTE (BACKEND, "Setting context");

      /* this should be done in ClutterBackend::ensure_context */
      status = eglMakeCurrent (backend_egl->edpy,
                               stage_egl->egl_surface,
                               stage_egl->egl_surface,
                               backend_egl->egl_context);

      if (status != EGL_TRUE)
        {
          g_critical ("eglMakeCurrent failed");
          CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }
    }
  else
    {
      g_warning("EGL Backend does not yet support offscreen rendering\n");
      CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
    }
}
Exemplo n.º 4
0
static void
clutter_stage_egl_hide (ClutterActor *actor)
{
  CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_MAPPED);
}
Exemplo n.º 5
0
static void
clutter_stage_win32_realize (ClutterActor *actor)
{
  ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (actor);
  ClutterBackendWin32 *backend_win32;
  PIXELFORMATDESCRIPTOR pfd;
  int pf;

  CLUTTER_NOTE (MISC, "Realizing main stage");

  backend_win32 = CLUTTER_BACKEND_WIN32 (clutter_get_default_backend ());

  if (stage_win32->hwnd == NULL)
    {
      ATOM window_class = clutter_stage_win32_get_window_class ();
      int win_xpos, win_ypos, win_width, win_height;

      if (window_class == 0)
	{
          g_critical ("Unable to register window class");
	  goto fail;
	}

      /* If we're in fullscreen mode then use the fullscreen rect
	 instead */
      if ((stage_win32->state & CLUTTER_STAGE_STATE_FULLSCREEN))
	{
	  get_fullscreen_rect (stage_win32);
	  win_xpos = stage_win32->fullscreen_rect.left;
	  win_ypos = stage_win32->fullscreen_rect.top;
	  win_width = stage_win32->fullscreen_rect.right - win_xpos;
	  win_height = stage_win32->fullscreen_rect.left - win_ypos;
	}
      else
	{
	  win_xpos = win_ypos = CW_USEDEFAULT;

	  get_full_window_size (stage_win32,
				stage_win32->win_width,
				stage_win32->win_height,
				&win_width, &win_height);
	}

      stage_win32->hwnd = CreateWindowW ((LPWSTR) MAKEINTATOM (window_class),
					 L".",
					 get_window_style (stage_win32),
					 win_xpos,
					 win_ypos,
					 win_width,
					 win_height,
					 NULL, NULL,
					 GetModuleHandle (NULL),
					 NULL);

      if (stage_win32->hwnd == NULL)
	{
	  g_critical ("Unable to create stage window");
	  goto fail;
	}

      /* Store a pointer to the actor in the extra bytes of the window
	 so we can quickly access it in the window procedure */
      SetWindowLongPtrW (stage_win32->hwnd, 0, (LONG_PTR) stage_win32);
    }

  if (stage_win32->client_dc)
    ReleaseDC (stage_win32->hwnd, stage_win32->client_dc);

  stage_win32->client_dc = GetDC (stage_win32->hwnd);

  pf = clutter_stage_win32_choose_pixel_format (stage_win32->client_dc, &pfd);
  
  if (pf == 0 || !SetPixelFormat (stage_win32->client_dc, pf, &pfd))
    {
      g_critical ("Unable to find suitable GL pixel format");
      goto fail;
    }

  if (backend_win32->gl_context == NULL)
    {
      backend_win32->gl_context = wglCreateContext (stage_win32->client_dc);
      
      if (backend_win32->gl_context == NULL)
	{
	  g_critical ("Unable to create suitable GL context");
	  goto fail;
	}

      /* Make the context current so we can check the GL version */
      wglMakeCurrent (stage_win32->client_dc, backend_win32->gl_context);

      if (!clutter_stage_win32_check_gl_version ())
	{
	  g_critical ("OpenGL version number is too low");
	  goto fail;
	}
    }

  CLUTTER_NOTE (BACKEND, "Successfully realized stage");

  return;

 fail:
  CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
}
Exemplo n.º 6
0
static void
clutter_stage_egl_realize (ClutterActor *actor)
{
  ClutterStageEGL     *stage_egl = CLUTTER_STAGE_EGL (actor);
  ClutterBackendEGL   *backend_egl;
  EGLConfig            configs[2];
  EGLint               config_count;
  EGLBoolean           status;
  gboolean             is_offscreen;

  CLUTTER_NOTE (BACKEND, "Realizing main stage");

  g_object_get (stage_egl->wrapper, "offscreen", &is_offscreen, NULL);

  backend_egl = CLUTTER_BACKEND_EGL (clutter_get_default_backend ());

  if (G_LIKELY (!is_offscreen))
    {
      EGLint cfg_attribs[] = { EGL_BUFFER_SIZE,     EGL_DONT_CARE,
			       EGL_RED_SIZE,        5,
			       EGL_GREEN_SIZE,      6,
			       EGL_BLUE_SIZE,       5,
			       EGL_DEPTH_SIZE,      16,
			       EGL_ALPHA_SIZE,      EGL_DONT_CARE,
			       EGL_STENCIL_SIZE,    2, 
#ifdef HAVE_COGL_GLES2
			       EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
#else /* HAVE_COGL_GLES2 */
			       EGL_SURFACE_TYPE,    EGL_WINDOW_BIT,
#endif /* HAVE_COGL_GLES2 */
			       EGL_NONE };

      status = eglGetConfigs (backend_egl->edpy,
			      configs, 
			      2, 
			      &config_count);

      if (status != EGL_TRUE)
        {
	  g_critical ("eglGetConfigs failed");
          CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }

      status = eglChooseConfig (backend_egl->edpy,
				cfg_attribs,
				configs,
                                G_N_ELEMENTS (configs),
				&config_count);

      if (status != EGL_TRUE)
        {
          g_critical ("eglChooseConfig failed");
          CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }

      CLUTTER_NOTE (BACKEND, "Got %i configs", config_count); 

      if (stage_egl->egl_surface != EGL_NO_SURFACE)
        {
	  eglDestroySurface (backend_egl->edpy, stage_egl->egl_surface);
          stage_egl->egl_surface = EGL_NO_SURFACE;
        }

       if (backend_egl->egl_context)
         {
            eglDestroyContext (backend_egl->edpy, backend_egl->egl_context);
            backend_egl->egl_context = NULL;
         }

      stage_egl->egl_surface =
	eglCreateWindowSurface (backend_egl->edpy,
                                configs[0],
                                NULL,
                                NULL);

      if (stage_egl->egl_surface == EGL_NO_SURFACE)
        {
	  g_critical ("Unable to create an EGL surface");

          CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }

      eglQuerySurface (backend_egl->edpy,
		       stage_egl->egl_surface,
		       EGL_WIDTH,
		       &stage_egl->surface_width);

      eglQuerySurface (backend_egl->edpy,
		       stage_egl->egl_surface,
		       EGL_HEIGHT,
		       &stage_egl->surface_height);

      CLUTTER_NOTE (BACKEND, "EGL surface is %ix%i", 
		    stage_egl->surface_width,
                    stage_egl->surface_height);

      
      if (G_UNLIKELY (backend_egl->egl_context == NULL))
        {
#ifdef HAVE_COGL_GLES2
	  static const EGLint attribs[3]
	    = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };

          backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
						       configs[0],
                                                       EGL_NO_CONTEXT,
                                                       attribs);
#else
          /* Seems some GLES implementations 1.x do not like attribs... */
          backend_egl->egl_context = eglCreateContext (backend_egl->edpy,
						       configs[0],
                                                       EGL_NO_CONTEXT,
                                                       NULL);
#endif

          if (backend_egl->egl_context == EGL_NO_CONTEXT)
            {
              g_critical ("Unable to create a suitable EGL context");

              CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
              return;
            }

          CLUTTER_NOTE (GL, "Created EGL Context");
        }

      CLUTTER_NOTE (BACKEND, "Setting context");

      /* eglnative can have only one stage */
      status = eglMakeCurrent (backend_egl->edpy,
                               stage_egl->egl_surface,
                               stage_egl->egl_surface,
                               backend_egl->egl_context);

      if (status != EGL_TRUE)
        {
          g_critical ("eglMakeCurrent failed");
          
          CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }

      /* since we only have one size and it cannot change, we
       * just need to update the GL viewport now that we have
       * been realized
       */
      CLUTTER_SET_PRIVATE_FLAGS (actor, CLUTTER_ACTOR_SYNC_MATRICES);
    }
  else
    {
      g_warning ("EGL Backend does not yet support offscreen rendering\n");
      CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
      return;
    }
}