clutk status update 2010/09/14
jammy.zhou at linaro.org
Tue Sep 14 10:23:00 BST 2010
On Tue, Sep 14, 2010 at 4:31 PM, Alexander Sack <asac at linaro.org> wrote:
> On Tue, Sep 14, 2010 at 9:38 AM, Jammy Zhou <jammy.zhou at linaro.org> wrote:
> > Issues Fixed:
> > + Normalize clutter vetex positions to adapt to the vertex shader
> > + Use GL_TRIANGLE_FAN to implement original used GL_QUADS primitive,
> > is not supported by gles2
> > + Comment out cogl_flush() call in some functions (such as
> > ctk_effect_blur_paint) to make sure following gles2 rendering can be
> > + Fix render to cached texture problems
> very nice.
> is the cogl_flash call comment something we want to keep or does that
> show an underlying issue we should try to fix?
[jammy] Because cogl_flush is implemented based on fixed pipeline, if we
want to really fix it, we may need to use cogl for gles2 support in clutk, I
think. So I just comment out them in some proper places for a workaround.
> > Issues Left:
> > + run test-clutk, there is crash at "/Effect/Animation/Animation" test
> > suite. This issue has already been reported by Alexandros, see
> > https://bugs.launchpad.net/clutk/+bug/614415, and it should be an
> > problem.
> neil replied in the other mail thread and has a patch for clutter that
> we should try. maybe see if that helps
[jammy] I have tried the patch from Neil, and it works, but now there is the
same issue for glBindFramebuffer as mentioned below at
"/Effect/Animation/Signals" test suite when run test-clutk.
> > + when run "test-clutk-perf 0 10 125 5 single animated blur 0.3.2 GMA950
> > 1 10", crash happens with following error message. The error happens when
> > call glBindFramebuffer (GL_FRAMEBUFFER, 0).
> > Clutk-WARNING **: [CheckGLError] GL_INVALID_OPERATION error in File
> > ./ctk-render-target.c at line: 581
> Is this a regression from our gles port? e.g. if you run the same
> command with desktop gl does it work?
[jammy] This is a regression from our gles port.
> > + the actor painting (i.e, "paint_func(actor);" in ctk_effect_blur_paint)
> > seems independent from other gles2 rendering, and it is not rendered into
> > cached texture for later display. This means that we cannot add special
> > effects to the actor.
> Do you think its a bug that it is independent from other rendering?
> what happens if we try to fix this?
[jammy] I think it is not a bug, but incompatibility between cogl rendering
and our gles2 rendering.
> - Alexander
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