/*
 * 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>
 */

/**
 * ClutterOffscreenEffect:
 * 
 * Base class for effects using offscreen buffers
 *
 * #ClutterOffscreenEffect is an abstract class that can be used by
 * [class@Effect] 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.
 *
 *
 * ## Implementing a ClutterOffscreenEffect
 *
 * Creating a sub-class of #ClutterOffscreenEffect requires, in case
 * of overriding the [class@Effect] virtual functions, to chain up to the
 * #ClutterOffscreenEffect's implementation.
 *
 * On top of the [class@Effect]'s virtual functions,
 * #ClutterOffscreenEffect also provides a [vfunc@OffscreenEffect.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 [class@Actor] using the offscreen effect.
 * Sub-classes of #ClutterOffscreenEffect can change the texture creation
 * code to provide bigger textures by overriding the
 * [vfunc@OffscreenEffect.create_texture] virtual function; no chain up
 * to the #ClutterOffscreenEffect implementation is required in this
 * case.
 *
 * ## Paint nodes
 *
 * #ClutterOffscreenEffect generates the following paint node tree:
 *
 * ```
 * Effect
 *  ├─────────┐
 * Layer   Pipeline
 *  │
 * Actor
 * ```
 *
 * When the actor contents are cached, the generated paint node tree
 * looks like this:
 *
 * ```
 * Effect
 *  │
 * Pipeline
 * ```
 *
 * In both cases, the "Pipeline" node is created with the return value
 * of [vfunc@OffscreenEffect.create_pipeline].
 */

#include "config.h"

#include "clutter/clutter-offscreen-effect.h"

#include <math.h>

#include "cogl/cogl.h"

#include "clutter/clutter-actor-private.h"
#include "clutter/clutter-debug.h"
#include "clutter/clutter-private.h"
#include "clutter/clutter-stage-private.h"
#include "clutter/clutter-paint-context-private.h"
#include "clutter/clutter-paint-node-private.h"
#include "clutter/clutter-paint-nodes.h"
#include "clutter/clutter-paint-volume-private.h"
#include "clutter/clutter-actor-box-private.h"

typedef struct _ClutterOffscreenEffectPrivate
{
  CoglOffscreen *offscreen;
  CoglPipeline *pipeline;
  CoglTexture *texture;

  ClutterActor *actor;
  ClutterActor *stage;

  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;

  gulong purge_handler_id;
} ClutterOffscreenEffectPrivate;

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 =
    clutter_offscreen_effect_get_instance_private (self);
  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_object (&priv->offscreen);

  /* we keep a back pointer here, to avoid going through the ActorMeta */
  priv->actor = clutter_actor_meta_get_actor (meta);
}

static CoglTexture*
clutter_offscreen_effect_real_create_texture (ClutterOffscreenEffect *effect,
                                              gfloat                  width,
                                              gfloat                  height)
{
  CoglContext *ctx =
    clutter_backend_get_cogl_context (clutter_get_default_backend ());

  return cogl_texture_2d_new_with_size (ctx, MAX (width, 1), MAX (height, 1));
}

static void
ensure_pipeline_filter_for_scale (ClutterOffscreenEffect *self,
                                  float                   resource_scale)
{
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (self);
  CoglPipelineFilter filter;

  if (!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 (priv->pipeline, 0 /* layer_index */,
                                   filter, filter);
}

static CoglPipeline *
clutter_offscreen_effect_real_create_pipeline (ClutterOffscreenEffect *effect,
                                               CoglTexture            *texture)
{
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (effect);
  CoglContext *ctx =
    clutter_backend_get_cogl_context (clutter_get_default_backend ());
  CoglPipeline *pipeline;
  float resource_scale;

  resource_scale = clutter_actor_get_real_resource_scale (priv->actor);

  pipeline = cogl_pipeline_new (ctx);
  ensure_pipeline_filter_for_scale (effect, resource_scale);
  cogl_pipeline_set_layer_texture (pipeline, 0, texture);

  return pipeline;
}

static void
video_memory_purged (ClutterOffscreenEffect *self)
{
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (self);

  g_clear_object (&priv->offscreen);
}

static gboolean
update_fbo (ClutterEffect *effect,
            int            target_width,
            int            target_height,
            float          resource_scale)
{
  ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
  ClutterOffscreenEffectClass *offscreen_class =
    CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (self);
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (self);
  ClutterActor *stage_actor;
  CoglOffscreen *offscreen;
  g_autoptr (GError) error = NULL;

  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;
    }

  g_clear_object (&priv->texture);
  g_clear_object (&priv->offscreen);

  priv->texture =
    clutter_offscreen_effect_create_texture (self, target_width, target_height);
  if (priv->texture == NULL)
    return FALSE;

  priv->target_width = target_width;
  priv->target_height = target_height;

  offscreen = cogl_offscreen_new_with_texture (priv->texture);
  if (!cogl_framebuffer_allocate (COGL_FRAMEBUFFER (offscreen), &error))
    {
      g_warning ("Failed to create offscreen effect framebuffer: %s",
                 error->message);

      g_object_unref (offscreen);
      g_clear_object (&priv->pipeline);

      priv->target_width = 0;
      priv->target_height = 0;

      return FALSE;
    }

  priv->offscreen = offscreen;

  g_clear_object (&priv->pipeline);
  priv->pipeline = offscreen_class->create_pipeline (self, priv->texture);

  return TRUE;
}

static gboolean
clutter_offscreen_effect_pre_paint (ClutterEffect       *effect,
                                    ClutterPaintNode    *node,
                                    ClutterPaintContext *paint_context)
{
  ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (self);
  CoglFramebuffer *offscreen;
  ClutterActorBox raw_box, box;
  ClutterActor *stage;
  graphene_matrix_t projection, modelview, transform;
  const ClutterPaintVolume *volume;
  gfloat stage_width, stage_height;
  gfloat target_width = -1, target_height = -1;
  float resource_scale;
  float ceiled_resource_scale;

  if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
    goto disable_effect;

  if (priv->actor == NULL)
    goto disable_effect;

  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);

      box = raw_box;
      _clutter_actor_box_enlarge_for_effects (&box);

      priv->fbo_offset_x = box.x1;
      priv->fbo_offset_y = box.y1;
    }
  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))
    goto disable_effect;

  offscreen = COGL_FRAMEBUFFER (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);
  graphene_matrix_init_translate (&transform,
                                  &GRAPHENE_POINT3D_INIT (-priv->fbo_offset_x,
                                                          -priv->fbo_offset_y,
                                                          0.0));
  graphene_matrix_scale (&transform,
                         stage_width / target_width,
                         stage_height / target_height,
                         1.0);
  graphene_matrix_multiply (&transform, &modelview, &modelview);
  cogl_framebuffer_set_modelview_matrix (offscreen, &modelview);

  /* Set up the viewport so that it has the minimal size required to render any
   * pixel in the FBO without clipping.
   */
  cogl_framebuffer_set_viewport (offscreen,
                                 0,
                                 0,
                                 target_width,
                                 target_height);

  /* Copy the stage's projection matrix across to the offscreen */
  _clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
                                        &projection);

  cogl_framebuffer_set_projection_matrix (offscreen, &projection);

  return TRUE;

disable_effect:
  g_clear_object (&priv->offscreen);
  return FALSE;
}

static void
clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect,
                                            ClutterPaintNode       *node,
                                            ClutterPaintContext    *paint_context)
{
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (effect);
  ClutterPaintNode *pipeline_node;
  float paint_opacity;
  CoglColor color;

  paint_opacity = clutter_actor_get_paint_opacity (priv->actor) / 255.0;

  cogl_color_init_from_4f (&color,
                           paint_opacity, paint_opacity,
                           paint_opacity, paint_opacity);
  cogl_pipeline_set_color (priv->pipeline, &color);

  pipeline_node = clutter_pipeline_node_new (priv->pipeline);
  clutter_paint_node_set_static_name (pipeline_node,
                                      "ClutterOffscreenEffect (pipeline)");
  clutter_paint_node_add_child (node, pipeline_node);

  /* 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.
   */
  clutter_paint_node_add_rectangle (pipeline_node,
                                    &(ClutterActorBox) {
                                        0.f, 0.f,
                                        cogl_texture_get_width (priv->texture),
                                        cogl_texture_get_height (priv->texture),
                                    });

  clutter_paint_node_unref (pipeline_node);
}

static void
clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect,
                                        ClutterPaintNode       *node,
                                        ClutterPaintContext    *paint_context)
{
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (effect);
  graphene_matrix_t transform;
  float unscale;

  unscale = 1.0 / clutter_actor_get_resource_scale (priv->actor);
  graphene_matrix_init_scale (&transform, unscale, unscale, 1.0);
  graphene_matrix_translate (&transform,
                             &GRAPHENE_POINT3D_INIT (priv->fbo_offset_x,
                                                     priv->fbo_offset_y,
                                                     0.0));

  if (!graphene_matrix_is_identity (&transform))
    {
      ClutterPaintNode *transform_node;

      transform_node = clutter_transform_node_new (&transform);
      clutter_paint_node_set_static_name (transform_node,
                                          "ClutterOffscreenEffect (transform)");
      clutter_paint_node_add_child (node, transform_node);
      clutter_paint_node_unref (transform_node);

      node = transform_node;
    }

  /* paint the target material; this is virtualized for
   * sub-classes that require special hand-holding
   */
  clutter_offscreen_effect_paint_target (effect, node, paint_context);
}

static void
clutter_offscreen_effect_post_paint (ClutterEffect       *effect,
                                     ClutterPaintNode    *node,
                                     ClutterPaintContext *paint_context)
{
  ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (self);

  g_warn_if_fail (priv->offscreen);
  g_warn_if_fail (priv->pipeline);
  g_warn_if_fail (priv->actor);

  clutter_offscreen_effect_paint_texture (self, node, paint_context);
}

static void
add_actor_node (ClutterOffscreenEffect *offscreen_effect,
                ClutterPaintNode       *node,
                int                     paint_opacity)
{
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (offscreen_effect);
  ClutterPaintNode *actor_node;

  actor_node = clutter_actor_node_new (priv->actor, paint_opacity);
  clutter_paint_node_add_child (node, actor_node);
  clutter_paint_node_unref (actor_node);
}

static void
clutter_offscreen_effect_paint_node (ClutterEffect           *effect,
                                     ClutterPaintNode        *node,
                                     ClutterPaintContext     *paint_context,
                                     ClutterEffectPaintFlags  flags)
{
  ClutterOffscreenEffect *offscreen_effect = CLUTTER_OFFSCREEN_EFFECT (effect);
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (offscreen_effect);
  ClutterPaintNode *layer_node;
  CoglFramebuffer *fb;

  fb = COGL_FRAMEBUFFER (priv->offscreen);
  layer_node = clutter_layer_node_new_to_framebuffer (fb, priv->pipeline);
  clutter_paint_node_set_static_name (layer_node,
                                      "ClutterOffscreenEffect (actor offscreen)");
  clutter_paint_node_add_child (node, layer_node);
  clutter_paint_node_unref (layer_node);

  add_actor_node (offscreen_effect, layer_node, 255);
}

static void
clutter_offscreen_effect_paint (ClutterEffect           *effect,
                                ClutterPaintNode        *node,
                                ClutterPaintContext     *paint_context,
                                ClutterEffectPaintFlags  flags)
{
  ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (self);
  ClutterEffectClass *parent_class =
    CLUTTER_EFFECT_CLASS (clutter_offscreen_effect_parent_class);

  if (flags & CLUTTER_EFFECT_PAINT_BYPASS_EFFECT)
    {
      add_actor_node (self, node, -1);
      g_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))
    parent_class->paint (effect, node, paint_context, flags);
  else
    clutter_offscreen_effect_paint_texture (self, node, 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 =
    clutter_offscreen_effect_get_instance_private (offscreen_effect);

  g_clear_object (&priv->offscreen);

  parent_class->set_enabled (meta, is_enabled);
}

static void
clutter_offscreen_effect_finalize (GObject *gobject)
{
  ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
  ClutterOffscreenEffectPrivate *priv =
    clutter_offscreen_effect_get_instance_private (self);

  g_clear_object (&priv->offscreen);
  g_clear_object (&priv->texture);
  g_clear_object (&priv->pipeline);

  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->create_pipeline = clutter_offscreen_effect_real_create_pipeline;
  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;
  effect_class->paint_node = clutter_offscreen_effect_paint_node;

  gobject_class->finalize = clutter_offscreen_effect_finalize;
}

static void
clutter_offscreen_effect_init (ClutterOffscreenEffect *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 [vfunc@Effect.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 [method@OffscreenEffect.get_texture] when the
 * effect subclass wants to paint using its own material.
 *
 * Return value: (transfer none): a #CoglTexture or %NULL. The
 *   returned texture is owned by Clutter and it should not be
 *   modified or freed
 */
CoglTexture*
clutter_offscreen_effect_get_texture (ClutterOffscreenEffect *effect)
{
  ClutterOffscreenEffectPrivate *priv;

  g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
                        NULL);

  priv = clutter_offscreen_effect_get_instance_private (effect);
  return priv->texture;
}

/**
 * clutter_offscreen_effect_get_pipeline:
 * @effect: a #ClutterOffscreenEffect
 *
 * Retrieves the pipeline used as a render target for the offscreen
 * buffer created by @effect
 *
 * You should only use the returned [class@Cogl.Pipeline] when painting. The
 * returned pipeline might change between different frames.
 *
 * Return value: (transfer none)(nullable): a #CoglPipeline. The
 *   pipeline is owned by Clutter and it should not be modified
 *   or freed
 */
CoglPipeline *
clutter_offscreen_effect_get_pipeline (ClutterOffscreenEffect *effect)
{
  ClutterOffscreenEffectPrivate *priv;

  g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
                        NULL);

  priv = clutter_offscreen_effect_get_instance_private (effect);
  return priv->pipeline;
}

/**
 * clutter_offscreen_effect_paint_target:
 * @effect: a #ClutterOffscreenEffect
 * @node: a #ClutterPaintNode
 * @paint_context: a #ClutterPaintContext
 *
 * Calls the [vfunc@OffscreenEffect.paint_target] virtual function of the @effect
 */
void
clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect,
                                       ClutterPaintNode       *node,
                                       ClutterPaintContext    *paint_context)
{
  g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));

  CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect,
                                                             node,
                                                             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 [vfunc@OffscreenEffect.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.
 */
CoglTexture*
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 [vfunc@OffscreenEffect.paint_target]
 * virtual function.
 *
 * Return value: %TRUE if the offscreen buffer has a valid size,
 *   and %FALSE otherwise
 */
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 = clutter_offscreen_effect_get_instance_private (effect);

  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;
}
