/*
 * Clutter.
 *
 * An OpenGL based 'interactive canvas' library.
 *
 * Authored By Matthew Allum  <mallum@openedhand.com>
 *
 * Copyright (C) 2006 OpenedHand
 *
 * 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/>.
 *
 *
 */

/**
 * SECTION:clutter-texture
 * @short_description: An actor for displaying and manipulating images.
 *
 * #ClutterTexture is a base class for displaying and manipulating pixel
 * buffer type data.
 *
 * The clutter_texture_set_from_rgb_data() and
 * clutter_texture_set_from_file() functions are used to copy image
 * data into texture memory and subsequently realize the texture.
 *
 * Note: a ClutterTexture will scale its contents to fit the bounding
 * box requested using clutter_actor_set_size(). To display an area of
 * a texture without scaling, you should set the clip area using
 * clutter_actor_set_clip().
 *
 * The #ClutterTexture API is deprecated since Clutter 1.12. It is strongly
 * recommended to use #ClutterImage instead.
 */

#include "clutter-build-config.h"

/* sadly, we are still using ClutterShader internally */
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS

#include <cogl/cogl.h>

#include "clutter-texture.h"

#include "clutter-actor-private.h"
#include "clutter-color.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-feature.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-scriptable.h"
#include "clutter-stage-private.h"
#include "clutter-backend.h"

#include "deprecated/clutter-texture.h"

typedef struct _ClutterTextureAsyncData ClutterTextureAsyncData;

struct _ClutterTexturePrivate
{
  gint image_width;
  gint image_height;

  CoglPipeline *pipeline;

  ClutterActor *fbo_source;
  CoglHandle fbo_handle;

  CoglPipeline *pick_pipeline;

  gchar *filename;

  ClutterTextureAsyncData *async_data;

  guint no_slice : 1;
  guint sync_actor_size : 1;
  guint repeat_x : 1;
  guint repeat_y : 1;
  guint keep_aspect_ratio : 1;
  guint load_size_async : 1;
  guint load_data_async : 1;
  guint load_async_set : 1;  /* used to make load_async possible */
  guint pick_with_alpha : 1;
  guint pick_with_alpha_supported : 1;
  guint seen_create_pick_pipeline_warning : 1;
};

#define ASYNC_STATE_LOCKED      1
#define ASYNC_STATE_CANCELLED   2
#define ASYNC_STATE_QUEUED      3

struct _ClutterTextureAsyncData
{
  /* The texture for which the data is being loaded */
  ClutterTexture *texture;

  gchar *load_filename;
  CoglHandle load_bitmap;

  guint load_idle;

  GError *load_error;

  gint state;
};

static inline void
clutter_texture_async_data_lock (ClutterTextureAsyncData *data)
{
  g_bit_lock (&data->state, 0);
}

static inline void
clutter_texture_async_data_unlock (ClutterTextureAsyncData *data)
{
  g_bit_unlock (&data->state, 0);
}

enum
{
  PROP_0,
  PROP_NO_SLICE,
  PROP_MAX_TILE_WASTE,
  PROP_SYNC_SIZE,
  PROP_REPEAT_Y,
  PROP_REPEAT_X,
  PROP_FILTER_QUALITY,
  PROP_COGL_TEXTURE,
  PROP_COGL_MATERIAL,
  PROP_FILENAME,
  PROP_KEEP_ASPECT_RATIO,
  PROP_LOAD_ASYNC,
  PROP_LOAD_DATA_ASYNC,
  PROP_PICK_WITH_ALPHA,

  PROP_LAST
};

static GParamSpec *obj_props[PROP_LAST];

enum
{
  SIZE_CHANGE,
  PIXBUF_CHANGE,
  LOAD_SUCCESS,
  LOAD_FINISHED,
  LAST_SIGNAL
};

static int texture_signals[LAST_SIGNAL] = { 0 };

static GThreadPool *async_thread_pool = NULL;
static guint        repaint_upload_func = 0;
static GList       *upload_list = NULL;
static GMutex       upload_list_mutex;

static CoglPipeline *texture_template_pipeline = NULL;

static void
texture_fbo_free_resources (ClutterTexture *texture);

static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);

G_DEFINE_TYPE_WITH_CODE (ClutterTexture,
                         clutter_texture,
                         CLUTTER_TYPE_ACTOR,
                         G_ADD_PRIVATE (ClutterTexture)
                         G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
                                                clutter_scriptable_iface_init));


GQuark
clutter_texture_error_quark (void)
{
  return g_quark_from_static_string ("clutter-texture-error-quark");
}

static const struct
{
  gint min_filter;
  gint mag_filter;
}
clutter_texture_quality_filters[] =
  {
    /* CLUTTER_TEXTURE_QUALITY_LOW */
    { COGL_PIPELINE_FILTER_NEAREST, COGL_PIPELINE_FILTER_NEAREST },

    /* CLUTTER_TEXTURE_QUALITY_MEDIUM */
    { COGL_PIPELINE_FILTER_LINEAR, COGL_PIPELINE_FILTER_LINEAR },

    /* CLUTTER_TEXTURE_QUALITY_HIGH */
    { COGL_PIPELINE_FILTER_LINEAR_MIPMAP_LINEAR, COGL_PIPELINE_FILTER_LINEAR }
  };

static inline void
clutter_texture_quality_to_filters (ClutterTextureQuality  quality,
                                    gint                  *min_filter_p,
                                    gint                  *mag_filter_p)
{
  g_return_if_fail (quality < G_N_ELEMENTS (clutter_texture_quality_filters));

  if (min_filter_p)
    *min_filter_p = clutter_texture_quality_filters[quality].min_filter;

  if (mag_filter_p)
    *mag_filter_p = clutter_texture_quality_filters[quality].mag_filter;
}

static void
texture_free_gl_resources (ClutterTexture *texture)
{
  ClutterTexturePrivate *priv = texture->priv;

  if (priv->pipeline != NULL)
    {
      /* We want to keep the layer so that the filter settings will
         remain but we want to free its resources so we clear the
         texture handle */
      cogl_pipeline_set_layer_texture (priv->pipeline, 0, NULL);
    }
}

static void
clutter_texture_unrealize (ClutterActor *actor)
{
  ClutterTexture        *texture;
  ClutterTexturePrivate *priv;

  texture = CLUTTER_TEXTURE(actor);
  priv = texture->priv;

  if (priv->pipeline == NULL)
    return;

  if (priv->fbo_source != NULL)
    {
      /* Free up our fbo handle and texture resources, realize will recreate */
      cogl_object_unref (priv->fbo_handle);
      priv->fbo_handle = NULL;
      texture_free_gl_resources (texture);
      return;
    }

  CLUTTER_NOTE (TEXTURE, "Texture unrealized");
}

static void
clutter_texture_realize (ClutterActor *actor)
{
  ClutterTexture       *texture;
  ClutterTexturePrivate *priv;

  texture = CLUTTER_TEXTURE(actor);
  priv = texture->priv;

  if (priv->fbo_source)
    {
      CoglTextureFlags flags = COGL_TEXTURE_NONE;
      CoglHandle tex;

      /* Handle FBO's */

      if (priv->no_slice)
        flags |= COGL_TEXTURE_NO_SLICING;

      tex = cogl_texture_new_with_size (priv->image_width,
                                        priv->image_height,
                                        flags,
                                        COGL_PIXEL_FORMAT_RGBA_8888_PRE);

      cogl_pipeline_set_layer_texture (priv->pipeline, 0, tex);

      priv->fbo_handle = cogl_offscreen_new_to_texture (tex);

      /* The pipeline now has a reference to the texture so it will
         stick around */
      cogl_object_unref (tex);

      if (priv->fbo_handle == NULL)
        {
          g_warning ("%s: Offscreen texture creation failed", G_STRLOC);
	  CLUTTER_ACTOR_UNSET_FLAGS (actor, CLUTTER_ACTOR_REALIZED);
          return;
        }

      clutter_actor_set_size (actor, priv->image_width, priv->image_height);

      return;
    }

  /* If the texture is not a FBO, then realization is a no-op but we
   * still want to be in REALIZED state to maintain invariants.
   * ClutterTexture doesn't need to be realized to have a Cogl texture
   * because Clutter assumes that a GL context is always current so
   * there is no need to wait to realization time to create the
   * texture. Although this is slightly odd it would be wasteful to
   * redundantly store a copy of the texture data in local memory just
   * so that we can make a texture during realize.
   */

  CLUTTER_NOTE (TEXTURE, "Texture realized");
}

static void
clutter_texture_get_preferred_width (ClutterActor *self,
                                     gfloat        for_height,
                                     gfloat       *min_width_p,
                                     gfloat       *natural_width_p)
{
  ClutterTexture *texture = CLUTTER_TEXTURE (self);
  ClutterTexturePrivate *priv = texture->priv;

  /* Min request is always 0 since we can scale down or clip */
  if (min_width_p)
    *min_width_p = 0;

  if (priv->sync_actor_size)
    {
      if (natural_width_p)
        {
          if (!priv->keep_aspect_ratio ||
              for_height < 0 ||
              priv->image_height <= 0)
            {
              *natural_width_p = priv->image_width;
            }
          else
            {
              /* Set the natural width so as to preserve the aspect ratio */
              gfloat ratio = (gfloat) priv->image_width
                           / (gfloat) priv->image_height;

              *natural_width_p = ratio * for_height;
            }
        }
    }
  else
    {
      if (natural_width_p)
        *natural_width_p = 0;
    }
}

static void
clutter_texture_get_preferred_height (ClutterActor *self,
                                      gfloat        for_width,
                                      gfloat       *min_height_p,
                                      gfloat       *natural_height_p)
{
  ClutterTexture *texture = CLUTTER_TEXTURE (self);
  ClutterTexturePrivate *priv = texture->priv;

  /* Min request is always 0 since we can scale down or clip */
  if (min_height_p)
    *min_height_p = 0;

  if (priv->sync_actor_size)
    {
      if (natural_height_p)
        {
          if (!priv->keep_aspect_ratio ||
              for_width < 0 ||
              priv->image_width <= 0)
            {
              *natural_height_p = priv->image_height;
            }
          else
            {
              /* Set the natural height so as to preserve the aspect ratio */
              gfloat ratio = (gfloat) priv->image_height
                           / (gfloat) priv->image_width;

              *natural_height_p = ratio * for_width;
            }
        }
    }
  else
    {
      if (natural_height_p)
        *natural_height_p = 0;
    }
}

static void
clutter_texture_allocate (ClutterActor           *self,
			  const ClutterActorBox  *box,
                          ClutterAllocationFlags  flags)
{
  ClutterTexturePrivate *priv = CLUTTER_TEXTURE (self)->priv;

  /* chain up to set actor->allocation */
  CLUTTER_ACTOR_CLASS (clutter_texture_parent_class)->allocate (self,
                                                                box,
                                                                flags);

  /* If we adopted the source fbo then allocate that at its preferred
     size */
  if (priv->fbo_source && clutter_actor_get_parent (priv->fbo_source) == self)
    clutter_actor_allocate_preferred_size (priv->fbo_source, flags);
}

static gboolean
clutter_texture_has_overlaps (ClutterActor *self)
{
  /* Textures never need an offscreen redirect because there are never
     any overlapping primitives */
  return FALSE;
}

static void
set_viewport_with_buffer_under_fbo_source (ClutterActor *fbo_source,
                                           int viewport_width,
                                           int viewport_height)
{
  ClutterActorBox box = { 0, };
  float x_offset, y_offset;

  if (clutter_actor_get_paint_box (fbo_source, &box))
    clutter_actor_box_get_origin (&box, &x_offset, &y_offset);
  else
    {
      /* As a fallback when the paint box can't be determined we use
       * the transformed allocation to come up with an offset instead.
       *
       * FIXME: when we don't have a paint box we should instead be
       * falling back to a stage sized fbo with an offset of (0,0)
       */

      ClutterVertex verts[4];
      float x_min = G_MAXFLOAT, y_min = G_MAXFLOAT;
      int i;

      /* Get the actors allocation transformed into screen coordinates.
       *
       * XXX: Note: this may not be a bounding box for the actor, since an
       * actor with depth may escape the box due to its perspective
       * projection. */
      clutter_actor_get_abs_allocation_vertices (fbo_source, verts);

      for (i = 0; i < G_N_ELEMENTS (verts); ++i)
        {
          if (verts[i].x < x_min)
           x_min = verts[i].x;
          if (verts[i].y < y_min)
           y_min = verts[i].y;
        }

      /* XXX: It's not good enough to round by simply truncating the fraction here
       * via a cast, as it results in offscreen rendering being offset by 1 pixel
       * in many cases... */
#define ROUND(x) ((x) >= 0 ? (long)((x) + 0.5) : (long)((x) - 0.5))

      x_offset = ROUND (x_min);
      y_offset = ROUND (y_min);

#undef ROUND
    }

  /* translate the viewport so that the source actor lands on the
   * sub-region backed by the offscreen framebuffer... */
  cogl_set_viewport (-x_offset, -y_offset, viewport_width, viewport_height);
}

static void
update_fbo (ClutterActor *self)
{
  ClutterTexture        *texture = CLUTTER_TEXTURE (self);
  ClutterTexturePrivate *priv = texture->priv;
  ClutterActor          *stage = NULL;
  CoglMatrix             projection;
  CoglColor              transparent_col;

  /* Redirect drawing to the fbo */
  cogl_push_framebuffer (priv->fbo_handle);

  if ((stage = clutter_actor_get_stage (self)) != NULL)
    {
      gfloat stage_width, stage_height;
      ClutterActor *source_parent;

      /* We copy the projection and modelview matrices from the stage to
       * the offscreen framebuffer and create a viewport larger than the
       * offscreen framebuffer - the same size as the stage.
       *
       * The fbo source actor gets rendered into this stage size viewport at the
       * same position it normally would after applying all it's usual parent
       * transforms and it's own scale and rotate transforms etc.
       *
       * The viewport is offset such that the offscreen buffer will be positioned
       * under the actor.
       */

      _clutter_stage_get_projection_matrix (CLUTTER_STAGE (stage), &projection);

      /* Set the projection matrix modelview matrix as it is for the
       * stage... */
      cogl_set_projection_matrix (&projection);

      clutter_actor_get_size (stage, &stage_width, &stage_height);

      /* Set a negatively offset the viewport so that the offscreen
       * framebuffer is position underneath the fbo_source actor... */
      set_viewport_with_buffer_under_fbo_source (priv->fbo_source,
                                                 stage_width,
                                                 stage_height);

      /* Apply the source's parent transformations to the modelview */
      if ((source_parent = clutter_actor_get_parent (priv->fbo_source)))
        {
          CoglMatrix modelview;
          cogl_matrix_init_identity (&modelview);
          _clutter_actor_apply_relative_transformation_matrix (source_parent,
                                                               NULL,
                                                               &modelview);
          cogl_set_modelview_matrix (&modelview);
        }
    }


  /* cogl_clear is called to clear the buffers */
  cogl_color_init_from_4ub (&transparent_col, 0, 0, 0, 0);
  cogl_clear (&transparent_col,
              COGL_BUFFER_BIT_COLOR |
              COGL_BUFFER_BIT_DEPTH);

  /* Render the actor to the fbo */
  clutter_actor_paint (priv->fbo_source);

  /* Restore drawing to the previous framebuffer */
  cogl_pop_framebuffer ();
}

static void
gen_texcoords_and_draw_cogl_rectangle (ClutterActor    *self,
                                       CoglPipeline    *pipeline,
                                       CoglFramebuffer *framebuffer)
{
  ClutterTexture *texture = CLUTTER_TEXTURE (self);
  ClutterTexturePrivate *priv = texture->priv;
  ClutterActorBox box;
  float t_w, t_h;

  clutter_actor_get_allocation_box (self, &box);

  if (priv->repeat_x && priv->image_width > 0)
    t_w = (box.x2 - box.x1) / (float) priv->image_width;
  else
    t_w = 1.0;

  if (priv->repeat_y && priv->image_height > 0)
    t_h = (box.y2 - box.y1) / (float) priv->image_height;
  else
    t_h = 1.0;

  cogl_framebuffer_draw_textured_rectangle (framebuffer,
                                            pipeline,
                                            0, 0,
                                            box.x2 - box.x1,
                                            box.y2 - box.y1,
                                            0, 0, t_w, t_h);
}

static void
clutter_texture_paint (ClutterActor *self)
{
  ClutterTexture *texture = CLUTTER_TEXTURE (self);
  ClutterTexturePrivate *priv = texture->priv;
  guint8 paint_opacity = clutter_actor_get_paint_opacity (self);
  CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();

  CLUTTER_NOTE (PAINT,
                "painting texture '%s'",
		clutter_actor_get_name (self) ? clutter_actor_get_name (self)
                                              : "unknown");

  if (priv->fbo_handle != NULL)
    update_fbo (self);

  cogl_pipeline_set_color4ub (priv->pipeline,
			      paint_opacity,
                              paint_opacity,
                              paint_opacity,
                              paint_opacity);

  gen_texcoords_and_draw_cogl_rectangle (self, priv->pipeline, framebuffer);
}

static gboolean
clutter_texture_get_paint_volume (ClutterActor       *self,
                                  ClutterPaintVolume *volume)
{
  ClutterTexturePrivate *priv;

  priv = CLUTTER_TEXTURE (self)->priv;

  if (priv->pipeline == NULL)
    return FALSE;

  if (priv->image_width == 0 || priv->image_height == 0)
    return FALSE;

  return _clutter_actor_set_default_paint_volume (self,
                                                  CLUTTER_TYPE_TEXTURE,
                                                  volume);
}

static void
clutter_texture_async_data_free (ClutterTextureAsyncData *data)
{
  /* This function should only be called either from the main thread
     once it is known that the load thread has completed or from the
     load thread/upload function itself if the abort flag is true (in
     which case the main thread has disowned the data) */
  g_free (data->load_filename);

  if (data->load_bitmap != NULL)
    cogl_object_unref (data->load_bitmap);

  if (data->load_error != NULL)
    g_error_free (data->load_error);

  g_slice_free (ClutterTextureAsyncData, data);
}

/*
 * clutter_texture_async_load_cancel:
 * @texture: a #ClutterTexture
 *
 * Cancels an asynchronous loading operation, whether done
 * with threads enabled or just using the main loop
 */
static void
clutter_texture_async_load_cancel (ClutterTexture *texture)
{
  ClutterTexturePrivate *priv = texture->priv;

  if (priv->async_data != NULL)
    {
      ClutterTextureAsyncData *async_data = priv->async_data;

      priv->async_data = NULL;

      if (async_data->load_idle != 0)
        {
          g_source_remove (async_data->load_idle);
          async_data->load_idle = 0;

          clutter_texture_async_data_free (async_data);
        }
      else
        {
          clutter_texture_async_data_lock (async_data);

          CLUTTER_NOTE (TEXTURE, "[async] cancelling operation for '%s'",
                        async_data->load_filename);

          async_data->state |= ASYNC_STATE_CANCELLED;

          clutter_texture_async_data_unlock (async_data);
        }
    }
}

static void
clutter_texture_dispose (GObject *object)
{
  ClutterTexture *texture = CLUTTER_TEXTURE (object);
  ClutterTexturePrivate *priv = texture->priv;

  texture_free_gl_resources (texture);
  texture_fbo_free_resources (texture);

  clutter_texture_async_load_cancel (texture);

  if (priv->pipeline != NULL)
    {
      cogl_object_unref (priv->pipeline);
      priv->pipeline = NULL;
    }

  G_OBJECT_CLASS (clutter_texture_parent_class)->dispose (object);
}

static void
clutter_texture_finalize (GObject *object)
{
  ClutterTexturePrivate *priv = CLUTTER_TEXTURE (object)->priv;

  g_free (priv->filename);

  G_OBJECT_CLASS (clutter_texture_parent_class)->finalize (object);
}

static void
clutter_texture_set_property (GObject      *object,
			      guint         prop_id,
			      const GValue *value,
			      GParamSpec   *pspec)
{
  ClutterTexture *texture;
  ClutterTexturePrivate *priv;

  texture = CLUTTER_TEXTURE (object);
  priv = texture->priv;

  switch (prop_id)
    {
    case PROP_SYNC_SIZE:
      clutter_texture_set_sync_size (texture, g_value_get_boolean (value));
      break;

    case PROP_REPEAT_X:
      clutter_texture_set_repeat (texture,
                                  g_value_get_boolean (value),
                                  priv->repeat_y);
      break;

    case PROP_REPEAT_Y:
      clutter_texture_set_repeat (texture,
                                  priv->repeat_x,
                                  g_value_get_boolean (value));
      break;

    case PROP_FILTER_QUALITY:
      clutter_texture_set_filter_quality (texture,
					  g_value_get_enum (value));
      break;

    case PROP_COGL_TEXTURE:
      {
        CoglHandle hnd = g_value_get_boxed (value);

        clutter_texture_set_cogl_texture (texture, hnd);
      }
      break;

    case PROP_COGL_MATERIAL:
      {
        CoglHandle hnd = g_value_get_boxed (value);

        clutter_texture_set_cogl_material (texture, hnd);
      }
      break;

    case PROP_FILENAME:
      clutter_texture_set_from_file (texture,
                                     g_value_get_string (value),
                                     NULL);
      break;

    case PROP_NO_SLICE:
      priv->no_slice = g_value_get_boolean (value);
      break;

    case PROP_KEEP_ASPECT_RATIO:
      clutter_texture_set_keep_aspect_ratio (texture,
                                             g_value_get_boolean (value));
      break;

    case PROP_LOAD_DATA_ASYNC:
      clutter_texture_set_load_data_async (texture,
                                           g_value_get_boolean (value));
      break;

    case PROP_LOAD_ASYNC:
      clutter_texture_set_load_async (texture, g_value_get_boolean (value));
      break;

    case PROP_PICK_WITH_ALPHA:
      clutter_texture_set_pick_with_alpha (texture,
                                           g_value_get_boolean (value));
      break;

    default:
      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
      break;
    }
}

static void
clutter_texture_get_property (GObject    *object,
			      guint       prop_id,
			      GValue     *value,
			      GParamSpec *pspec)
{
  ClutterTexture        *texture;
  ClutterTexturePrivate *priv;

  texture = CLUTTER_TEXTURE(object);
  priv = texture->priv;

  switch (prop_id)
    {
    case PROP_MAX_TILE_WASTE:
      g_value_set_int (value, clutter_texture_get_max_tile_waste (texture));
      break;

    case PROP_SYNC_SIZE:
      g_value_set_boolean (value, priv->sync_actor_size);
      break;

    case PROP_REPEAT_X:
      g_value_set_boolean (value, priv->repeat_x);
      break;

    case PROP_REPEAT_Y:
      g_value_set_boolean (value, priv->repeat_y);
      break;

    case PROP_FILTER_QUALITY:
      g_value_set_enum (value, clutter_texture_get_filter_quality (texture));
      break;

    case PROP_COGL_TEXTURE:
      g_value_set_boxed (value, clutter_texture_get_cogl_texture (texture));
      break;

    case PROP_COGL_MATERIAL:
      g_value_set_boxed (value, clutter_texture_get_cogl_material (texture));
      break;

    case PROP_NO_SLICE:
      g_value_set_boolean (value, priv->no_slice);
      break;

    case PROP_KEEP_ASPECT_RATIO:
      g_value_set_boolean (value, priv->keep_aspect_ratio);
      break;

    case PROP_PICK_WITH_ALPHA:
      g_value_set_boolean (value, priv->pick_with_alpha);
      break;

    case PROP_FILENAME:
      g_value_set_string (value, priv->filename);
      break;

    default:
      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
      break;
    }
}

static void
clutter_texture_class_init (ClutterTextureClass *klass)
{
  GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
  ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
  GParamSpec *pspec;

  actor_class->paint            = clutter_texture_paint;
  actor_class->get_paint_volume = clutter_texture_get_paint_volume;
  actor_class->realize          = clutter_texture_realize;
  actor_class->unrealize        = clutter_texture_unrealize;
  actor_class->has_overlaps     = clutter_texture_has_overlaps;

  actor_class->get_preferred_width  = clutter_texture_get_preferred_width;
  actor_class->get_preferred_height = clutter_texture_get_preferred_height;
  actor_class->allocate             = clutter_texture_allocate;

  gobject_class->dispose      = clutter_texture_dispose;
  gobject_class->finalize     = clutter_texture_finalize;
  gobject_class->set_property = clutter_texture_set_property;
  gobject_class->get_property = clutter_texture_get_property;

  pspec = g_param_spec_boolean ("sync-size",
                                P_("Sync size of actor"),
                                P_("Auto sync size of actor to underlying pixbuf dimensions"),
                                TRUE,
                                CLUTTER_PARAM_READWRITE);
  obj_props[PROP_SYNC_SIZE] = pspec;
  g_object_class_install_property (gobject_class, PROP_SYNC_SIZE, pspec);

  pspec = g_param_spec_boolean ("disable-slicing",
                                P_("Disable Slicing"),
                                P_("Forces the underlying texture to be singular and not made of smaller space saving "
                                   "individual textures"),
                                FALSE,
                                G_PARAM_CONSTRUCT_ONLY |
                                CLUTTER_PARAM_READWRITE);
  obj_props[PROP_NO_SLICE] = pspec;
  g_object_class_install_property (gobject_class, PROP_NO_SLICE, pspec);

  pspec = g_param_spec_int ("tile-waste",
                            P_("Tile Waste"),
                            P_("Maximum waste area of a sliced texture"),
                            -1, G_MAXINT,
                            COGL_TEXTURE_MAX_WASTE,
                            CLUTTER_PARAM_READABLE);
  obj_props[PROP_MAX_TILE_WASTE] = pspec;
  g_object_class_install_property (gobject_class, PROP_MAX_TILE_WASTE, pspec);

  pspec = g_param_spec_boolean ("repeat-x",
                                P_("Horizontal repeat"),
                                P_("Repeat the contents rather than scaling them horizontally"),
                                FALSE,
                                CLUTTER_PARAM_READWRITE);
  obj_props[PROP_REPEAT_X] = pspec;
  g_object_class_install_property (gobject_class, PROP_REPEAT_X, pspec);

  pspec = g_param_spec_boolean ("repeat-y",
                                P_("Vertical repeat"),
                                P_("Repeat the contents rather than scaling them vertically"),
                                FALSE,
                                CLUTTER_PARAM_READWRITE);
  obj_props[PROP_REPEAT_Y] = pspec;
  g_object_class_install_property (gobject_class, PROP_REPEAT_Y, pspec);

  pspec = g_param_spec_enum ("filter-quality",
                             P_("Filter Quality"),
                             P_("Rendering quality used when drawing the texture"),
                             CLUTTER_TYPE_TEXTURE_QUALITY,
                             CLUTTER_TEXTURE_QUALITY_MEDIUM,
                             G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE);
  obj_props[PROP_FILTER_QUALITY] = pspec;
  g_object_class_install_property (gobject_class, PROP_FILTER_QUALITY, pspec);

  pspec = g_param_spec_boxed ("cogl-texture",
                              P_("Cogl Texture"),
                              P_("The underlying Cogl texture handle used to draw this actor"),
                              COGL_TYPE_HANDLE,
                              CLUTTER_PARAM_READWRITE);
  obj_props[PROP_COGL_TEXTURE] = pspec;
  g_object_class_install_property (gobject_class, PROP_COGL_TEXTURE, pspec);

  pspec = g_param_spec_boxed ("cogl-material",
                              P_("Cogl Material"),
                              P_("The underlying Cogl material handle used to draw this actor"),
                              COGL_TYPE_HANDLE,
                              CLUTTER_PARAM_READWRITE);
  obj_props[PROP_COGL_MATERIAL] = pspec;
  g_object_class_install_property (gobject_class, PROP_COGL_MATERIAL, pspec);

  /**
   * ClutterTexture:filename:
   *
   * The path of the file containing the image data to be displayed by
   * the texture.
   *
   * This property is unset when using the clutter_texture_set_from_*_data()
   * family of functions.
   *
   * Deprecated: 1.12: Use #ClutterImage and platform-specific image loading
   *   API, like GdkPixbuf
   */
  pspec = g_param_spec_string ("filename",
                               P_("Filename"),
                               P_("The path of the file containing the image data"),
                               NULL,
                               CLUTTER_PARAM_READWRITE);
  obj_props[PROP_FILENAME] = pspec;
  g_object_class_install_property (gobject_class, PROP_FILENAME, pspec);

  pspec = g_param_spec_boolean ("keep-aspect-ratio",
                                P_("Keep Aspect Ratio"),
                                P_("Keep the aspect ratio of the texture when requesting the preferred width or height"),
                                FALSE,
                                CLUTTER_PARAM_READWRITE);
  obj_props[PROP_KEEP_ASPECT_RATIO] = pspec;
  g_object_class_install_property (gobject_class, PROP_KEEP_ASPECT_RATIO, pspec);

  /**
   * ClutterTexture:load-async:
   *
   * Tries to load a texture from a filename by using a local thread to perform
   * the read operations. The initially created texture has dimensions 0x0 when
   * the true size becomes available the #ClutterTexture::size-change signal is
   * emitted and when the image has completed loading the
   * #ClutterTexture::load-finished signal is emitted.
   *
   * Threading is only enabled if g_thread_init() has been called prior to
   * clutter_init(), otherwise #ClutterTexture will use the main loop to load
   * the image.
   *
   * The upload of the texture data on the GL pipeline is not asynchronous, as
   * it must be performed from within the same thread that called
   * clutter_main().
   *
   * Since: 1.0
   *
   * Deprecated: 1.12: Use platform-specific image loading API, like GdkPixbuf
   */
  pspec = g_param_spec_boolean ("load-async",
                                P_("Load asynchronously"),
                                P_("Load files inside a thread to avoid blocking when loading images from disk"),
                                FALSE,
                                CLUTTER_PARAM_WRITABLE);
  obj_props[PROP_LOAD_ASYNC] = pspec;
  g_object_class_install_property (gobject_class, PROP_LOAD_ASYNC, pspec);


  /**
   * ClutterTexture:load-data-async:
   *
   * Like #ClutterTexture:load-async but loads the width and height
   * synchronously causing some blocking.
   *
   * Since: 1.0
   *
   * Deprecated: 1.12: Use platform-specific image loading API, like GdkPixbuf
   */
  pspec = g_param_spec_boolean ("load-data-async",
                                P_("Load data asynchronously"),
                                P_("Decode image data files inside a thread to reduce blocking when loading images from disk"),
                                FALSE,
                                CLUTTER_PARAM_WRITABLE);
  obj_props[PROP_LOAD_DATA_ASYNC] = pspec;
  g_object_class_install_property (gobject_class, PROP_LOAD_DATA_ASYNC, pspec);

  /**
   * ClutterTexture::pick-with-alpha:
   *
   * Determines whether a #ClutterTexture should have it's shape defined
   * by its alpha channel when picking.
   *
   * Be aware that this is a bit more costly than the default picking
   * due to the texture lookup, extra test against the alpha value and
   * the fact that it will also interrupt the batching of geometry
   * done internally.
   *
   * Also there is currently no control over the threshold used to
   * determine what value of alpha is considered pickable, and so
   * only fully opaque parts of the texture will react to picking.
   *
   * Since: 1.4
   *
   * Deprecated: 1.12: No replacement is available
   */
  pspec = g_param_spec_boolean ("pick-with-alpha",
                                P_("Pick With Alpha"),
                                P_("Shape actor with alpha channel when picking"),
                                FALSE,
                                CLUTTER_PARAM_READWRITE);
  obj_props[PROP_PICK_WITH_ALPHA] = pspec;
  g_object_class_install_property (gobject_class, PROP_PICK_WITH_ALPHA, pspec);

  /**
   * ClutterTexture::size-change:
   * @texture: the texture which received the signal
   * @width: the width of the new texture
   * @height: the height of the new texture
   *
   * The ::size-change signal is emitted each time the size of the
   * pixbuf used by @texture changes.  The new size is given as
   * argument to the callback.
   *
   * Deprecated: 1.12: No replacement is available
   */
  texture_signals[SIZE_CHANGE] =
    g_signal_new ("size-change",
		  G_TYPE_FROM_CLASS (gobject_class),
		  G_SIGNAL_RUN_LAST,
		  G_STRUCT_OFFSET (ClutterTextureClass, size_change),
		  NULL, NULL,
		  _clutter_marshal_VOID__INT_INT,
		  G_TYPE_NONE, 2,
                  G_TYPE_INT,
                  G_TYPE_INT);
  /**
   * ClutterTexture::pixbuf-change:
   * @texture: the texture which received the signal
   *
   * The ::pixbuf-change signal is emitted each time the pixbuf
   * used by @texture changes.
   *
   * Deprecated: 1.12: No replacement is available
   */
  texture_signals[PIXBUF_CHANGE] =
    g_signal_new ("pixbuf-change",
		  G_TYPE_FROM_CLASS (gobject_class),
		  G_SIGNAL_RUN_LAST,
		  G_STRUCT_OFFSET (ClutterTextureClass, pixbuf_change),
		  NULL, NULL, NULL,
		  G_TYPE_NONE,
		  0);
  /**
   * ClutterTexture::load-finished:
   * @texture: the texture which received the signal
   * @error: A set error, or %NULL
   *
   * The ::load-finished signal is emitted when a texture load has
   * completed. If there was an error during loading, @error will
   * be set, otherwise it will be %NULL
   *
   * Since: 1.0
   *
   * Deprecated: 1.12: No replacement is available
   */
  texture_signals[LOAD_FINISHED] =
    g_signal_new (I_("load-finished"),
		  G_TYPE_FROM_CLASS (gobject_class),
		  G_SIGNAL_RUN_LAST,
		  G_STRUCT_OFFSET (ClutterTextureClass, load_finished),
		  NULL, NULL, NULL,
		  G_TYPE_NONE,
		  1,
                  G_TYPE_ERROR);
}

static ClutterScriptableIface *parent_scriptable_iface = NULL;

static void
clutter_texture_set_custom_property (ClutterScriptable *scriptable,
                                     ClutterScript     *script,
                                     const gchar       *name,
                                     const GValue      *value)
{
  ClutterTexture *texture = CLUTTER_TEXTURE (scriptable);

  if (strcmp ("filename", name) == 0)
    {
      const gchar *str = g_value_get_string (value);
      gchar *path;
      GError *error;

      path = clutter_script_lookup_filename (script, str);
      if (G_UNLIKELY (!path))
        {
          g_warning ("Unable to find image %s", str);
          return;
        }

      error = NULL;
      clutter_texture_set_from_file (texture, path, &error);
      if (error)
        {
          g_warning ("Unable to open image path at '%s': %s",
                     path,
                     error->message);
          g_error_free (error);
        }

      g_free (path);
    }
  else
    {
      /* chain up */
      if (parent_scriptable_iface->set_custom_property)
        parent_scriptable_iface->set_custom_property (scriptable, script,
                                                      name,
                                                      value);
    }
}

static void
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
{
  parent_scriptable_iface = g_type_interface_peek_parent (iface);

  if (!parent_scriptable_iface)
    parent_scriptable_iface = g_type_default_interface_peek
                                          (CLUTTER_TYPE_SCRIPTABLE);

  iface->set_custom_property = clutter_texture_set_custom_property;
}

static void
clutter_texture_init (ClutterTexture *self)
{
  ClutterTexturePrivate *priv;

  self->priv = priv = clutter_texture_get_instance_private (self);

  priv->repeat_x          = FALSE;
  priv->repeat_y          = FALSE;
  priv->sync_actor_size   = TRUE;
  priv->fbo_handle        = NULL;
  priv->keep_aspect_ratio = FALSE;
  priv->pick_with_alpha   = FALSE;
  priv->pick_with_alpha_supported = TRUE;

  if (G_UNLIKELY (texture_template_pipeline == NULL))
    {
      CoglPipeline *pipeline;
      CoglContext *ctx =
        clutter_backend_get_cogl_context (clutter_get_default_backend ());

      texture_template_pipeline = cogl_pipeline_new (ctx);
      pipeline = COGL_PIPELINE (texture_template_pipeline);
      cogl_pipeline_set_layer_null_texture (pipeline, 0);
    }

  g_assert (texture_template_pipeline != NULL);
  priv->pipeline = cogl_pipeline_copy (texture_template_pipeline);
}

/**
 * clutter_texture_get_cogl_material:
 * @texture: A #ClutterTexture
 *
 * Returns a handle to the underlying COGL material used for drawing
 * the actor.
 *
 * Return value: (transfer none): a handle for a #CoglMaterial. The
 *   material is owned by the #ClutterTexture and it should not be
 *   unreferenced
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: No replacement is available; it's not advisable
 *   to modify the Cogl pipeline of an actor. Use a #ClutterContent
 *   implementation and modify the pipeline during the paint sequence
 */
CoglHandle
clutter_texture_get_cogl_material (ClutterTexture *texture)
{
  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), NULL);

  return texture->priv->pipeline;
}

/**
 * clutter_texture_set_cogl_material:
 * @texture: A #ClutterTexture
 * @cogl_material: A CoglHandle for a material
 *
 * Replaces the underlying Cogl material drawn by this actor with
 * @cogl_material. A reference to the material is taken so if the
 * handle is no longer needed it should be deref'd with
 * cogl_handle_unref. Texture data is attached to the material so
 * calling this function also replaces the Cogl
 * texture. #ClutterTexture requires that the material have a texture
 * layer so you should set one on the material before calling this
 * function.
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: No replacement is available; it's not advisable
 *   to modify the Cogl pipeline of an actor. Use a #ClutterContent
 *   implementation and modify the pipeline during the paint sequence
 */
void
clutter_texture_set_cogl_material (ClutterTexture *texture,
                                   CoglHandle cogl_material)
{
  CoglPipeline *cogl_pipeline = cogl_material;
  CoglHandle cogl_texture;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  cogl_object_ref (cogl_pipeline);

  if (texture->priv->pipeline)
    cogl_object_unref (texture->priv->pipeline);

  texture->priv->pipeline = cogl_pipeline;

  /* XXX: We are re-asserting the first layer of the new pipeline to ensure the
   * priv state is in sync with the contents of the pipeline. */
  cogl_texture = clutter_texture_get_cogl_texture (texture);
  clutter_texture_set_cogl_texture (texture, cogl_texture);
  /* XXX: If we add support for more pipeline layers, this will need
   * extending */
}

typedef struct _GetLayerState
{
  gboolean has_layer;
  int first_layer;
} GetLayerState;

static gboolean
layer_cb (CoglPipeline *pipeline, int layer, void *user_data)
{
  GetLayerState *state = user_data;

  state->has_layer = TRUE;
  state->first_layer = layer;

  /* We only care about the first layer. */
  return FALSE;
}

static gboolean
get_first_layer_index (CoglPipeline *pipeline, int *layer_index)
{
  GetLayerState state = { FALSE };
  cogl_pipeline_foreach_layer (pipeline,
                               layer_cb,
                               &state);
  if (state.has_layer)
    *layer_index = state.first_layer;

  return state.has_layer;
}

/**
 * clutter_texture_get_cogl_texture:
 * @texture: A #ClutterTexture
 *
 * Retrieves the handle to the underlying COGL texture used for drawing
 * the actor. No extra reference is taken so if you need to keep the
 * handle then you should call cogl_handle_ref() on it.
 *
 * The texture handle returned is the first layer of the material
 * handle used by the #ClutterTexture. If you need to access the other
 * layers you should use clutter_texture_get_cogl_material() instead
 * and use the #CoglMaterial API.
 *
 * Return value: (transfer none): a #CoglHandle for the texture. The returned
 *   handle is owned by the #ClutterTexture and it should not be unreferenced
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: No replacement available; it's not advisable to
 *   modify the Cogl pipeline of an actor. Use a #ClutterContent
 *   implementation and set up the pipeline during the paint sequence
 *   instead.
 */
CoglHandle
clutter_texture_get_cogl_texture (ClutterTexture *texture)
{
  ClutterTexturePrivate *priv;
  int layer_index;

  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), NULL);

  priv = texture->priv;

  if (get_first_layer_index (priv->pipeline, &layer_index))
    return cogl_pipeline_get_layer_texture (priv->pipeline, layer_index);
  else
    return NULL;
}

/**
 * clutter_texture_set_cogl_texture:
 * @texture: A #ClutterTexture
 * @cogl_tex: A CoglHandle for a texture
 *
 * Replaces the underlying COGL texture drawn by this actor with
 * @cogl_tex. A reference to the texture is taken so if the handle is
 * no longer needed it should be deref'd with cogl_handle_unref.
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: No replacement available; it's not advisable to
 *   modify the Cogl pipeline of an actor. Use a #ClutterContent
 *   implementation and set up the pipeline during the paint sequence
 *   instead.
 */
void
clutter_texture_set_cogl_texture (ClutterTexture  *texture,
				  CoglHandle       cogl_tex)
{
  ClutterTexturePrivate  *priv;
  gboolean size_changed;
  guint width, height;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));
  g_return_if_fail (cogl_is_texture (cogl_tex));

  /* This function can set the texture without the actor being
     realized. This is ok because Clutter requires that the GL context
     always be current so there is no point in waiting to realization
     to set the texture. */

  priv = texture->priv;

  width = cogl_texture_get_width (cogl_tex);
  height = cogl_texture_get_height (cogl_tex);

  /* Reference the new texture now in case it is the same one we are
     already using */
  cogl_object_ref (cogl_tex);

  /* Remove FBO if exisiting */
  if (priv->fbo_source)
    texture_fbo_free_resources (texture);

  /* Remove old texture */
  texture_free_gl_resources (texture);

  /* Use the new texture */
  if (priv->pipeline == NULL)
    priv->pipeline = cogl_pipeline_copy (texture_template_pipeline);

  g_assert (priv->pipeline != NULL);
  cogl_pipeline_set_layer_texture (priv->pipeline, 0, cogl_tex);

  /* The pipeline now holds a reference to the texture so we can
     safely release the reference we claimed above */
  cogl_object_unref (cogl_tex);

  size_changed = (width != priv->image_width || height != priv->image_height);
  priv->image_width = width;
  priv->image_height = height;

  CLUTTER_NOTE (TEXTURE, "set size (w:%d, h:%d)",
		priv->image_width,
		priv->image_height);

  if (size_changed)
    {
      g_signal_emit (texture, texture_signals[SIZE_CHANGE], 0,
                     priv->image_width,
                     priv->image_height);

      if (priv->sync_actor_size)
        {
          ClutterActor *actor = CLUTTER_ACTOR (texture);

          /* we have been requested to keep the actor size in
           * sync with the texture data; if we also want to
           * maintain the aspect ratio we want to change the
           * requisition mode depending on the orientation of
           * the texture, so that the parent container can do
           * the right thing
           */
          if (priv->keep_aspect_ratio)
            {
              ClutterRequestMode request;

              if (priv->image_width >= priv->image_height)
                request = CLUTTER_REQUEST_HEIGHT_FOR_WIDTH;
              else
                request = CLUTTER_REQUEST_WIDTH_FOR_HEIGHT;

              clutter_actor_set_request_mode (actor, request);
            }

          clutter_actor_queue_relayout (CLUTTER_ACTOR (texture));
        }
    }

  /* rename signal */
  g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);

  /* If resized actor may need resizing but paint() will do this */
  clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));

  g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_COGL_TEXTURE]);
}

static gboolean
clutter_texture_set_from_data (ClutterTexture     *texture,
			       const guchar       *data,
			       CoglPixelFormat     source_format,
			       gint                width,
			       gint                height,
			       gint                rowstride,
			       gint                bpp,
			       GError            **error)
{
  ClutterTexturePrivate *priv = texture->priv;
  CoglHandle new_texture = NULL;
  CoglTextureFlags flags = COGL_TEXTURE_NONE;

  if (priv->no_slice)
    flags |= COGL_TEXTURE_NO_SLICING;

  /* FIXME if we are not realized, we should store the data
   * for future use, instead of creating the texture.
   */
  new_texture = cogl_texture_new_from_data (width, height,
                                            flags,
                                            source_format,
                                            COGL_PIXEL_FORMAT_ANY,
                                            rowstride,
                                            data);

  if (G_UNLIKELY (new_texture == NULL))
    {
      GError *inner_error = NULL;

      g_set_error (&inner_error, CLUTTER_TEXTURE_ERROR,
                   CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
                   "Failed to load the image data");

      g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, inner_error);

      if (error != NULL)
        g_propagate_error (error, inner_error);
      else
        g_error_free (inner_error);

      return FALSE;
    }

  g_free (priv->filename);
  priv->filename = NULL;

  clutter_texture_set_cogl_texture (texture, new_texture);

  cogl_object_unref (new_texture);

  g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, NULL);

  return TRUE;
}

static inline gboolean
get_pixel_format_from_texture_flags (gint                 bpp,
                                     gboolean             has_alpha,
                                     ClutterTextureFlags  flags,
                                     CoglPixelFormat     *source_format)
{
  /* Convert the flags to a CoglPixelFormat */
  if (has_alpha)
    {
      if (G_UNLIKELY (bpp != 4))
	{
          g_warning ("Unsupported bytes per pixel value '%d': "
                     "Clutter supports only a  value of 4 "
                     "for RGBA data",
                     bpp);
	  return FALSE;
	}

      *source_format = COGL_PIXEL_FORMAT_RGBA_8888;
    }
  else
    {
      if (G_UNLIKELY (bpp != 3))
	{
          g_warning ("Unsupported bytes per pixel value '%d': "
                     "Clutter supports only a BPP value of 3 "
                     "for RGB data",
                     bpp);
	  return FALSE;
	}

      *source_format = COGL_PIXEL_FORMAT_RGB_888;
    }

  if ((flags & CLUTTER_TEXTURE_RGB_FLAG_BGR))
    *source_format |= COGL_BGR_BIT;

  if ((flags & CLUTTER_TEXTURE_RGB_FLAG_PREMULT))
    *source_format |= COGL_PREMULT_BIT;

  return TRUE;
}

/**
 * clutter_texture_set_from_rgb_data:
 * @texture: a #ClutterTexture
 * @data: (array): image data in RGBA type colorspace.
 * @has_alpha: set to %TRUE if image data has an alpha channel.
 * @width: width in pixels of image data.
 * @height: height in pixels of image data
 * @rowstride: distance in bytes between row starts.
 * @bpp: bytes per pixel (currently only 3 and 4 supported, depending
 *   on the value of @has_alpha)
 * @flags: #ClutterTextureFlags
 * @error: return location for a #GError, or %NULL.
 *
 * Sets #ClutterTexture image data.
 *
 * Return value: %TRUE on success, %FALSE on failure.
 *
 * Since: 0.4
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_image_set_data() instead
 */
gboolean
clutter_texture_set_from_rgb_data (ClutterTexture       *texture,
				   const guchar         *data,
				   gboolean              has_alpha,
				   gint                  width,
				   gint                  height,
				   gint                  rowstride,
				   gint                  bpp,
				   ClutterTextureFlags   flags,
				   GError              **error)
{
  CoglPixelFormat source_format;

  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE);

  if (!get_pixel_format_from_texture_flags (bpp,
                                            has_alpha,
                                            flags,
                                            &source_format))
    {
      return FALSE;
    }

  return clutter_texture_set_from_data (texture, data,
					source_format,
					width, height,
					rowstride, bpp,
					error);
}

/**
 * clutter_texture_set_from_yuv_data:
 * @texture: A #ClutterTexture
 * @data: (array): Image data in YUV type colorspace.
 * @width: Width in pixels of image data.
 * @height: Height in pixels of image data
 * @flags: #ClutterTextureFlags
 * @error: Return location for a #GError, or %NULL.
 *
 * Sets a #ClutterTexture from YUV image data. If an error occurred,
 * %FALSE is returned and @error is set.
 *
 * The YUV support depends on the driver; the format supported by the
 * few drivers exposing this capability are not really useful.
 *
 * The proper way to convert image data in any YUV colorspace to any
 * RGB colorspace is to use a fragment shader associated with the
 * #ClutterTexture material.
 *
 * Return value: %TRUE if the texture was successfully updated
 *
 * Since: 0.4
 *
 * Deprecated: 1.10: Use a custom #ClutterContent implementation and
 *   set up the Cogl pipeline using a #ClutterPipelineNode with a
 *   fragment shader instead.
 */
gboolean
clutter_texture_set_from_yuv_data (ClutterTexture     *texture,
				   const guchar       *data,
				   gint                width,
				   gint                height,
				   ClutterTextureFlags flags,
				   GError            **error)
{
  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE);

  if (!clutter_feature_available (CLUTTER_FEATURE_TEXTURE_YUV))
    {
      g_set_error (error, CLUTTER_TEXTURE_ERROR,
                   CLUTTER_TEXTURE_ERROR_NO_YUV,
                   "YUV textures are not supported");
      return FALSE;
    }

  /* Convert the flags to a CoglPixelFormat */
  if ((flags & CLUTTER_TEXTURE_YUV_FLAG_YUV2))
    {
      g_set_error (error, CLUTTER_TEXTURE_ERROR,
		   CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
		   "YUV2 textures are not supported");
      return FALSE;
    }

  return clutter_texture_set_from_data (texture, data,
					COGL_PIXEL_FORMAT_YUV,
					width, height,
					width * 3, 3,
					error);
}

/*
 * clutter_texture_async_load_complete:
 * @self: a #ClutterTexture
 * @bitmap: a handle to a CoglBitmap
 * @error: load error
 *
 * If @error is %NULL, loads @bitmap into a #CoglTexture.
 *
 * This function emits the ::load-finished signal on @self.
 */
static void
clutter_texture_async_load_complete (ClutterTexture *self,
                                     CoglHandle      bitmap,
                                     const GError   *error)
{
  ClutterTexturePrivate *priv = self->priv;
  CoglTextureFlags flags = COGL_TEXTURE_NONE;
  CoglHandle handle;

  priv->async_data = NULL;

  if (error == NULL)
    {
      if (priv->no_slice)
        flags |= COGL_TEXTURE_NO_SLICING;

      handle = cogl_texture_new_from_bitmap (bitmap,
                                             flags,
                                             COGL_PIXEL_FORMAT_ANY);
      clutter_texture_set_cogl_texture (self, handle);

      if (priv->load_size_async)
        {
          g_signal_emit (self, texture_signals[SIZE_CHANGE], 0,
                         cogl_texture_get_width (handle),
                         cogl_texture_get_height (handle));
        }

      cogl_object_unref (handle);
    }

  g_signal_emit (self, texture_signals[LOAD_FINISHED], 0, error);

  clutter_actor_queue_relayout (CLUTTER_ACTOR (self));
}

static gboolean
texture_repaint_upload_func (gpointer user_data)
{
  g_mutex_lock (&upload_list_mutex);

  if (upload_list != NULL)
    {
      gint64 start_time = g_get_monotonic_time ();

      /* continue uploading textures as long as we havent spent more
       * then 5ms doing so this stage redraw cycle.
       */
      do
        {
          ClutterTextureAsyncData *async_data = upload_list->data;

          clutter_texture_async_data_lock (async_data);

          if (async_data->state & ASYNC_STATE_QUEUED)
            {
              CLUTTER_NOTE (TEXTURE, "[async] operation complete for '%s'",
                            async_data->load_filename);

              clutter_texture_async_load_complete (async_data->texture,
                                                   async_data->load_bitmap,
                                                   async_data->load_error);
            }
          else
            CLUTTER_NOTE (TEXTURE, "[async] operation cancelled for '%s'",
                          async_data->load_filename);

          clutter_texture_async_data_unlock (async_data);

          upload_list = g_list_remove (upload_list, async_data);
          clutter_texture_async_data_free (async_data);
        }
      while (upload_list != NULL &&
             g_get_monotonic_time () < start_time + 5 * 1000L);
    }

  if (upload_list != NULL)
    {
      ClutterMasterClock *master_clock;

      master_clock = _clutter_master_clock_get_default ();
      _clutter_master_clock_ensure_next_iteration (master_clock);
    }

  g_mutex_unlock (&upload_list_mutex);

  return TRUE;
}

static void
clutter_texture_thread_load (gpointer user_data,
                             gpointer pool_data)
{
  ClutterTextureAsyncData *async_data = user_data;
  ClutterMasterClock *master_clock = _clutter_master_clock_get_default ();

  clutter_texture_async_data_lock (async_data);

  if (~async_data->state & ASYNC_STATE_CANCELLED)
    {
      CLUTTER_NOTE (TEXTURE, "[async] loading bitmap from file '%s'",
                    async_data->load_filename);

      async_data->load_bitmap =
        cogl_bitmap_new_from_file (async_data->load_filename,
                                   &async_data->load_error);

      g_mutex_lock (&upload_list_mutex);

      if (repaint_upload_func == 0)
        {
          repaint_upload_func =
            clutter_threads_add_repaint_func (texture_repaint_upload_func,
                                              NULL, NULL);
        }

      upload_list = g_list_append (upload_list, async_data);
      async_data->state |= ASYNC_STATE_QUEUED;

      CLUTTER_NOTE (TEXTURE, "[async] operation queued");

      g_mutex_unlock (&upload_list_mutex);
    }
  else
    {
      clutter_texture_async_data_unlock (async_data);
      clutter_texture_async_data_free (async_data);

      return;
    }

  clutter_texture_async_data_unlock (async_data);

  _clutter_master_clock_ensure_next_iteration (master_clock);
}

static gboolean
clutter_texture_idle_load (gpointer data)
{
  ClutterTextureAsyncData *async_data = data;

  async_data->load_bitmap =
    cogl_bitmap_new_from_file (async_data->load_filename,
                               &async_data->load_error);

  clutter_texture_async_load_complete (async_data->texture,
                                       async_data->load_bitmap,
                                       async_data->load_error);

  clutter_texture_async_data_free (async_data);

  return FALSE;
}

/*
 * clutter_texture_async_load:
 * @self: a #ClutterTExture
 * @filename: name of the file to load
 * @error: return location for a #GError
 *
 * Starts an asynchronous load of the file name stored inside
 * the load_filename member of @data.
 *
 * If threading is enabled we use a GThread to perform the actual
 * I/O; if threading is not enabled, we use an idle GSource.
 *
 * The I/O is the only bit done in a thread -- uploading the
 * texture data to the GL pipeline must be done from within the
 * same thread that called clutter_main(). Threaded upload should
 * be part of the GL implementation.
 *
 * This function will block until we get a size from the file
 * so that we can effectively get the size the texture actor after
 * clutter_texture_set_from_file().
 *
 * Return value: %TRUE if the asynchronous loading was successfully
 *   initiated, %FALSE otherwise
 */
static gboolean
clutter_texture_async_load (ClutterTexture *self,
                            const gchar *filename,
                            GError **error)
{
  ClutterTexturePrivate *priv = self->priv;
  ClutterTextureAsyncData *data;
  gint width, height;
  gboolean res;

  /* ask the file for a size; if we cannot get the size then
   * there's no point in even continuing the asynchronous
   * loading, so we just stop there
   */

  if (priv->load_size_async)
    {
      res = TRUE;
      width = 0;
      height = 0;
    }
  else
    res = cogl_bitmap_get_size_from_file (filename, &width, &height);

  if (!res)
    {
      g_set_error (error, CLUTTER_TEXTURE_ERROR,
		   CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
                   "Failed to load the image data");
      return FALSE;
    }
  else
    {
      priv->image_width = width;
      priv->image_height = height;
    }

  clutter_texture_async_load_cancel (self);

  data = g_slice_new0 (ClutterTextureAsyncData);

  data->texture = self;
  data->load_filename = g_strdup (filename);

  priv->async_data = data;

  if (1)
    {
      if (G_UNLIKELY (async_thread_pool == NULL))
        {
          /* This apparently can't fail if exclusive == FALSE */
          async_thread_pool =
            g_thread_pool_new (clutter_texture_thread_load, NULL,
                               1,
                               FALSE,
                               NULL);
        }

      g_thread_pool_push (async_thread_pool, data, NULL);
    }
  else
    {
      data->load_idle =
        clutter_threads_add_idle_full (G_PRIORITY_DEFAULT_IDLE,
                                       clutter_texture_idle_load,
                                       data,
                                       NULL);
    }

  return TRUE;
}

/**
 * clutter_texture_set_from_file:
 * @texture: A #ClutterTexture
 * @filename: The filename of the image in GLib file name encoding
 * @error: Return location for a #GError, or %NULL
 *
 * Sets the #ClutterTexture image data from an image file. In case of
 * failure, %FALSE is returned and @error is set.
 *
 * If #ClutterTexture:load-async is set to %TRUE, this function
 * will return as soon as possible, and the actual image loading
 * from disk will be performed asynchronously. #ClutterTexture::size-change
 * will be emitten when the size of the texture is available and
 * #ClutterTexture::load-finished will be emitted when the image has been
 * loaded or if an error occurred.
 *
 * Return value: %TRUE if the image was successfully loaded and set
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: Use #ClutterImage and platform-specific image
 *   loading API, like GdkPixbuf, instead
 */
gboolean
clutter_texture_set_from_file (ClutterTexture *texture,
			       const gchar    *filename,
			       GError        **error)
{
  ClutterTexturePrivate *priv;
  CoglHandle new_texture = NULL;
  GError *internal_error = NULL;
  CoglTextureFlags flags = COGL_TEXTURE_NONE;

  priv = texture->priv;

  g_return_val_if_fail (error == NULL || *error == NULL, FALSE);

  if (priv->load_data_async)
    return clutter_texture_async_load (texture, filename, error);

  if (priv->no_slice)
    flags |= COGL_TEXTURE_NO_SLICING;

  new_texture = cogl_texture_new_from_file (filename,
                                            flags,
                                            COGL_PIXEL_FORMAT_ANY,
                                            &internal_error);

  /* If COGL didn't give an error then make one up */
  if (internal_error == NULL && new_texture == NULL)
    {
      g_set_error (&internal_error, CLUTTER_TEXTURE_ERROR,
                   CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
		   "Failed to load the image data");
    }

  if (internal_error != NULL)
    {
      g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0,
                     internal_error);

      g_propagate_error (error, internal_error);

      return FALSE;
    }

  g_free (priv->filename);
  priv->filename = g_strdup (filename);

  clutter_texture_set_cogl_texture (texture, new_texture);

  cogl_object_unref (new_texture);

  g_signal_emit (texture, texture_signals[LOAD_FINISHED], 0, NULL);

  g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_FILENAME]);

  return TRUE;
}

/**
 * clutter_texture_set_filter_quality:
 * @texture: a #ClutterTexture
 * @filter_quality: new filter quality value
 *
 * Sets the filter quality when scaling a texture. The quality is an
 * enumeration currently the following values are supported:
 * %CLUTTER_TEXTURE_QUALITY_LOW which is fast but only uses nearest neighbour
 * interpolation. %CLUTTER_TEXTURE_QUALITY_MEDIUM which is computationally a
 * bit more expensive (bilinear interpolation), and
 * %CLUTTER_TEXTURE_QUALITY_HIGH which uses extra texture memory resources to
 * improve scaled down rendering as well (by using mipmaps). The default value
 * is %CLUTTER_TEXTURE_QUALITY_MEDIUM.
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_actor_set_content_scaling_filters()
 *   instead
 */
void
clutter_texture_set_filter_quality (ClutterTexture        *texture,
				    ClutterTextureQuality  filter_quality)
{
  ClutterTexturePrivate *priv;
  ClutterTextureQuality  old_quality;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  priv = texture->priv;

  old_quality = clutter_texture_get_filter_quality (texture);

  if (filter_quality != old_quality)
    {
      gint min_filter, mag_filter;

      min_filter = mag_filter = COGL_PIPELINE_FILTER_LINEAR;
      clutter_texture_quality_to_filters (filter_quality,
                                          &min_filter,
                                          &mag_filter);

      cogl_pipeline_set_layer_filters (priv->pipeline, 0,
                                       min_filter, mag_filter);

      clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));

      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_FILTER_QUALITY]);
    }
}

/**
 * clutter_texture_get_filter_quality:
 * @texture: A #ClutterTexture
 *
 * Gets the filter quality used when scaling a texture.
 *
 * Return value: The filter quality value.
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_actor_get_content_scaling_filters()
 *   instead
 */
ClutterTextureQuality
clutter_texture_get_filter_quality (ClutterTexture *texture)
{
  ClutterTexturePrivate *priv;
  int layer_index;
  CoglPipelineFilter min_filter, mag_filter;
  int i;

  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), 0);

  priv = texture->priv;

  if (get_first_layer_index (priv->pipeline, &layer_index))
    {
      min_filter = cogl_pipeline_get_layer_min_filter (priv->pipeline,
                                                       layer_index);
      mag_filter = cogl_pipeline_get_layer_mag_filter (priv->pipeline,
                                                       layer_index);
    }
  else
    return CLUTTER_TEXTURE_QUALITY_MEDIUM;

  for (i = 0; i < G_N_ELEMENTS (clutter_texture_quality_filters); i++)
    if (clutter_texture_quality_filters[i].min_filter == min_filter
        && clutter_texture_quality_filters[i].mag_filter == mag_filter)
      return i;

  /* Unknown filter combination */
  return CLUTTER_TEXTURE_QUALITY_LOW;
}

/**
 * clutter_texture_get_max_tile_waste:
 * @texture: A #ClutterTexture
 *
 * Gets the maximum waste that will be used when creating a texture or
 * -1 if slicing is disabled.
 *
 * Return value: The maximum waste or -1 if the texture waste is
 *   unlimited.
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: No replacement is available
 */
gint
clutter_texture_get_max_tile_waste (ClutterTexture *texture)
{
  ClutterTexturePrivate *priv;
  CoglHandle             cogl_texture;

  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), 0);

  priv = texture->priv;

  cogl_texture = clutter_texture_get_cogl_texture (texture);

  if (cogl_texture == NULL)
    return priv->no_slice ? -1 : COGL_TEXTURE_MAX_WASTE;
  else
    return cogl_texture_get_max_waste (cogl_texture);
}

/**
 * clutter_texture_new_from_file:
 * @filename: The name of an image file to load.
 * @error: Return locatoin for an error.
 *
 * Creates a new ClutterTexture actor to display the image contained a
 * file. If the image failed to load then NULL is returned and @error
 * is set.
 *
 * Return value: A newly created #ClutterTexture object or NULL on
 * error.
 *
 * Since: 0.8
 *
 * Deprecated: 1.12: No direct replacement is available. Use #ClutterImage
 *   and platform-specific image loading API, like GdkPixbuf, instead
 */
ClutterActor*
clutter_texture_new_from_file (const gchar *filename,
			       GError     **error)
{
  ClutterActor *texture = clutter_texture_new ();

  if (!clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
				      filename, error))
    {
      g_object_ref_sink (texture);
      g_object_unref (texture);

      return NULL;
    }
  else
    return texture;
}

/**
 * clutter_texture_new:
 *
 * Creates a new empty #ClutterTexture object.
 *
 * Return value: A newly created #ClutterTexture object.
 *
 * Deprecated: 1.12: Use #ClutterImage instead
 */
ClutterActor *
clutter_texture_new (void)
{
  return g_object_new (CLUTTER_TYPE_TEXTURE, NULL);
}

/**
 * clutter_texture_get_base_size:
 * @texture: a #ClutterTexture
 * @width: (out): return location for the width, or %NULL
 * @height: (out): return location for the height, or %NULL
 *
 * Gets the size in pixels of the untransformed underlying image
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_content_get_preferred_size()
 *   instead
 */
void
clutter_texture_get_base_size (ClutterTexture *texture,
			       gint           *width,
			       gint           *height)
{
  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  if (width)
    *width = texture->priv->image_width;

  if (height)
    *height = texture->priv->image_height;
}

/**
 * clutter_texture_set_area_from_rgb_data:
 * @texture: A #ClutterTexture
 * @data: (array): Image data in RGB type colorspace.
 * @has_alpha: Set to TRUE if image data has an alpha channel.
 * @x: X coordinate of upper left corner of region to update.
 * @y: Y coordinate of upper left corner of region to update.
 * @width: Width in pixels of region to update.
 * @height: Height in pixels of region to update.
 * @rowstride: Distance in bytes between row starts on source buffer.
 * @bpp: bytes per pixel (Currently only 3 and 4 supported,
 *                        depending on @has_alpha)
 * @flags: #ClutterTextureFlags
 * @error: return location for a #GError, or %NULL
 *
 * Updates a sub-region of the pixel data in a #ClutterTexture.
 *
 * Return value: %TRUE on success, %FALSE on failure.
 *
 * Since: 0.6
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_image_set_area() instead
 */
gboolean
clutter_texture_set_area_from_rgb_data (ClutterTexture     *texture,
                                        const guchar       *data,
                                        gboolean            has_alpha,
                                        gint                x,
                                        gint                y,
                                        gint                width,
                                        gint                height,
                                        gint                rowstride,
                                        gint                bpp,
                                        ClutterTextureFlags flags,
                                        GError            **error)
{
  CoglPixelFormat source_format;
  CoglHandle cogl_texture;

  if (!get_pixel_format_from_texture_flags (bpp, has_alpha, flags,
                                            &source_format))
    {
      return FALSE;
    }

  /* attempt to realize ... */
  if (!CLUTTER_ACTOR_IS_REALIZED (texture) &&
      clutter_actor_get_stage (CLUTTER_ACTOR (texture)) != NULL)
    {
      clutter_actor_realize (CLUTTER_ACTOR (texture));
    }

  /* due to the fudging of clutter_texture_set_cogl_texture()
   * which allows setting a texture pre-realize, we may end
   * up having a texture even if we couldn't realize yet.
   */
  cogl_texture = clutter_texture_get_cogl_texture (texture);
  if (cogl_texture == NULL)
    {
      g_warning ("Failed to realize actor '%s'",
                 _clutter_actor_get_debug_name (CLUTTER_ACTOR (texture)));
      return FALSE;
    }

  if (!cogl_texture_set_region (cogl_texture,
				0, 0,
				x, y, width, height,
				width, height,
				source_format,
				rowstride,
				data))
    {
      g_set_error (error, CLUTTER_TEXTURE_ERROR,
		   CLUTTER_TEXTURE_ERROR_BAD_FORMAT,
		   "Failed to load the image data");
      return FALSE;
    }

  g_free (texture->priv->filename);
  texture->priv->filename = NULL;

  /* rename signal */
  g_signal_emit (texture, texture_signals[PIXBUF_CHANGE], 0);

  clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));

  return TRUE;
}

static void
on_fbo_source_size_change (GObject          *object,
                           GParamSpec       *param_spec,
                           ClutterTexture   *texture)
{
  ClutterTexturePrivate *priv = texture->priv;
  gfloat w, h;
  ClutterActorBox box;
  gboolean status;

  status = clutter_actor_get_paint_box (priv->fbo_source, &box);
  if (status)
    clutter_actor_box_get_size (&box, &w, &h);

  /* In the end we will size the framebuffer according to the paint
   * box, but for code that does:
   *   tex = clutter_texture_new_from_actor (src);
   *   clutter_actor_get_size (tex, &width, &height);
   * it seems more helpfull to return the src actor size if it has a
   * degenerate paint box. The most likely reason it will have a
   * degenerate paint box is simply that the src currently has no
   * parent. */
  if (status == FALSE || w == 0 || h == 0)
    clutter_actor_get_size (priv->fbo_source, &w, &h);

  /* We can't create a texture with a width or height of 0... */
  w = MAX (1, w);
  h = MAX (1, h);

  if (w != priv->image_width || h != priv->image_height)
    {
      CoglTextureFlags flags = COGL_TEXTURE_NONE;
      CoglHandle tex;

      /* tear down the FBO */
      if (priv->fbo_handle != NULL)
        cogl_object_unref (priv->fbo_handle);

      texture_free_gl_resources (texture);

      priv->image_width = w;
      priv->image_height = h;

      flags |= COGL_TEXTURE_NO_SLICING;

      tex = cogl_texture_new_with_size (MAX (priv->image_width, 1),
                                        MAX (priv->image_height, 1),
                                        flags,
                                        COGL_PIXEL_FORMAT_RGBA_8888_PRE);

      cogl_pipeline_set_layer_texture (priv->pipeline, 0, tex);

      priv->fbo_handle = cogl_offscreen_new_to_texture (tex);

      /* The pipeline now has a reference to the texture so it will
         stick around */
      cogl_object_unref (tex);

      if (priv->fbo_handle == NULL)
        {
          g_warning ("%s: Offscreen texture creation failed", G_STRLOC);
          return;
        }

      clutter_actor_set_size (CLUTTER_ACTOR (texture), w, h);
    }
}

static void
on_fbo_parent_change (ClutterActor        *actor,
                      ClutterActor        *old_parent,
                      ClutterTexture      *texture)
{
  ClutterActor        *parent = CLUTTER_ACTOR(texture);

  while ((parent = clutter_actor_get_parent (parent)) != NULL)
    {
      if (parent == actor)
        {
          g_warning ("Offscreen texture is ancestor of source!");
          /* Desperate but will avoid infinite loops */
          clutter_actor_remove_child (parent, actor);
        }
    }
}

static void
fbo_source_queue_redraw_cb (ClutterActor *source,
			    ClutterActor *origin,
			    ClutterTexture *texture)
{
  clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
}

static void
fbo_source_queue_relayout_cb (ClutterActor *source,
			      ClutterTexture *texture)
{
  clutter_actor_queue_relayout (CLUTTER_ACTOR (texture));
}

/**
 * clutter_texture_new_from_actor:
 * @actor: A source #ClutterActor
 *
 * Creates a new #ClutterTexture object with its source a prexisting
 * actor (and associated children). The textures content will contain
 * 'live' redirected output of the actors scene.
 *
 * Note this function is intented as a utility call for uniformly applying
 * shaders to groups and other potential visual effects. It requires that
 * the %CLUTTER_FEATURE_OFFSCREEN feature is supported by the current backend
 * and the target system.
 *
 * Some tips on usage:
 *
 *   - The source actor must be visible
 *   - The source actor must have a parent in order for it to be
 *     allocated a size from the layouting mechanism. If the source
 *     actor does not have a parent when this function is called then
 *     the ClutterTexture will adopt it and allocate it at its
 *     preferred size. Using this you can clone an actor that is
 *     otherwise not displayed. Because of this feature if you do
 *     intend to display the source actor then you must make sure that
 *     the actor is parented before calling
 *     clutter_texture_new_from_actor() or that you unparent it before
 *     adding it to a container.
 *   - When getting the image for the clone texture, Clutter
 *     will attempt to render the source actor exactly as it would
 *     appear if it was rendered on screen. The source actor's parent
 *     transformations are taken into account. Therefore if your
 *     source actor is rotated along the X or Y axes so that it has
 *     some depth, the texture will appear differently depending on
 *     the on-screen location of the source actor. While painting the
 *     source actor, Clutter will set up a temporary asymmetric
 *     perspective matrix as the projection matrix so that the source
 *     actor will be projected as if a small section of the screen was
 *     being viewed. Before version 0.8.2, an orthogonal identity
 *     projection was used which meant that the source actor would be
 *     clipped if any part of it was not on the zero Z-plane.
 *   - Avoid reparenting the source with the created texture.
 *   - A group can be padded with a transparent rectangle as to
 *     provide a border to contents for shader output (blurring text
 *     for example).
 *   - The texture will automatically resize to contain a further
 *     transformed source. However, this involves overhead and can be
 *     avoided by placing the source actor in a bounding group
 *     sized large enough to contain any child tranformations.
 *   -  Uploading pixel data to the texture (e.g by using
 *     clutter_texture_set_from_file()) will destroy the offscreen texture
 *     data and end redirection.
 *   - cogl_texture_get_data() with the handle returned by
 *     clutter_texture_get_cogl_texture() can be used to read the
 *     offscreen texture pixels into a pixbuf.
 *
 * Return value: A newly created #ClutterTexture object, or %NULL on failure.
 *
 * Since: 0.6
 *
 * Deprecated: 1.8: Use the #ClutterOffscreenEffect and #ClutterShaderEffect
 *   directly on the intended #ClutterActor to replace the functionality of
 *   this function.
 */
ClutterActor *
clutter_texture_new_from_actor (ClutterActor *actor)
{
  ClutterTexture        *texture;
  ClutterTexturePrivate *priv;
  gfloat w, h;
  ClutterActorBox box;
  gboolean status;

  g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);

  if (clutter_feature_available (CLUTTER_FEATURE_OFFSCREEN) == FALSE)
    return NULL;

  if (!CLUTTER_ACTOR_IS_REALIZED (actor))
    {
      clutter_actor_realize (actor);

      if (!CLUTTER_ACTOR_IS_REALIZED (actor))
	return NULL;
    }

  status = clutter_actor_get_paint_box (actor, &box);
  if (status)
    clutter_actor_box_get_size (&box, &w, &h);

  /* In the end we will size the framebuffer according to the paint
   * box, but for code that does:
   *   tex = clutter_texture_new_from_actor (src);
   *   clutter_actor_get_size (tex, &width, &height);
   * it seems more helpfull to return the src actor size if it has a
   * degenerate paint box. The most likely reason it will have a
   * degenerate paint box is simply that the src currently has no
   * parent. */
  if (status == FALSE || w == 0 || h == 0)
    clutter_actor_get_size (actor, &w, &h);

  /* We can't create a 0x0 fbo so always bump the size up to at least
   * 1 */
  w = MAX (1, w);
  h = MAX (1, h);

  /* Hopefully now were good.. */
  texture = g_object_new (CLUTTER_TYPE_TEXTURE,
                          "disable-slicing", TRUE,
                          NULL);

  priv = texture->priv;

  priv->fbo_source = g_object_ref_sink (actor);

  /* If the actor doesn't have a parent then claim it so that it will
     get a size allocation during layout */
  if (clutter_actor_get_parent (actor) == NULL)
    clutter_actor_add_child (CLUTTER_ACTOR (texture), actor);

  /* Connect up any signals which could change our underlying size */
  g_signal_connect (actor,
                    "notify::width",
                    G_CALLBACK(on_fbo_source_size_change),
                    texture);
  g_signal_connect (actor,
                    "notify::height",
                    G_CALLBACK(on_fbo_source_size_change),
                    texture);
  g_signal_connect (actor,
                    "notify::scale-x",
                    G_CALLBACK(on_fbo_source_size_change),
                    texture);
  g_signal_connect (actor,
                    "notify::scale-y",
                    G_CALLBACK(on_fbo_source_size_change),
                    texture);
  g_signal_connect (actor,
                    "notify::rotation-angle-x",
                    G_CALLBACK(on_fbo_source_size_change),
                    texture);
  g_signal_connect (actor,
                    "notify::rotation-angle-y",
                    G_CALLBACK(on_fbo_source_size_change),
                    texture);
  g_signal_connect (actor,
                    "notify::rotation-angle-z",
                    G_CALLBACK(on_fbo_source_size_change),
                    texture);

  g_signal_connect (actor, "queue-relayout",
                    G_CALLBACK (fbo_source_queue_relayout_cb), texture);
  g_signal_connect (actor, "queue-redraw",
                    G_CALLBACK (fbo_source_queue_redraw_cb), texture);

  /* And a warning if the source becomes a child of the texture */
  g_signal_connect (actor,
                    "parent-set",
                    G_CALLBACK(on_fbo_parent_change),
                    texture);

  priv->image_width = w;
  priv->image_height = h;

  clutter_actor_set_size (CLUTTER_ACTOR (texture),
                          priv->image_width,
                          priv->image_height);

  return CLUTTER_ACTOR (texture);
}

static void
texture_fbo_free_resources (ClutterTexture *texture)
{
  ClutterTexturePrivate *priv;

  priv = texture->priv;

  if (priv->fbo_source != NULL)
    {
      ClutterActor *parent;

      parent = clutter_actor_get_parent (priv->fbo_source);

      /* If we parented the texture then unparent it again so that it
	 will lose the reference */
      if (parent == CLUTTER_ACTOR (texture))
	clutter_actor_remove_child (parent, priv->fbo_source);

      g_signal_handlers_disconnect_by_func
                            (priv->fbo_source,
                             G_CALLBACK(on_fbo_parent_change),
                             texture);

      g_signal_handlers_disconnect_by_func
                            (priv->fbo_source,
                             G_CALLBACK(on_fbo_source_size_change),
                             texture);

      g_signal_handlers_disconnect_by_func
                            (priv->fbo_source,
                             G_CALLBACK(fbo_source_queue_relayout_cb),
                             texture);

      g_signal_handlers_disconnect_by_func
                            (priv->fbo_source,
                             G_CALLBACK(fbo_source_queue_redraw_cb),
                             texture);

      g_object_unref (priv->fbo_source);

      priv->fbo_source = NULL;
    }

  if (priv->fbo_handle != NULL)
    {
      cogl_object_unref (priv->fbo_handle);
      priv->fbo_handle = NULL;
    }
}

/**
 * clutter_texture_set_sync_size:
 * @texture: a #ClutterTexture
 * @sync_size: %TRUE if the texture should have the same size of the
 *    underlying image data
 *
 * Sets whether @texture should have the same preferred size as the
 * underlying image data.
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: No replacement is available. A #ClutterActor using
 *   #ClutterImage with a %CLUTTER_REQUEST_CONTENT_SIZE request mode
 *   will automatically bind the preferred size of the content to the
 *   preferred size of the actor
 */
void
clutter_texture_set_sync_size (ClutterTexture *texture,
                               gboolean        sync_size)
{
  ClutterTexturePrivate *priv;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  priv = texture->priv;

  if (priv->sync_actor_size != sync_size)
    {
      priv->sync_actor_size = sync_size;

      clutter_actor_queue_relayout (CLUTTER_ACTOR (texture));

      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_SYNC_SIZE]);
    }
}

/**
 * clutter_texture_get_sync_size:
 * @texture: a #ClutterTexture
 *
 * Retrieves the value set with clutter_texture_set_sync_size()
 *
 * Return value: %TRUE if the #ClutterTexture should have the same
 *   preferred size of the underlying image data
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: There is no direct replacement
 */
gboolean
clutter_texture_get_sync_size (ClutterTexture *texture)
{
  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE);

  return texture->priv->sync_actor_size;
}

/**
 * clutter_texture_set_repeat:
 * @texture: a #ClutterTexture
 * @repeat_x: %TRUE if the texture should repeat horizontally
 * @repeat_y: %TRUE if the texture should repeat vertically
 *
 * Sets whether the @texture should repeat horizontally or
 * vertically when the actor size is bigger than the image size
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_actor_set_content_repeat()
 *   instead
 */
void
clutter_texture_set_repeat (ClutterTexture *texture,
                            gboolean        repeat_x,
                            gboolean        repeat_y)
{
  ClutterTexturePrivate *priv;
  gboolean changed = FALSE;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  priv = texture->priv;

  g_object_freeze_notify (G_OBJECT (texture));

  if (priv->repeat_x != repeat_x)
    {
      priv->repeat_x = repeat_x;

      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_REPEAT_X]);

      changed = TRUE;
    }

  if (priv->repeat_y != repeat_y)
    {
      priv->repeat_y = repeat_y;

      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_REPEAT_Y]);

      changed = TRUE;
    }

  if (changed)
    clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));

  g_object_thaw_notify (G_OBJECT (texture));
}

/**
 * clutter_texture_get_repeat:
 * @texture: a #ClutterTexture
 * @repeat_x: (out): return location for the horizontal repeat
 * @repeat_y: (out): return location for the vertical repeat
 *
 * Retrieves the horizontal and vertical repeat values set
 * using clutter_texture_set_repeat()
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_actor_get_content_repeat()
 *   instead
 */
void
clutter_texture_get_repeat (ClutterTexture *texture,
                            gboolean       *repeat_x,
                            gboolean       *repeat_y)
{
  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  if (repeat_x != NULL)
    *repeat_x = texture->priv->repeat_x;

  if (repeat_y != NULL)
    *repeat_y = texture->priv->repeat_y;
}

/**
 * clutter_texture_set_keep_aspect_ratio:
 * @texture: a #ClutterTexture
 * @keep_aspect: %TRUE to maintain aspect ratio
 *
 * Sets whether @texture should have a preferred size maintaining
 * the aspect ratio of the underlying image
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_actor_set_content_gravity()
 *   with %CLUTTER_CONTENT_GRAVITY_RESIZE_ASPECT instead
 */
void
clutter_texture_set_keep_aspect_ratio (ClutterTexture *texture,
                                       gboolean        keep_aspect)
{
  ClutterTexturePrivate *priv;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  priv = texture->priv;

  if (priv->keep_aspect_ratio != keep_aspect)
    {
      priv->keep_aspect_ratio = keep_aspect;

      clutter_actor_queue_relayout (CLUTTER_ACTOR (texture));

      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_KEEP_ASPECT_RATIO]);
    }
}

/**
 * clutter_texture_get_keep_aspect_ratio:
 * @texture: a #ClutterTexture
 *
 * Retrieves the value set using clutter_texture_set_keep_aspect_ratio()
 *
 * Return value: %TRUE if the #ClutterTexture should maintain the
 *   aspect ratio of the underlying image
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: Use #ClutterImage and clutter_actor_get_content_gravity()
 *   instead
 */
gboolean
clutter_texture_get_keep_aspect_ratio (ClutterTexture *texture)
{
  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE);

  return texture->priv->keep_aspect_ratio;
}

/**
 * clutter_texture_set_load_async:
 * @texture: a #ClutterTexture
 * @load_async: %TRUE if the texture should asynchronously load data
 *   from a filename
 *
 * Sets whether @texture should use a worker thread to load the data
 * from disk asynchronously. Setting @load_async to %TRUE will make
 * clutter_texture_set_from_file() return immediately.
 *
 * See the #ClutterTexture:load-async property documentation, and
 * clutter_texture_set_load_data_async().
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: There is no direct replacement for this function.
 *   Use #ClutterImage and platform-specific API for loading image data
 *   asynchronously, like GdkPixbuf
 */
void
clutter_texture_set_load_async (ClutterTexture *texture,
                                gboolean        load_async)
{
  ClutterTexturePrivate *priv;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  priv = texture->priv;

  load_async = !!load_async;

  if (priv->load_async_set != load_async)
    {
      priv->load_data_async = load_async;
      priv->load_size_async = load_async;

      priv->load_async_set = load_async;

      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_LOAD_ASYNC]);
      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_LOAD_DATA_ASYNC]);
    }
}

/**
 * clutter_texture_get_load_async:
 * @texture: a #ClutterTexture
 *
 * Retrieves the value set using clutter_texture_set_load_async()
 *
 * Return value: %TRUE if the #ClutterTexture should load the data from
 *   disk asynchronously
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: There is no direct replacement for this function
 */
gboolean
clutter_texture_get_load_async (ClutterTexture *texture)
{
  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE);

  return texture->priv->load_async_set;
}

/**
 * clutter_texture_set_load_data_async:
 * @texture: a #ClutterTexture
 * @load_async: %TRUE if the texture should asynchronously load data
 *   from a filename
 *
 * Sets whether @texture should use a worker thread to load the data
 * from disk asynchronously. Setting @load_async to %TRUE will make
 * clutter_texture_set_from_file() block until the #ClutterTexture has
 * determined the width and height of the image data.
 *
 * See the #ClutterTexture:load-async property documentation, and
 * clutter_texture_set_load_async().
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: There is no direct replacement for this function.
 *   Use #ClutterImage and platform-specific API for loading image data
 *   asynchronously, like GdkPixbuf
 */
void
clutter_texture_set_load_data_async (ClutterTexture *texture,
                                     gboolean        load_async)
{
  ClutterTexturePrivate *priv;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  priv = texture->priv;

  if (priv->load_data_async != load_async)
    {
      /* load-data-async always unsets load-size-async */
      priv->load_data_async = load_async;
      priv->load_size_async = FALSE;

      priv->load_async_set = load_async;

      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_LOAD_ASYNC]);
      g_object_notify_by_pspec (G_OBJECT (texture), obj_props[PROP_LOAD_DATA_ASYNC]);
    }
}

/**
 * clutter_texture_get_load_data_async:
 * @texture: a #ClutterTexture
 *
 * Retrieves the value set by clutter_texture_set_load_data_async()
 *
 * Return value: %TRUE if the #ClutterTexture should load the image
 *   data from a file asynchronously
 *
 * Since: 1.0
 *
 * Deprecated: 1.12: There is no direct replacement for this function
 */
gboolean
clutter_texture_get_load_data_async (ClutterTexture *texture)
{
  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE);

  return texture->priv->load_async_set &&
         texture->priv->load_data_async;
}

/**
 * clutter_texture_set_pick_with_alpha:
 * @texture: a #ClutterTexture
 * @pick_with_alpha: %TRUE if the alpha channel should affect the
 *   picking shape
 *
 * Sets whether @texture should have it's shape defined by the alpha
 * channel when picking.
 *
 * Be aware that this is a bit more costly than the default picking
 * due to the texture lookup, extra test against the alpha value and
 * the fact that it will also interrupt the batching of geometry done
 * internally.
 *
 * Also there is currently no control over the threshold used to
 * determine what value of alpha is considered pickable, and so only
 * fully opaque parts of the texture will react to picking.
 *
 * Since: 1.4
 *
 * Deprecated: 1.12: There is no direct replacement for this function
 */
void
clutter_texture_set_pick_with_alpha (ClutterTexture *texture,
                                     gboolean        pick_with_alpha)
{
  ClutterTexturePrivate *priv;

  g_return_if_fail (CLUTTER_IS_TEXTURE (texture));

  priv = texture->priv;

  if (priv->pick_with_alpha == pick_with_alpha)
    return;

  g_assert (!pick_with_alpha);  /* No longer supported */

  priv->pick_with_alpha = pick_with_alpha;

  /* NB: actors are expected to call clutter_actor_queue_redraw when
   * ever some state changes that will affect painting *or picking...
   */
  clutter_actor_queue_redraw (CLUTTER_ACTOR (texture));
}

/**
 * clutter_texture_get_pick_with_alpha:
 * @texture: a #ClutterTexture
 *
 * Retrieves the value set by clutter_texture_set_load_data_async()
 *
 * Return value: %TRUE if the #ClutterTexture should define its shape
 * using the alpha channel when picking.
 *
 * Since: 1.4
 *
 * Deprecated: 1.12: There is no direct replacement for this function
 */
gboolean
clutter_texture_get_pick_with_alpha (ClutterTexture *texture)
{
  g_return_val_if_fail (CLUTTER_IS_TEXTURE (texture), FALSE);

  return texture->priv->pick_with_alpha ? TRUE : FALSE;
}

