mutter/cogl/cogl-buffer-private.h

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/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*
* Authors:
* Damien Lespiau <damien.lespiau@intel.com>
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_BUFFER_PRIVATE_H__
#define __COGL_BUFFER_PRIVATE_H__
#include <glib.h>
cogl: rename CoglMaterial -> CoglPipeline This applies an API naming change that's been deliberated over for a while now which is to rename CoglMaterial to CoglPipeline. For now the new pipeline API is marked as experimental and public headers continue to talk about materials not pipelines. The CoglMaterial API is now maintained in terms of the cogl_pipeline API internally. Currently this API is targeting Cogl 2.0 so we will have time to integrate it properly with other upcoming Cogl 2.0 work. The basic reasons for the rename are: - That the term "material" implies to many people that they are constrained to fragment processing; perhaps as some kind of high-level texture abstraction. - In Clutter they get exposed by ClutterTexture actors which may be re-inforcing this misconception. - When comparing how other frameworks use the term material, a material sometimes describes a multi-pass fragment processing technique which isn't the case in Cogl. - In code, "CoglPipeline" will hopefully be a much more self documenting summary of what these objects represent; a full GPU pipeline configuration including, for example, vertex processing, fragment processing and blending. - When considering the API documentation story, at some point we need a document introducing developers to how the "GPU pipeline" works so it should become intuitive that CoglPipeline maps back to that description of the GPU pipeline. - This is consistent in terminology and concept to OpenGL 4's new pipeline object which is a container for program objects. Note: The cogl-material.[ch] files have been renamed to cogl-material-compat.[ch] because otherwise git doesn't seem to treat the change as a moving the old cogl-material.c->cogl-pipeline.c and so we loose all our git-blame history.
2010-10-27 17:54:57 +00:00
#include "cogl-object-private.h"
#include "cogl-buffer.h"
#include "cogl-context.h"
#include "cogl-gl-header.h"
COGL_BEGIN_DECLS
typedef struct _CoglBufferVtable CoglBufferVtable;
struct _CoglBufferVtable
{
void * (* map_range) (CoglBuffer *buffer,
size_t offset,
size_t size,
CoglBufferAccess access,
Allow propogation of OOM errors to apps This allows apps to catch out-of-memory errors when allocating textures. Textures can be pretty huge at times and so it's quite possible for an application to try and allocate more memory than is available. It's also very possible that the application can take some action in response to reduce memory pressure (such as freeing up texture caches perhaps) so we shouldn't just automatically abort like we do for trivial heap allocations. These public functions now take a CoglError argument so applications can catch out of memory errors: cogl_buffer_map cogl_buffer_map_range cogl_buffer_set_data cogl_framebuffer_read_pixels_into_bitmap cogl_pixel_buffer_new cogl_texture_new_from_data cogl_texture_new_from_bitmap Note: we've been quite conservative with how many apis we let throw OOM CoglErrors since we don't really want to put a burdon on developers to be checking for errors with every cogl api call. So long as there is some lower level api for apps to use that let them catch OOM errors for everything necessary that's enough and we don't have to make more convenient apis more awkward to use. The main focus is on bitmaps and texture allocations since they can be particularly large and prone to failing. A new cogl_attribute_buffer_new_with_size() function has been added in case developers need to catch OOM errors when allocating attribute buffers whereby they can first use _buffer_new_with_size() (which doesn't take a CoglError) followed by cogl_buffer_set_data() which will lazily allocate the buffer storage and report OOM errors. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f7735e141ad537a253b02afa2a8238f96340b978) Note: since we can't break the API for Cogl 1.x then actually the main purpose of cherry picking this patch is to keep in-line with changes on the master branch so that we can easily cherry-pick patches. All the api changes relating stable apis released on the 1.12 branch have been reverted as part of cherry-picking this patch so this most just applies all the internal plumbing changes that enable us to correctly propagate OOM errors.
2012-11-08 17:54:10 +00:00
CoglBufferMapHint hints,
CoglError **error);
void (* unmap) (CoglBuffer *buffer);
Allow propogation of OOM errors to apps This allows apps to catch out-of-memory errors when allocating textures. Textures can be pretty huge at times and so it's quite possible for an application to try and allocate more memory than is available. It's also very possible that the application can take some action in response to reduce memory pressure (such as freeing up texture caches perhaps) so we shouldn't just automatically abort like we do for trivial heap allocations. These public functions now take a CoglError argument so applications can catch out of memory errors: cogl_buffer_map cogl_buffer_map_range cogl_buffer_set_data cogl_framebuffer_read_pixels_into_bitmap cogl_pixel_buffer_new cogl_texture_new_from_data cogl_texture_new_from_bitmap Note: we've been quite conservative with how many apis we let throw OOM CoglErrors since we don't really want to put a burdon on developers to be checking for errors with every cogl api call. So long as there is some lower level api for apps to use that let them catch OOM errors for everything necessary that's enough and we don't have to make more convenient apis more awkward to use. The main focus is on bitmaps and texture allocations since they can be particularly large and prone to failing. A new cogl_attribute_buffer_new_with_size() function has been added in case developers need to catch OOM errors when allocating attribute buffers whereby they can first use _buffer_new_with_size() (which doesn't take a CoglError) followed by cogl_buffer_set_data() which will lazily allocate the buffer storage and report OOM errors. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f7735e141ad537a253b02afa2a8238f96340b978) Note: since we can't break the API for Cogl 1.x then actually the main purpose of cherry picking this patch is to keep in-line with changes on the master branch so that we can easily cherry-pick patches. All the api changes relating stable apis released on the 1.12 branch have been reverted as part of cherry-picking this patch so this most just applies all the internal plumbing changes that enable us to correctly propagate OOM errors.
2012-11-08 17:54:10 +00:00
CoglBool (* set_data) (CoglBuffer *buffer,
unsigned int offset,
const void *data,
unsigned int size,
CoglError **error);
};
typedef enum _CoglBufferFlags
{
COGL_BUFFER_FLAG_NONE = 0,
COGL_BUFFER_FLAG_BUFFER_OBJECT = 1UL << 0, /* real openGL buffer object */
COGL_BUFFER_FLAG_MAPPED = 1UL << 1,
COGL_BUFFER_FLAG_MAPPED_FALLBACK = 1UL << 2
} CoglBufferFlags;
typedef enum {
COGL_BUFFER_USAGE_HINT_TEXTURE,
COGL_BUFFER_USAGE_HINT_ATTRIBUTE_BUFFER,
COGL_BUFFER_USAGE_HINT_INDEX_BUFFER
} CoglBufferUsageHint;
typedef enum {
COGL_BUFFER_BIND_TARGET_PIXEL_PACK,
COGL_BUFFER_BIND_TARGET_PIXEL_UNPACK,
COGL_BUFFER_BIND_TARGET_ATTRIBUTE_BUFFER,
COGL_BUFFER_BIND_TARGET_INDEX_BUFFER,
COGL_BUFFER_BIND_TARGET_COUNT
} CoglBufferBindTarget;
struct _CoglBuffer
{
CoglObject _parent;
CoglContext *context;
CoglBufferVtable vtable;
CoglBufferBindTarget last_target;
CoglBufferFlags flags;
GLuint gl_handle; /* OpenGL handle */
unsigned int size; /* size of the buffer, in bytes */
CoglBufferUsageHint usage_hint;
CoglBufferUpdateHint update_hint;
/* points to the mapped memory when the CoglBuffer is a VBO, PBO,
* ... or points to allocated memory in the fallback paths */
uint8_t *data;
int immutable_ref;
unsigned int store_created:1;
};
/* This is used to register a type to the list of handle types that
will be considered a texture in cogl_is_texture() */
void
_cogl_buffer_register_buffer_type (const CoglObjectClass *klass);
#define COGL_BUFFER_DEFINE(TypeName, type_name) \
COGL_OBJECT_DEFINE_WITH_CODE \
(TypeName, type_name, \
_cogl_buffer_register_buffer_type (&_cogl_##type_name##_class))
void
_cogl_buffer_initialize (CoglBuffer *buffer,
CoglContext *context,
size_t size,
CoglBufferBindTarget default_target,
CoglBufferUsageHint usage_hint,
CoglBufferUpdateHint update_hint);
void
_cogl_buffer_fini (CoglBuffer *buffer);
CoglBufferUsageHint
_cogl_buffer_get_usage_hint (CoglBuffer *buffer);
GLenum
_cogl_buffer_access_to_gl_enum (CoglBufferAccess access);
CoglBuffer *
_cogl_buffer_immutable_ref (CoglBuffer *buffer);
void
_cogl_buffer_immutable_unref (CoglBuffer *buffer);
Allow propogation of OOM errors to apps This allows apps to catch out-of-memory errors when allocating textures. Textures can be pretty huge at times and so it's quite possible for an application to try and allocate more memory than is available. It's also very possible that the application can take some action in response to reduce memory pressure (such as freeing up texture caches perhaps) so we shouldn't just automatically abort like we do for trivial heap allocations. These public functions now take a CoglError argument so applications can catch out of memory errors: cogl_buffer_map cogl_buffer_map_range cogl_buffer_set_data cogl_framebuffer_read_pixels_into_bitmap cogl_pixel_buffer_new cogl_texture_new_from_data cogl_texture_new_from_bitmap Note: we've been quite conservative with how many apis we let throw OOM CoglErrors since we don't really want to put a burdon on developers to be checking for errors with every cogl api call. So long as there is some lower level api for apps to use that let them catch OOM errors for everything necessary that's enough and we don't have to make more convenient apis more awkward to use. The main focus is on bitmaps and texture allocations since they can be particularly large and prone to failing. A new cogl_attribute_buffer_new_with_size() function has been added in case developers need to catch OOM errors when allocating attribute buffers whereby they can first use _buffer_new_with_size() (which doesn't take a CoglError) followed by cogl_buffer_set_data() which will lazily allocate the buffer storage and report OOM errors. Reviewed-by: Neil Roberts <neil@linux.intel.com> (cherry picked from commit f7735e141ad537a253b02afa2a8238f96340b978) Note: since we can't break the API for Cogl 1.x then actually the main purpose of cherry picking this patch is to keep in-line with changes on the master branch so that we can easily cherry-pick patches. All the api changes relating stable apis released on the 1.12 branch have been reverted as part of cherry-picking this patch so this most just applies all the internal plumbing changes that enable us to correctly propagate OOM errors.
2012-11-08 17:54:10 +00:00
CoglBool
_cogl_buffer_set_data (CoglBuffer *buffer,
size_t offset,
const void *data,
size_t size,
CoglError **error);
void *
_cogl_buffer_map (CoglBuffer *buffer,
CoglBufferAccess access,
CoglBufferMapHint hints,
CoglError **error);
/* This is a wrapper around cogl_buffer_map_range for internal use
when we want to map the buffer for write only to replace the entire
contents. If the map fails then it will fallback to writing to a
temporary buffer. When _cogl_buffer_unmap_for_fill_or_fallback is
called the temporary buffer will be copied into the array. Note
that these calls share a global array so they can not be nested. */
void *
_cogl_buffer_map_range_for_fill_or_fallback (CoglBuffer *buffer,
size_t offset,
size_t size);
void *
_cogl_buffer_map_for_fill_or_fallback (CoglBuffer *buffer);
void
_cogl_buffer_unmap_for_fill_or_fallback (CoglBuffer *buffer);
COGL_END_DECLS
#endif /* __COGL_BUFFER_PRIVATE_H__ */