framebuffer: restore api to maintain ABI for release

This restores the cogl_framebufer_[v]draw_*_attributes APIs for the 1.16
branch so we can avoid changing the soname for the 1.15.6 release
This commit is contained in:
Robert Bragg 2013-08-20 00:54:34 +01:00
parent aa878ddca6
commit daa3a7d7b5
2 changed files with 339 additions and 0 deletions

View File

@ -2394,6 +2394,59 @@ _cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer,
} }
} }
/* XXX: deprecated */
void
cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_framebuffer_draw_attributes (framebuffer,
pipeline,
mode,
first_vertex,
n_vertices,
attributes, n_attributes,
COGL_DRAW_SKIP_LEGACY_STATE);
}
/* XXX: deprecated */
void
cogl_framebuffer_vdraw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute *attribute;
CoglAttribute **attributes;
int i;
va_start (ap, n_vertices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, n_vertices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
_cogl_framebuffer_draw_attributes (framebuffer,
pipeline,
mode, first_vertex, n_vertices,
attributes, n_attributes,
COGL_DRAW_SKIP_LEGACY_STATE);
}
void void
_cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer, _cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline, CoglPipeline *pipeline,
@ -2433,6 +2486,65 @@ _cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
} }
} }
/* XXX: deprecated */
void
cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes)
{
_cogl_framebuffer_draw_indexed_attributes (framebuffer,
pipeline,
mode, first_vertex,
n_vertices, indices,
attributes, n_attributes,
COGL_DRAW_SKIP_LEGACY_STATE);
}
/* XXX: deprecated */
void
cogl_framebuffer_vdraw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
...)
{
va_list ap;
int n_attributes;
CoglAttribute **attributes;
int i;
CoglAttribute *attribute;
va_start (ap, indices);
for (n_attributes = 0; va_arg (ap, CoglAttribute *); n_attributes++)
;
va_end (ap);
attributes = g_alloca (sizeof (CoglAttribute *) * n_attributes);
va_start (ap, indices);
for (i = 0; (attribute = va_arg (ap, CoglAttribute *)); i++)
attributes[i] = attribute;
va_end (ap);
_cogl_framebuffer_draw_indexed_attributes (framebuffer,
pipeline,
mode,
first_vertex,
n_vertices,
indices,
attributes,
n_attributes,
COGL_DRAW_SKIP_LEGACY_STATE);
}
void void
cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer, cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline, CoglPipeline *pipeline,

View File

@ -1091,12 +1091,239 @@ cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
* *
* Stability: unstable * Stability: unstable
* Since: 1.10 * Since: 1.10
* Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and
* cogl_primitive_draw() instead
*/ */
COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw)
void void
cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer, cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline, CoglPipeline *pipeline,
CoglPrimitive *primitive); CoglPrimitive *primitive);
/**
* cogl_framebuffer_vdraw_attributes:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @mode: The #CoglVerticesMode defining the topology of vertices
* @first_vertex: The vertex offset within the given attributes to draw from
* @n_vertices: The number of vertices to draw from the given attributes
* @...: A set of vertex #CoglAttribute<!-- -->s defining vertex geometry
*
* First defines a geometry primitive by grouping a set of vertex attributes;
* specifying a @first_vertex; a number of vertices (@n_vertices) and
* specifying what kind of topology the vertices have via @mode.
*
* Then the function draws the given @primitive geometry to the specified
* destination @framebuffer using the graphics processing pipeline described by
* @pipeline.
*
* The list of #CoglAttribute<!-- -->s define the attributes of the vertices to
* be drawn, such as positions, colors and normals and should be %NULL
* terminated.
*
* This drawing api doesn't support high-level meta texture types such
* as #CoglTexture2DSliced so it is the user's responsibility to
* ensure that only low-level textures that can be directly sampled by
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D
* are associated with layers of the given @pipeline.
*
* Stability: unstable
* Since: 1.10
* Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and
* cogl_primitive_draw() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw)
void
cogl_framebuffer_vdraw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
...) COGL_GNUC_NULL_TERMINATED;
/**
* cogl_framebuffer_draw_attributes:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @mode: The #CoglVerticesMode defining the topology of vertices
* @first_vertex: The vertex offset within the given attributes to draw from
* @n_vertices: The number of vertices to draw from the given attributes
* @attributes: An array of pointers to #CoglAttribute<-- -->s defining vertex
* geometry
* @n_attributes: The number of attributes in the @attributes array.
*
* First defines a geometry primitive by grouping a set of vertex @attributes;
* specifying a @first_vertex; a number of vertices (@n_vertices) and
* specifying what kind of topology the vertices have via @mode.
*
* Then the function draws the given @primitive geometry to the specified
* destination @framebuffer using the graphics processing pipeline described by
* @pipeline.
*
* The list of #CoglAttribute<!-- -->s define the attributes of the vertices to
* be drawn, such as positions, colors and normals and the number of attributes
* is given as @n_attributes.
*
* This drawing api doesn't support high-level meta texture types such
* as #CoglTexture2DSliced so it is the user's responsibility to
* ensure that only low-level textures that can be directly sampled by
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D
* are associated with layers of the given @pipeline.
*
* <note>This api doesn't support any of the legacy global state options such
* as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or
* cogl_program_use()</note>
*
* Stability: unstable
* Since: 1.10
* Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and
* cogl_primitive_draw() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw)
void
cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglAttribute **attributes,
int n_attributes);
/**
* cogl_framebuffer_vdraw_indexed_attributes:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @mode: The #CoglVerticesMode defining the topology of vertices
* @first_vertex: The vertex offset within the given attributes to draw from
* @n_vertices: The number of vertices to draw from the given attributes
* @indices: The array of indices used by the GPU to lookup attribute
* data for each vertex.
* @...: A set of vertex #CoglAttribute<!-- -->s defining vertex geometry
*
* Behaves the same as cogl_framebuffer_vdraw_attributes() except that
* instead of reading vertex data sequentially from the specified
* attributes the @indices provide an indirection for how the data
* should be indexed allowing a random access order to be
* specified.
*
* For example an indices array of [0, 1, 2, 0, 2, 3] could be used
* used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES +
* @n_vertices = 6) but only provide attribute data for the 4 corners
* of a rectangle. When the GPU needs to read in each of the 6
* vertices it will read the @indices array for each vertex in
* sequence and use the index to look up the vertex attribute data. So
* here you can see that first and fourth vertex will point to the
* same data and third and fifth vertex will also point to shared
* data.
*
* Drawing with indices can be a good way of minimizing the size of a
* mesh by allowing you to avoid data for duplicate vertices because
* multiple entries in the index array can refer back to a single
* shared vertex.
*
* <note>The @indices array must be at least as long as @first_vertex
* + @n_vertices otherwise the GPU will overrun the indices array when
* looking up vertex data.</note>
*
* Since it's very common to want to draw a run of rectangles using
* indices to avoid duplicating vertex data you can use
* cogl_get_rectangle_indices() to get a set of indices that can be
* shared.
*
* This drawing api doesn't support high-level meta texture types such
* as #CoglTexture2DSliced so it is the user's responsibility to
* ensure that only low-level textures that can be directly sampled by
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or
* #CoglTexture3D are associated with layers of the given @pipeline.
*
* <note>This api doesn't support any of the legacy global state
* options such as cogl_set_depth_test_enabled(),
* cogl_set_backface_culling_enabled() or cogl_program_use()</note>
*
* Stability: unstable
* Since: 1.10
* Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and
* cogl_primitive_draw() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw)
void
cogl_framebuffer_vdraw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
...) COGL_GNUC_NULL_TERMINATED;
/**
* cogl_framebuffer_draw_indexed_attributes:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @mode: The #CoglVerticesMode defining the topology of vertices
* @first_vertex: The vertex offset within the given attributes to draw from
* @n_vertices: The number of vertices to draw from the given attributes
* @indices: The array of indices used by the GPU to lookup attribute
* data for each vertex.
* @attributes: An array of pointers to #CoglAttribute<-- -->s defining vertex
* geometry
* @n_attributes: The number of attributes in the @attributes array.
*
* Behaves the same as cogl_framebuffer_draw_attributes() except that
* instead of reading vertex data sequentially from the specified
* @attributes the @indices provide an indirection for how the data
* should be indexed allowing a random access order to be
* specified.
*
* For example an indices array of [0, 1, 2, 0, 2, 3] could be used
* used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES +
* @n_vertices = 6) but only provide attribute data for the 4 corners
* of a rectangle. When the GPU needs to read in each of the 6
* vertices it will read the @indices array for each vertex in
* sequence and use the index to look up the vertex attribute data. So
* here you can see that first and fourth vertex will point to the
* same data and third and fifth vertex will also point to shared
* data.
*
* Drawing with indices can be a good way of minimizing the size of a
* mesh by allowing you to avoid data for duplicate vertices because
* multiple entries in the index array can refer back to a single
* shared vertex.
*
* <note>The @indices array must be at least as long as @first_vertex
* + @n_vertices otherwise the GPU will overrun the indices array when
* looking up vertex data.</note>
*
* Since it's very common to want to draw a run of rectangles using
* indices to avoid duplicating vertex data you can use
* cogl_get_rectangle_indices() to get a set of indices that can be
* shared.
*
* This drawing api doesn't support high-level meta texture types such
* as #CoglTexture2DSliced so it is the user's responsibility to
* ensure that only low-level textures that can be directly sampled by
* a GPU such as #CoglTexture2D, #CoglTextureRectangle or
* #CoglTexture3D are associated with layers of the given @pipeline.
*
* <note>This api doesn't support any of the legacy global state
* options such as cogl_set_depth_test_enabled(),
* cogl_set_backface_culling_enabled() or cogl_program_use()</note>
*
* Stability: unstable
* Since: 1.10
* Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and
* cogl_primitive_draw() instead
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw)
void
cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglVerticesMode mode,
int first_vertex,
int n_vertices,
CoglIndices *indices,
CoglAttribute **attributes,
int n_attributes);
/** /**
* cogl_framebuffer_draw_rectangle: * cogl_framebuffer_draw_rectangle:
* @framebuffer: A destination #CoglFramebuffer * @framebuffer: A destination #CoglFramebuffer