mutter/cogl/cogl-framebuffer.h
Robert Bragg a8efe6af06 framebuffer: Adds experimental _finish() API
This adds a new experimental function, cogl_framebuffer_finish(), which
can be used to explicitly synchronize the CPU with the GPU. It's rare
that this level of explicit synchronization is desirable but for example
it can be useful during performance analysys to make sure measurements
reflect the working time of the GPU not just the time to queue commands.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
2011-11-01 12:02:55 +00:00

759 lines
27 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2011 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:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_FRAMEBUFFER_H
#define __COGL_FRAMEBUFFER_H
#include <glib.h>
#ifdef COGL_HAS_WIN32_SUPPORT
#include <windows.h>
#endif /* COGL_HAS_WIN32_SUPPORT */
#if defined (COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT)
#include <wayland-client.h>
#endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */
G_BEGIN_DECLS
/**
* SECTION:cogl-framebuffer
* @short_description: A common interface for manipulating framebuffers
*
* Framebuffers are a collection of buffers that can be rendered too.
* A framebuffer may be comprised of one or more color buffers, an
* optional depth buffer and an optional stencil buffer. Other
* configuration parameters are associated with framebuffers too such
* as whether the framebuffer supports multi-sampling (an anti-aliasing
* technique) or dithering.
*
* There are two kinds of framebuffer in Cogl, #CoglOnscreen
* framebuffers and #CoglOffscreen framebuffers. As the names imply
* offscreen framebuffers are for rendering something offscreen
* (perhaps to a texture which is bound as one of the color buffers).
* The exact semantics of onscreen framebuffers depends on the window
* system backend that you are using, but typically you can expect
* rendering to a #CoglOnscreen framebuffer will be immediately
* visible to the user.
*
* If you want to create a new framebuffer then you should start by
* looking at the #CoglOnscreen and #CoglOffscreen constructor
* functions, such as cogl_offscreen_new_to_texture() or
* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
* all aspects that are common between those two types of framebuffer.
*
* Setup of a new CoglFramebuffer happens in two stages. There is a
* configuration stage where you specify all the options and ancillary
* buffers you want associated with your framebuffer and then when you
* are happy with the configuration you can "allocate" the framebuffer
* using cogl_framebuffer_allocate (). Technically explicitly calling
* cogl_framebuffer_allocate () is optional for convenience and the
* framebuffer will automatically be allocated when you first try to
* draw to it, but if you do the allocation manually then you can
* also catch any possible errors that may arise from your
* configuration.
*/
#ifdef COGL_ENABLE_EXPERIMENTAL_API
#define cogl_onscreen_new cogl_onscreen_new_EXP
#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
#define cogl_framebuffer_allocate cogl_framebuffer_allocate_EXP
gboolean
cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
GError **error);
#define cogl_framebuffer_get_width cogl_framebuffer_get_width_EXP
int
cogl_framebuffer_get_width (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_height cogl_framebuffer_get_height_EXP
int
cogl_framebuffer_get_height (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_set_viewport cogl_framebuffer_set_viewport_EXP
void
cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
float x,
float y,
float width,
float height);
#define cogl_framebuffer_get_viewport_x cogl_framebuffer_get_viewport_x_EXP
float
cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport_y cogl_framebuffer_get_viewport_y_EXP
float
cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport_width cogl_framebuffer_get_viewport_width_EXP
float
cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport_height cogl_framebuffer_get_viewport_height_EXP
float
cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_get_viewport4fv cogl_framebuffer_get_viewport4fv_EXP
void
cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer,
float *viewport);
/**
* cogl_framebuffer_get_red_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of red bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_red_bits cogl_framebuffer_get_red_bits_EXP
int
cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_green_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of green bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_green_bits cogl_framebuffer_get_green_bits_EXP
int
cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_blue_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of blue bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_blue_bits cogl_framebuffer_get_blue_bits_EXP
int
cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_alpha_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of alpha bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
#define cogl_framebuffer_get_alpha_bits cogl_framebuffer_get_alpha_bits_EXP
int
cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_dither_enabled:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Returns whether dithering has been requested for the given @framebuffer.
* See cogl_framebuffer_set_dither_enabled() for more details about dithering.
*
* <note>This may return %TRUE even when the underlying @framebuffer
* display pipeline does not support dithering. This value only represents
* the user's request for dithering.</note>
*
* Return value: %TRUE if dithering has been requested or %FALSE if not.
*/
gboolean
cogl_framebuffer_get_dither_enabled (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_dither_enabled:
* @framebuffer: a pointer to a #CoglFramebuffer
* @dither_enabled: %TRUE to enable dithering or %FALSE to disable
*
* Enables or disabled dithering if supported by the hardware.
*
* Dithering is a hardware dependent technique to increase the visible
* color resolution beyond what the underlying hardware supports by playing
* tricks with the colors placed into the framebuffer to give the illusion
* of other colors. (For example this can be compared to half-toning used
* by some news papers to show varying levels of grey even though their may
* only be black and white are available).
*
* If the current display pipeline for @framebuffer does not support dithering
* then this has no affect.
*
* Dithering is enabled by default.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer,
gboolean dither_enabled);
#define cogl_framebuffer_get_color_mask cogl_framebuffer_get_color_mask_EXP
/**
* cogl_framebuffer_get_color_mask:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Gets the current #CoglColorMask of which channels would be written to the
* current framebuffer. Each bit set in the mask means that the
* corresponding color would be written.
*
* Returns: A #CoglColorMask
* Since: 1.8
* Stability: unstable
*/
CoglColorMask
cogl_framebuffer_get_color_mask (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_set_color_mask cogl_framebuffer_set_color_mask_EXP
/**
* cogl_framebuffer_set_color_mask:
* @framebuffer: a pointer to a #CoglFramebuffer
* @color_mask: A #CoglColorMask of which color channels to write to
* the current framebuffer.
*
* Defines a bit mask of which color channels should be written to the
* given @framebuffer. If a bit is set in @color_mask that means that
* color will be written.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_set_color_mask (CoglFramebuffer *framebuffer,
CoglColorMask color_mask);
#define cogl_framebuffer_get_color_format cogl_framebuffer_get_color_format_EXP
/**
* cogl_framebuffer_get_color_format:
* @framebuffer: A #CoglFramebuffer framebuffer
*
* Queries the common #CoglPixelFormat of all color buffers attached
* to this framebuffer. For an offscreen framebuffer created with
* cogl_offscreen_new_to_texture() this will correspond to the format
* of the texture.
*
* Since: 1.8
* Stability: unstable
*/
CoglPixelFormat
cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_set_samples_per_pixel \
cogl_framebuffer_set_samples_per_pixel_EXP
/**
* cogl_framebuffer_set_samples_per_pixel:
* @framebuffer: A #CoglFramebuffer framebuffer
* @n: The minimum number of samples per pixel
*
* Requires that when rendering to @framebuffer then @n point samples
* should be made per pixel which will all contribute to the final
* resolved color for that pixel. The idea is that the hardware aims
* to get quality similar to what you would get if you rendered
* everything twice as big (for 4 samples per pixel) and then scaled
* that image back down with filtering. It can effectively remove the
* jagged edges of polygons and should be more efficient than if you
* were to manually render at a higher resolution and downscale
* because the hardware is often able to take some shortcuts. For
* example the GPU may only calculate a single texture sample for all
* points of a single pixel, and for tile based architectures all the
* extra sample data (such as depth and stencil samples) may be
* handled on-chip and so avoid increased demand on system memory
* bandwidth.
*
* By default this value is usually set to 0 and that is referred to
* as "single-sample" rendering. A value of 1 or greater is referred
* to as "multisample" rendering.
*
* <note>There are some semantic differences between single-sample
* rendering and multisampling with just 1 point sample such as it
* being redundant to use the cogl_framebuffer_resolve_samples() and
* cogl_framebuffer_resolve_samples_region() apis with single-sample
* rendering.</note>
*
* <note>It's recommended that
* cogl_framebuffer_resolve_samples_region() be explicitly used at the
* end of rendering to a point sample buffer to minimize the number of
* samples that get resolved. By default Cogl will implicitly resolve
* all framebuffer samples but if only a small region of a
* framebuffer has changed this can lead to redundant work being
* done.</note>
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer,
int samples_per_pixel);
#define cogl_framebuffer_resolve_samples \
cogl_framebuffer_resolve_samples_EXP
/**
* cogl_framebuffer_resolve_samples:
* @framebuffer: A #CoglFramebuffer framebuffer
*
* When point sample rendering (also known as multisample rendering)
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
* then you can optionally call this function (or
* cogl_framebuffer_resolve_samples_region()) to explicitly resolve
* the point samples into values for the final color buffer.
*
* Some GPUs will implicitly resolve the point samples during
* rendering and so this function is effectively a nop, but with other
* architectures it is desirable to defer the resolve step until the
* end of the frame.
*
* Since Cogl will automatically ensure samples are resolved if the
* target color buffer is used as a source this API only needs to be
* used if explicit control is desired - perhaps because you want to
* ensure that the resolve is completed in advance to avoid later
* having to wait for the resolve to complete.
*
* If you are performing incremental updates to a framebuffer you
* should consider using cogl_framebuffer_resolve_samples_region()
* instead to avoid resolving redundant pixels.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_resolve_samples_region \
cogl_framebuffer_resolve_samples_region_EXP
/**
* cogl_framebuffer_resolve_samples_region:
* @framebuffer: A #CoglFramebuffer framebuffer
* @x: top-left x coordinate of region to resolve
* @y: top-left y coordinate of region to resolve
* @width: width of region to resolve
* @height: height of region to resolve
*
* When point sample rendering (also known as multisample rendering)
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
* then you can optionally call this function (or
* cogl_framebuffer_resolve_samples()) to explicitly resolve the point
* samples into values for the final color buffer.
*
* Some GPUs will implicitly resolve the point samples during
* rendering and so this function is effectively a nop, but with other
* architectures it is desirable to defer the resolve step until the
* end of the frame.
*
* Use of this API is recommended if incremental, small updates to
* a framebuffer are being made because by default Cogl will
* implicitly resolve all the point samples of the framebuffer which
* can result in redundant work if only a small number of samples have
* changed.
*
* Because some GPUs implicitly resolve point samples this function
* only guarantees that at-least the region specified will be resolved
* and if you have rendered to a larger region then it's possible that
* other samples may be implicitly resolved.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer,
int x,
int y,
int width,
int height);
#define cogl_framebuffer_get_context cogl_framebuffer_get_context_EXP
/**
* @framebuffer: A #CoglFramebuffer
*
* Can be used to query the #CoglContext a given @framebuffer was
* instantiated within. This is the #CoglContext that was passed to
* cogl_onscreen_new() for example.
*
* Return value: The #CoglContext that the given @framebuffer was
* instantiated within.
* Since: 1.8
* Stability: unstable
*/
CoglContext *
cogl_framebuffer_get_context (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_clear cogl_framebuffer_clear_EXP
/**
* cogl_framebuffer_clear:
* @framebuffer: A #CoglFramebuffer
* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
* buffers to clear
* @color: The color to clear the color buffer too if specified in
* @buffers.
*
* Clears all the auxiliary buffers identified in the @buffers mask, and if
* that includes the color buffer then the specified @color is used.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_clear (CoglFramebuffer *framebuffer,
unsigned long buffers,
const CoglColor *color);
#define cogl_framebuffer_clear4f cogl_framebuffer_clear4f_EXP
/**
* cogl_framebuffer_clear4f:
* @framebuffer: A #CoglFramebuffer
* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
* buffers to clear
* @red: The red component of color to clear the color buffer too if
* specified in @buffers.
* @green: The green component of color to clear the color buffer too if
* specified in @buffers.
* @blue: The blue component of color to clear the color buffer too if
* specified in @buffers.
* @alpha: The alpha component of color to clear the color buffer too if
* specified in @buffers.
*
* Clears all the auxiliary buffers identified in the @buffers mask, and if
* that includes the color buffer then the specified @color is used.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
unsigned long buffers,
float red,
float green,
float blue,
float alpha);
/* XXX: Should we take an n_buffers + buffer id array instead of using
* the CoglBufferBits type which doesn't seem future proof? */
#define cogl_framebuffer_discard_buffers cogl_framebuffer_discard_buffers_EXP
/**
* cogl_framebuffer_discard_buffers:
* @framebuffer: A #CoglFramebuffer
* @buffers: A #CoglBufferBit mask of which ancillary buffers you want
* to discard.
*
* Declares that the specified @buffers no longer need to be referenced
* by any further rendering commands. This can be an important
* optimization to avoid subsequent frames of rendering depending on
* the results of a previous frame.
*
* For example; some tile-based rendering GPUs are able to avoid allocating and
* accessing system memory for the depth and stencil buffer so long as these
* buffers are not required as input for subsequent frames and that can save a
* significant amount of memory bandwidth used to save and restore their
* contents to system memory between frames.
*
* It is currently considered an error to try and explicitly discard the color
* buffer by passing %COGL_BUFFER_BIT_COLOR. This is because the color buffer is
* already implicitly discard when you finish rendering to a #CoglOnscreen
* framebuffer, and it's not meaningful to try and discard the color buffer of
* a #CoglOffscreen framebuffer since they are single-buffered.
*
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_discard_buffers (CoglFramebuffer *framebuffer,
unsigned long buffers);
/* XXX: Actually should this be renamed too cogl_onscreen_swap_buffers()? */
#define cogl_framebuffer_swap_buffers cogl_framebuffer_swap_buffers_EXP
/**
* cogl_framebuffer_swap_buffers:
* @framebuffer: A #CoglFramebuffer
*
* Swaps the current back buffer being rendered too, to the front for display.
*
* This function also implicitly discards the contents of the color, depth and
* stencil buffers as if cogl_framebuffer_discard_buffers() were used. The
* significance of the discard is that you should not expect to be able to
* start a new frame that incrementally builds on the contents of the previous
* frame.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_swap_buffers (CoglFramebuffer *framebuffer);
#define cogl_framebuffer_swap_region cogl_framebuffer_swap_region_EXP
/**
* cogl_framebuffer_swap_region:
* @framebuffer: A #CoglFramebuffer
* @rectangles: An array of integer 4-tuples representing rectangles as
* (x, y, width, height) tuples.
* @n_rectangles: The number of 4-tuples to be read from @rectangles
*
* Swaps a region of the back buffer being rendered too, to the front for
* display. @rectangles represents the region as array of @n_rectangles each
* defined by 4 sequential (x, y, width, height) integers.
*
* This function also implicitly discards the contents of the color, depth and
* stencil buffers as if cogl_framebuffer_discard_buffers() were used. The
* significance of the discard is that you should not expect to be able to
* start a new frame that incrementally builds on the contents of the previous
* frame.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_swap_region (CoglFramebuffer *framebuffer,
const int *rectangles,
int n_rectangles);
typedef void (*CoglSwapBuffersNotify) (CoglFramebuffer *framebuffer,
void *user_data);
#define cogl_framebuffer_add_swap_buffers_callback \
cogl_framebuffer_add_swap_buffers_callback_EXP
unsigned int
cogl_framebuffer_add_swap_buffers_callback (CoglFramebuffer *framebuffer,
CoglSwapBuffersNotify callback,
void *user_data);
#define cogl_framebuffer_remove_swap_buffers_callback \
cogl_framebuffer_remove_swap_buffers_callback_EXP
void
cogl_framebuffer_remove_swap_buffers_callback (CoglFramebuffer *framebuffer,
unsigned int id);
/**
* cogl_framebuffer_finish:
* @framebuffer: A #CoglFramebuffer pointer
*
* This blocks the CPU until all pending rendering associated with the
* specified framebuffer has completed. It's very rare that developers should
* ever need this level of synchronization with the GPU and should never be
* used unless you clearly understand why you need to explicitly force
* synchronization.
*
* One example might be for benchmarking purposes to be sure timing
* measurements reflect the time that the GPU is busy for not just the time it
* takes to queue rendering commands.
*
* Stability: unstable
* Since: 1.10
*/
void
cogl_framebuffer_finish (CoglFramebuffer *framebuffer);
typedef struct _CoglOnscreen CoglOnscreen;
#define COGL_ONSCREEN(X) ((CoglOnscreen *)(X))
CoglOnscreen *
cogl_onscreen_new (CoglContext *context, int width, int height);
#ifdef COGL_HAS_X11
typedef void (*CoglOnscreenX11MaskCallback) (CoglOnscreen *onscreen,
guint32 event_mask,
void *user_data);
/**
* cogl_x11_onscreen_set_foreign_window_xid:
* @onscreen: The unallocated framebuffer to associated with an X
* window.
* @xid: The XID of an existing X window
* @update: A callback that notifies of updates to what Cogl requires
* to be in the core X protocol event mask.
*
* Ideally we would recommend that you let Cogl be responsible for
* creating any X window required to back an onscreen framebuffer but
* if you really need to target a window created manually this
* function can be called before @onscreen has been allocated to set a
* foreign XID for your existing X window.
*
* Since Cogl needs, for example, to track changes to the size of an X
* window it requires that certain events be selected for via the core
* X protocol. This requirement may also be changed asynchronously so
* you must pass in an @update callback to inform you of Cogl's
* required event mask.
*
* For example if you are using Xlib you could use this API roughly
* as follows:
* [{
* static void
* my_update_cogl_x11_event_mask (CoglOnscreen *onscreen,
* guint32 event_mask,
* void *user_data)
* {
* XSetWindowAttributes attrs;
* MyData *data = user_data;
* attrs.event_mask = event_mask | data->my_event_mask;
* XChangeWindowAttributes (data->xdpy,
* data->xwin,
* CWEventMask,
* &attrs);
* }
*
* {
* *snip*
* cogl_x11_onscreen_set_foreign_window_xid (onscreen,
* data->xwin,
* my_update_cogl_x11_event_mask,
* data);
* *snip*
* }
* }]
*
* Since: 2.0
* Stability: Unstable
*/
#define cogl_x11_onscreen_set_foreign_window_xid \
cogl_x11_onscreen_set_foreign_window_xid_EXP
void
cogl_x11_onscreen_set_foreign_window_xid (CoglOnscreen *onscreen,
guint32 xid,
CoglOnscreenX11MaskCallback update,
void *user_data);
#define cogl_x11_onscreen_get_window_xid cogl_x11_onscreen_get_window_xid_EXP
guint32
cogl_x11_onscreen_get_window_xid (CoglOnscreen *onscreen);
#define cogl_x11_onscreen_get_visual_xid cogl_x11_onscreen_get_visual_xid_EXP
guint32
cogl_x11_onscreen_get_visual_xid (CoglOnscreen *onscreen);
#endif /* COGL_HAS_X11 */
#ifdef COGL_HAS_WIN32_SUPPORT
#define cogl_win32_onscreen_set_foreign_window \
cogl_win32_onscreen_set_foreign_window_EXP
void
cogl_win32_onscreen_set_foreign_window (CoglOnscreen *onscreen,
HWND hwnd);
#define cogl_win32_onscreen_get_window cogl_win32_onscreen_get_window_EXP
HWND
cogl_win32_onscreen_get_window (CoglOnscreen *onscreen);
#endif /* COGL_HAS_WIN32_SUPPORT */
#if defined (COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT)
struct wl_surface *
cogl_wayland_onscreen_get_surface (CoglOnscreen *onscreen);
#endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */
#define cogl_onscreen_set_swap_throttled cogl_onscreen_set_swap_throttled_EXP
void
cogl_onscreen_set_swap_throttled (CoglOnscreen *onscreen,
gboolean throttled);
/**
* cogl_onscreen_show:
* @onscreen: The onscreen framebuffer to make visible
*
* This requests to make @onscreen visible to the user.
*
* Actually the precise semantics of this function depend on the
* window system currently in use, and if you don't have a
* multi-windowining system this function may in-fact do nothing.
*
* This function will implicitly allocate the given @onscreen
* framebuffer before showing it if it hasn't already been allocated.
*
* <note>Since Cogl doesn't explicitly track the visibility status of
* onscreen framebuffers it wont try to avoid redundant window system
* requests e.g. to show an already visible window. This also means
* that it's acceptable to alternatively use native APIs to show and
* hide windows without confusing Cogl.</note>
*
* Since: 2.0
* Stability: Unstable
*/
#define cogl_onscreen_show cogl_onscreen_show_EXP
void
cogl_onscreen_show (CoglOnscreen *onscreen);
/**
* cogl_onscreen_hide:
* @onscreen: The onscreen framebuffer to make invisible
*
* This requests to make @onscreen invisible to the user.
*
* Actually the precise semantics of this function depend on the
* window system currently in use, and if you don't have a
* multi-windowining system this function may in-fact do nothing.
*
* This function does not implicitly allocate the given @onscreen
* framebuffer before hiding it.
*
* <note>Since Cogl doesn't explicitly track the visibility status of
* onscreen framebuffers it wont try to avoid redundant window system
* requests e.g. to show an already visible window. This also means
* that it's acceptable to alternatively use native APIs to show and
* hide windows without confusing Cogl.</note>
*
* Since: 2.0
* Stability: Unstable
*/
#define cogl_onscreen_hide cogl_onscreen_hide_EXP
void
cogl_onscreen_hide (CoglOnscreen *onscreen);
#define cogl_get_draw_framebuffer cogl_get_draw_framebuffer_EXP
CoglFramebuffer *
cogl_get_draw_framebuffer (void);
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
/* XXX: Note these are defined outside the COGL_ENABLE_EXPERIMENTAL_API guard since
* otherwise the glib-mkenums stuff will get upset. */
#define cogl_framebuffer_error_quark cogl_framebuffer_error_quark_EXP
GQuark
cogl_framebuffer_error_quark (void);
#define COGL_FRAMEBUFFER_ERROR (cogl_framebuffer_error_quark ())
typedef enum { /*< prefix=COGL_FRAMEBUFFER_ERROR >*/
COGL_FRAMEBUFFER_ERROR_ALLOCATE
} CoglFramebufferError;
G_END_DECLS
#endif /* __COGL_FRAMEBUFFER_H */