40205d8f1b
This means CoglContext is now also introspected, although its constructor and some getters are skipped to avoid having to expose even more types. This makes it possible to create pipelines using Javascript. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
186 lines
5.7 KiB
C
186 lines
5.7 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_PIPELINE_H__
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#define __COGL_PIPELINE_H__
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/* We forward declare the CoglPipeline type here to avoid some circular
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* dependency issues with the following headers.
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*/
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typedef struct _CoglPipeline CoglPipeline;
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-context.h>
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#include <cogl/cogl-snippet.h>
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#include <glib-object.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-pipeline
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* @short_description: Functions for creating and manipulating the GPU
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* pipeline
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*
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* Cogl allows creating and manipulating objects representing the full
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* configuration of the GPU pipeline. In simplified terms the GPU
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* pipeline takes primitive geometry as the input, it first performs
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* vertex processing, allowing you to deform your geometry, then
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* rasterizes that (turning it from pure geometry into fragments) then
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* performs fragment processing including depth testing and texture
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* mapping. Finally it blends the result with the framebuffer.
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*/
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#define COGL_PIPELINE(OBJECT) ((CoglPipeline *)OBJECT)
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/**
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* cogl_pipeline_get_gtype:
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*
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* Returns: a #GType that can be used with the GLib type system.
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*/
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GType cogl_pipeline_get_gtype (void);
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/**
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* cogl_pipeline_new: (constructor)
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* @context: a #CoglContext
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*
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* Allocates and initializes a default simple pipeline that will color
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* a primitive white.
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*
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* Return value: (transfer full): a pointer to a new #CoglPipeline
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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CoglPipeline *
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cogl_pipeline_new (CoglContext *context);
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/**
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* cogl_pipeline_copy:
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* @source: a #CoglPipeline object to copy
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*
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* Creates a new pipeline with the configuration copied from the
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* source pipeline.
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*
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* We would strongly advise developers to always aim to use
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* cogl_pipeline_copy() instead of cogl_pipeline_new() whenever there will
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* be any similarity between two pipelines. Copying a pipeline helps Cogl
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* keep track of a pipelines ancestry which we may use to help minimize GPU
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* state changes.
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*
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* Return value: (transfer full): a pointer to the newly allocated #CoglPipeline
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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CoglPipeline *
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cogl_pipeline_copy (CoglPipeline *source);
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/**
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* cogl_is_pipeline:
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* @object: A #CoglObject
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*
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* Gets whether the given @object references an existing pipeline object.
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*
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* Return value: %TRUE if the @object references a #CoglPipeline,
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* %FALSE otherwise
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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gboolean
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cogl_is_pipeline (void *object);
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/**
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* CoglPipelineLayerCallback:
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* @pipeline: The #CoglPipeline whos layers are being iterated
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* @layer_index: The current layer index
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* @user_data: The private data passed to cogl_pipeline_foreach_layer()
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*
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* The callback prototype used with cogl_pipeline_foreach_layer() for
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* iterating all the layers of a @pipeline.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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typedef gboolean (*CoglPipelineLayerCallback) (CoglPipeline *pipeline,
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int layer_index,
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void *user_data);
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/**
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* cogl_pipeline_foreach_layer:
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* @pipeline: A #CoglPipeline object
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* @callback: (scope call): A #CoglPipelineLayerCallback to be
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* called for each layer index
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* @user_data: (closure): Private data that will be passed to the
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* callback
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*
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* Iterates all the layer indices of the given @pipeline.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_foreach_layer (CoglPipeline *pipeline,
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CoglPipelineLayerCallback callback,
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void *user_data);
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/**
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* cogl_pipeline_get_uniform_location:
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* @pipeline: A #CoglPipeline object
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* @uniform_name: The name of a uniform
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*
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* This is used to get an integer representing the uniform with the
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* name @uniform_name. The integer can be passed to functions such as
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* cogl_pipeline_set_uniform_1f() to set the value of a uniform.
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*
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* This function will always return a valid integer. Ie, unlike
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* OpenGL, it does not return -1 if the uniform is not available in
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* this pipeline so it can not be used to test whether uniforms are
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* present. It is not necessary to set the program on the pipeline
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* before calling this function.
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*
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* Return value: A integer representing the location of the given uniform.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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int
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cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
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const char *uniform_name);
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G_END_DECLS
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#endif /* __COGL_PIPELINE_H__ */
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