mutter/cogl/cogl-draw-buffer-private.h
Robert Bragg bb3a008318 [draw-buffers] First pass at overhauling Cogl's framebuffer management
Cogl's support for offscreen rendering was originally written just to support
the clutter_texture_new_from_actor API and due to lack of documentation and
several confusing - non orthogonal - side effects of using the API it wasn't
really possible to use directly.

This commit does a number of things:
- It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h}
  files instead which should be easier to maintain.
- internally CoglFbo objects are now called CoglDrawBuffers. A
  CoglDrawBuffer is an abstract base class that is inherited from to
  implement CoglOnscreen and CoglOffscreen draw buffers.  CoglOffscreen draw
  buffers will initially be used to support the
  cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will
  start to be used internally to represent windows as we aim to migrate some
  of Clutter's backend code to Cogl.
- It makes draw buffer objects the owners of the following state:
  - viewport
  - projection matrix stack
  - modelview matrix stack
  - clip state
(This means when you switch between draw buffers you will automatically be
 switching to their associated viewport, matrix and clip state)

Aside from hopefully making cogl_offscreen_new_to_texture be more useful
short term by having simpler and well defined semantics for
cogl_set_draw_buffer, as mentioned above this is the first step for a couple
of other things:
- Its a step toward moving ownership for windows down from Clutter backends
  into Cogl, by (internally at least) introducing the CoglOnscreen draw
  buffer.  Note: the plan is that cogl_set_draw_buffer will accept on or
  offscreen draw buffer handles, and the "target" argument will become
  redundant since we will instead query the type of the given draw buffer
  handle.
- Because we have a common type for on and offscreen framebuffers we can
  provide a unified API for framebuffer management. Things like:
  - blitting between buffers
  - managing ancillary buffers (e.g. attaching depth and stencil buffers)
  - size requisition
  - clearing
2009-11-03 17:23:03 +00:00

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3.5 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 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, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifndef __COGL_DRAW_BUFFER_PRIVATE_H
#define __COGL_DRAW_BUFFER_PRIVATE_H
#include "cogl-handle.h"
#include "cogl-matrix-stack.h"
#include "cogl-clip-stack.h"
typedef enum _CoglDrawBufferType {
COGL_DRAW_BUFFER_TYPE_ONSCREEN,
COGL_DRAW_BUFFER_TYPE_OFFSCREEN
} CoglDrawBufferType;
typedef struct
{
CoglHandleObject _parent;
CoglDrawBufferType type;
int width;
int height;
CoglMatrixStack *modelview_stack;
CoglMatrixStack *projection_stack;
int viewport_x;
int viewport_y;
int viewport_width;
int viewport_height;
CoglClipStackState clip_state;
} CoglDrawBuffer;
#define COGL_DRAW_BUFFER(X) ((CoglDrawBuffer *)(X))
typedef struct _CoglDrawBufferStackEntry
{
CoglBufferTarget target;
CoglHandle draw_buffer;
} CoglDrawBufferStackEntry;
typedef struct _CoglOffscreen
{
CoglDrawBuffer _parent;
GLuint fbo_handle;
GLuint gl_stencil_handle;
} CoglOffscreen;
#define COGL_OFFSCREEN(X) ((CoglOffscreen *)(X))
typedef struct _CoglOnscreen
{
CoglDrawBuffer _parent;
} CoglOnscreen;
#define COGL_ONSCREEN(X) ((CoglOnscreen *)(X))
void
_cogl_draw_buffer_state_init (void);
CoglClipStackState *
_cogl_draw_buffer_get_clip_state (CoglHandle handle);
void
_cogl_draw_buffer_set_viewport (CoglHandle handle,
int x,
int y,
int width,
int height);
int
_cogl_draw_buffer_get_viewport_x (CoglHandle handle);
int
_cogl_draw_buffer_get_viewport_y (CoglHandle handle);
int
_cogl_draw_buffer_get_viewport_width (CoglHandle handle);
int
_cogl_draw_buffer_get_viewport_height (CoglHandle handle);
void
_cogl_draw_buffer_get_viewport4fv (CoglHandle handle, int *viewport);
CoglMatrixStack *
_cogl_draw_buffer_get_modelview_stack (CoglHandle handle);
CoglMatrixStack *
_cogl_draw_buffer_get_projection_stack (CoglHandle handle);
typedef enum _CoglDrawBufferFlushFlags
{
/* XXX: When using this, that imples you are going to manually load the
* modelview matrix (via glLoadMatrix). _cogl_matrix_stack_flush_to_gl wont
* be called for draw_buffer->modelview_stack, and the modelview_stack will
* also be marked as dirty. */
COGL_DRAW_BUFFER_FLUSH_SKIP_MODELVIEW = 1L<<0,
} CoglDrawBufferFlushFlags;
void
_cogl_draw_buffer_flush_state (CoglHandle handle,
CoglDrawBufferFlushFlags flags);
CoglHandle
_cogl_onscreen_new (void);
CoglHandle
_cogl_get_draw_buffer (void);
GSList *
_cogl_create_draw_buffer_stack (void);
void
_cogl_free_draw_buffer_stack (GSList *stack);
#endif /* __COGL_DRAW_BUFFER_PRIVATE_H */