mutter/cogl/driver/gles/Makefile.am
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

62 lines
1.3 KiB
Makefile

include $(top_srcdir)/build/autotools/Makefile.am.silent
NULL =
INCLUDES = \
-I$(top_srcdir) \
-I$(srcdir) \
-I$(srcdir)/../.. \
-I$(srcdir)/../../.. \
-I$(srcdir)/winsys \
-I$(srcdir)/driver/$(COGL_DRIVER) \
-I../.. \
-I../../.. \
-DG_DISABLE_SINGLE_INCLUDES \
-DG_LOG_DOMAIN=\"Cogl-Driver\" \
-DCLUTTER_COMPILATION
noinst_LTLIBRARIES = libclutter-cogl-driver.la
libclutter_cogl_driver_la_CPPFLAGS = \
$(CLUTTER_CFLAGS) \
$(COGL_DEBUG_CFLAGS) \
$(CLUTTER_DEBUG_CFLAGS) \
$(MAINTAINER_CFLAGS)
libclutter_cogl_driver_la_SOURCES = \
cogl.c \
cogl-primitives.c \
cogl-texture-driver.c \
cogl-context-driver.c \
cogl-context-driver.h \
cogl-gles2-wrapper.h \
cogl-program.h \
cogl-program.c \
cogl-shader-private.h \
cogl-shader.c
if USE_GLES2_WRAPPER
libclutter_cogl_driver_la_SOURCES += \
cogl-gles2-wrapper.c \
cogl-fixed-vertex-shader.h \
cogl-fixed-vertex-shader.c \
cogl-fixed-fragment-shader.h \
cogl-fixed-fragment-shader.c
endif
EXTRA_DIST = \
cogl-defines.h.in \
stringify.sh \
cogl-fixed-vertex-shader.glsl \
cogl-fixed-fragment-shader.glsl
BUILT_SOURCES = \
cogl-fixed-vertex-shader.h \
cogl-fixed-vertex-shader.c \
cogl-fixed-fragment-shader.h \
cogl-fixed-fragment-shader.c
%.h: $(srcdir)/%.glsl
/bin/sh $(srcdir)/stringify.sh -h $< > $@
%.c: $(srcdir)/%.glsl
/bin/sh $(srcdir)/stringify.sh $< > $@