mutter/cogl/cogl-onscreen-template.c

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Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
/*
* Cogl
*
This re-licenses Cogl 1.18 under the MIT license Since the Cogl 1.18 branch is actively maintained in parallel with the master branch; this is a counter part to commit 1b83ef938fc16b which re-licensed the master branch to use the MIT license. This re-licensing is a follow up to the proposal that was sent to the Cogl mailing list: http://lists.freedesktop.org/archives/cogl/2013-December/001465.html Note: there was a copyright assignment policy in place for Clutter (and therefore Cogl which was part of Clutter at the time) until the 11th of June 2010 and so we only checked the details after that point (commit 0bbf50f905) For each file, authors were identified via this Git command: $ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD We received blanket approvals for re-licensing all Red Hat and Collabora contributions which reduced how many people needed to be contacted individually: - http://lists.freedesktop.org/archives/cogl/2013-December/001470.html - http://lists.freedesktop.org/archives/cogl/2014-January/001536.html Individual approval requests were sent to all the other identified authors who all confirmed the re-license on the Cogl mailinglist: http://lists.freedesktop.org/archives/cogl/2014-January As well as updating the copyright header in all sources files, the COPYING file has been updated to reflect the license change and also document the other licenses used in Cogl such as the SGI Free Software License B, version 2.0 and the 3-clause BSD license. This patch was not simply cherry-picked from master; but the same methodology was used to check the source files.
2014-02-22 01:28:54 +00:00
* A Low Level GPU Graphics and Utilities API
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
*
* Copyright (C) 2011 Intel Corporation.
*
This re-licenses Cogl 1.18 under the MIT license Since the Cogl 1.18 branch is actively maintained in parallel with the master branch; this is a counter part to commit 1b83ef938fc16b which re-licensed the master branch to use the MIT license. This re-licensing is a follow up to the proposal that was sent to the Cogl mailing list: http://lists.freedesktop.org/archives/cogl/2013-December/001465.html Note: there was a copyright assignment policy in place for Clutter (and therefore Cogl which was part of Clutter at the time) until the 11th of June 2010 and so we only checked the details after that point (commit 0bbf50f905) For each file, authors were identified via this Git command: $ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD We received blanket approvals for re-licensing all Red Hat and Collabora contributions which reduced how many people needed to be contacted individually: - http://lists.freedesktop.org/archives/cogl/2013-December/001470.html - http://lists.freedesktop.org/archives/cogl/2014-January/001536.html Individual approval requests were sent to all the other identified authors who all confirmed the re-license on the Cogl mailinglist: http://lists.freedesktop.org/archives/cogl/2014-January As well as updating the copyright header in all sources files, the COPYING file has been updated to reflect the license change and also document the other licenses used in Cogl such as the SGI Free Software License B, version 2.0 and the 3-clause BSD license. This patch was not simply cherry-picked from master; but the same methodology was used to check the source files.
2014-02-22 01:28:54 +00:00
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
*
This re-licenses Cogl 1.18 under the MIT license Since the Cogl 1.18 branch is actively maintained in parallel with the master branch; this is a counter part to commit 1b83ef938fc16b which re-licensed the master branch to use the MIT license. This re-licensing is a follow up to the proposal that was sent to the Cogl mailing list: http://lists.freedesktop.org/archives/cogl/2013-December/001465.html Note: there was a copyright assignment policy in place for Clutter (and therefore Cogl which was part of Clutter at the time) until the 11th of June 2010 and so we only checked the details after that point (commit 0bbf50f905) For each file, authors were identified via this Git command: $ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD We received blanket approvals for re-licensing all Red Hat and Collabora contributions which reduced how many people needed to be contacted individually: - http://lists.freedesktop.org/archives/cogl/2013-December/001470.html - http://lists.freedesktop.org/archives/cogl/2014-January/001536.html Individual approval requests were sent to all the other identified authors who all confirmed the re-license on the Cogl mailinglist: http://lists.freedesktop.org/archives/cogl/2014-January As well as updating the copyright header in all sources files, the COPYING file has been updated to reflect the license change and also document the other licenses used in Cogl such as the SGI Free Software License B, version 2.0 and the 3-clause BSD license. This patch was not simply cherry-picked from master; but the same methodology was used to check the source files.
2014-02-22 01:28:54 +00:00
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
*
This re-licenses Cogl 1.18 under the MIT license Since the Cogl 1.18 branch is actively maintained in parallel with the master branch; this is a counter part to commit 1b83ef938fc16b which re-licensed the master branch to use the MIT license. This re-licensing is a follow up to the proposal that was sent to the Cogl mailing list: http://lists.freedesktop.org/archives/cogl/2013-December/001465.html Note: there was a copyright assignment policy in place for Clutter (and therefore Cogl which was part of Clutter at the time) until the 11th of June 2010 and so we only checked the details after that point (commit 0bbf50f905) For each file, authors were identified via this Git command: $ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD We received blanket approvals for re-licensing all Red Hat and Collabora contributions which reduced how many people needed to be contacted individually: - http://lists.freedesktop.org/archives/cogl/2013-December/001470.html - http://lists.freedesktop.org/archives/cogl/2014-January/001536.html Individual approval requests were sent to all the other identified authors who all confirmed the re-license on the Cogl mailinglist: http://lists.freedesktop.org/archives/cogl/2014-January As well as updating the copyright header in all sources files, the COPYING file has been updated to reflect the license change and also document the other licenses used in Cogl such as the SGI Free Software License B, version 2.0 and the 3-clause BSD license. This patch was not simply cherry-picked from master; but the same methodology was used to check the source files.
2014-02-22 01:28:54 +00:00
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "cogl-object.h"
#include "cogl-framebuffer-private.h"
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
#include "cogl-onscreen-template-private.h"
#include "cogl-gtype-private.h"
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
#include <stdlib.h>
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
static void _cogl_onscreen_template_free (CoglOnscreenTemplate *onscreen_template);
COGL_OBJECT_DEFINE (OnscreenTemplate, onscreen_template);
COGL_GTYPE_DEFINE_CLASS (OnscreenTemplate, onscreen_template);
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
static void
_cogl_onscreen_template_free (CoglOnscreenTemplate *onscreen_template)
{
g_slice_free (CoglOnscreenTemplate, onscreen_template);
}
CoglOnscreenTemplate *
cogl_onscreen_template_new (CoglSwapChain *swap_chain)
{
CoglOnscreenTemplate *onscreen_template = g_slice_new0 (CoglOnscreenTemplate);
char *user_config;
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
onscreen_template->config.swap_chain = swap_chain;
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
if (swap_chain)
cogl_object_ref (swap_chain);
else
onscreen_template->config.swap_chain = cogl_swap_chain_new ();
onscreen_template->config.swap_throttled = TRUE;
onscreen_template->config.need_stencil = TRUE;
onscreen_template->config.samples_per_pixel = 0;
user_config = getenv ("COGL_POINT_SAMPLES_PER_PIXEL");
if (user_config)
{
unsigned long samples_per_pixel = strtoul (user_config, NULL, 10);
if (samples_per_pixel != ULONG_MAX)
onscreen_template->config.samples_per_pixel =
samples_per_pixel;
}
Adds renderer,display,onscreen-template and swap-chain stubs As part of the process of splitting Cogl out as a standalone graphics API we need to introduce some API concepts that will allow us to initialize a new CoglContext when Clutter isn't there to handle that for us... The new objects roughly in the order that they are (optionally) involved in constructing a context are: CoglRenderer, CoglOnscreenTemplate, CoglSwapChain and CoglDisplay. Conceptually a CoglRenderer represents a means for rendering. Cogl supports rendering via OpenGL or OpenGL ES 1/2.0 and those APIs are accessed through a number of different windowing APIs such as GLX, EGL, SDL or WGL and more. Potentially in the future Cogl could render using D3D or even by using libdrm and directly banging the hardware. All these choices are wrapped up in the configuration of a CoglRenderer. Conceptually a CoglDisplay represents a display pipeline for a renderer. Although Cogl doesn't aim to provide a detailed abstraction of display hardware, on some platforms we can give control over multiple display planes (On TV platforms for instance video content may be on one plane and 3D would be on another so a CoglDisplay lets you select the plane up-front.) Another aspect of CoglDisplay is that it lets us negotiate a display pipeline that best supports the type of CoglOnscreen framebuffers we are planning to create. For instance if you want transparent CoglOnscreen framebuffers then we have to be sure the display pipeline wont discard the alpha component of your framebuffers. Or if you want to use double/tripple buffering that requires support from the display pipeline. CoglOnscreenTemplate and CoglSwapChain are how we describe our default CoglOnscreen framebuffer configuration which can affect the configuration of the display pipeline. The default/simple way we expect most CoglContexts to be constructed will be via something like: if (!cogl_context_new (NULL, &error)) g_error ("Failed to construct a CoglContext: %s", error->message); Where that NULL is for an optional "display" parameter and NULL says to Cogl "please just try to do something sensible". If you want some more control though you can manually construct a CoglDisplay something like: display = cogl_display_new (NULL, NULL); cogl_gdl_display_set_plane (display, plane); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message); And in a similar fashion to cogl_context_new() you can optionally pass a NULL "renderer" and/or a NULL "onscreen template" so Cogl will try to just do something sensible. If you need to change the CoglOnscreen defaults you can provide a template something like: chain = cogl_swap_chain_new (); cogl_swap_chain_set_has_alpha (chain, TRUE); cogl_swap_chain_set_length (chain, 3); onscreen_template = cogl_onscreen_template_new (chain); cogl_onscreen_template_set_pixel_format (onscreen_template, COGL_PIXEL_FORMAT_RGB565); display = cogl_display_new (NULL, onscreen_template); if (!cogl_display_setup (display, &error)) g_error ("Failed to setup a CoglDisplay: %s", error->message);
2011-02-25 17:06:50 +00:00
return _cogl_onscreen_template_object_new (onscreen_template);
}
void
cogl_onscreen_template_set_samples_per_pixel (
CoglOnscreenTemplate *onscreen_template,
int samples_per_pixel)
{
onscreen_template->config.samples_per_pixel = samples_per_pixel;
}
void
cogl_onscreen_template_set_swap_throttled (
CoglOnscreenTemplate *onscreen_template,
CoglBool throttled)
{
onscreen_template->config.swap_throttled = throttled;
}
void
cogl_onscreen_template_set_stereo_enabled (
CoglOnscreenTemplate *onscreen_template,
CoglBool enabled)
{
onscreen_template->config.stereo_enabled = enabled;
}