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
|
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
|
|
|
|
#error "Only <cogl/cogl.h> can be included directly."
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifndef __COGL_RENDERER_H__
|
|
|
|
#define __COGL_RENDERER_H__
|
|
|
|
|
|
|
|
#include <glib.h>
|
|
|
|
|
|
|
|
#include <cogl/cogl-types.h>
|
|
|
|
#include <cogl/cogl-onscreen-template.h>
|
|
|
|
|
|
|
|
G_BEGIN_DECLS
|
|
|
|
|
|
|
|
/**
|
|
|
|
* SECTION:cogl-renderer
|
2012-01-13 17:29:50 +00:00
|
|
|
* @short_description: Choosing a means to render
|
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
|
|
|
*
|
2012-01-13 17:29:50 +00:00
|
|
|
* A #CoglRenderer represents a means to render. It encapsulates the
|
|
|
|
* selection of an underlying driver, such as OpenGL or OpenGL-ES and
|
|
|
|
* a selection of a window system binding API such as GLX, or EGL or
|
|
|
|
* WGL.
|
|
|
|
*
|
|
|
|
* A #CoglRenderer has two states, "unconnected" and "connected". When
|
|
|
|
* a renderer is first instantiated using cogl_renderer_new() it is
|
|
|
|
* unconnected so that it can be configured and constraints can be
|
|
|
|
* specified for how the backend driver and window system should be
|
|
|
|
* chosen.
|
|
|
|
*
|
|
|
|
* After configuration a #CoglRenderer can (optionally) be explicitly
|
|
|
|
* connected using cogl_renderer_connect() which allows for the
|
|
|
|
* handling of connection errors so that fallback configurations can
|
|
|
|
* be tried if necessary. Applications that don't support any
|
|
|
|
* fallbacks though can skip using cogl_renderer_connect() and leave
|
|
|
|
* Cogl to automatically connect the renderer.
|
|
|
|
*
|
|
|
|
* Once you have a configured #CoglRenderer it can be used to create a
|
|
|
|
* #CoglDisplay object using cogl_display_new().
|
|
|
|
*
|
|
|
|
* <note>Many applications don't need to explicitly use
|
|
|
|
* cogl_renderer_new() or cogl_display_new() and can just jump
|
|
|
|
* straight to cogl_context_new() and pass a %NULL display argument so
|
|
|
|
* Cogl will automatically connect and setup a renderer and
|
|
|
|
* display.</note>
|
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
|
|
|
*/
|
|
|
|
|
|
|
|
|
2012-01-13 17:29:50 +00:00
|
|
|
/**
|
|
|
|
* COGL_RENDERER_ERROR:
|
|
|
|
*
|
|
|
|
* An error domain for exceptions reported by Cogl
|
|
|
|
*/
|
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
|
|
|
#define COGL_RENDERER_ERROR cogl_renderer_error_quark ()
|
2012-01-13 17:29:50 +00:00
|
|
|
|
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
|
|
|
GQuark
|
|
|
|
cogl_renderer_error_quark (void);
|
|
|
|
|
|
|
|
typedef struct _CoglRenderer CoglRenderer;
|
|
|
|
|
2012-01-13 17:29:50 +00:00
|
|
|
/**
|
|
|
|
* cogl_is_renderer:
|
|
|
|
* @object: A #CoglObject pointer
|
|
|
|
*
|
|
|
|
* Determines if the given @object is a #CoglRenderer
|
|
|
|
*
|
|
|
|
* Return value: %TRUE if @object is a #CoglRenderer, else %FALSE.
|
|
|
|
* Since: 1.10
|
|
|
|
* Stability: unstable
|
|
|
|
*/
|
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
|
|
|
gboolean
|
|
|
|
cogl_is_renderer (void *object);
|
|
|
|
|
2012-01-13 17:29:50 +00:00
|
|
|
/**
|
|
|
|
* cogl_renderer_new:
|
|
|
|
*
|
|
|
|
* Instantiates a new (unconnected) #CoglRenderer object. A
|
|
|
|
* #CoglRenderer represents a means to render. It encapsulates the
|
|
|
|
* selection of an underlying driver, such as OpenGL or OpenGL-ES and
|
|
|
|
* a selection of a window system binding API such as GLX, or EGL or
|
|
|
|
* WGL.
|
|
|
|
*
|
|
|
|
* While the renderer is unconnected it can be configured so that
|
|
|
|
* applications may specify backend constraints, such as "must use
|
|
|
|
* x11" for example via cogl_renderer_add_criteria().
|
|
|
|
*
|
|
|
|
* There are also some platform specific configuration apis such
|
|
|
|
* as cogl_xlib_renderer_set_foreign_display() that may also be
|
|
|
|
* used while the renderer is unconnected.
|
|
|
|
*
|
|
|
|
* Once the renderer has been configured, then it may (optionally) be
|
|
|
|
* explicitly connected using cogl_renderer_connect() which allows
|
|
|
|
* errors to be handled gracefully and potentially fallback
|
|
|
|
* configurations can be tried out if there are initial failures.
|
|
|
|
*
|
|
|
|
* If a renderer is not explicitly connected then cogl_display_new()
|
|
|
|
* will automatically connect the renderer for you. If you don't
|
|
|
|
* have any code to deal with error/fallback situations then its fine
|
|
|
|
* to just let Cogl do the connection for you.
|
|
|
|
*
|
|
|
|
* Once you have setup your renderer then the next step is to create a
|
|
|
|
* #CoglDisplay using cogl_display_new().
|
|
|
|
*
|
|
|
|
* <note>Many applications don't need to explicitly use
|
|
|
|
* cogl_renderer_new() or cogl_display_new() and can just jump
|
|
|
|
* straight to cogl_context_new() and pass a %NULL display argument
|
|
|
|
* so Cogl will automatically connect and setup a renderer and
|
|
|
|
* display.</note>
|
|
|
|
*
|
|
|
|
* Since: 1.10
|
|
|
|
* Stability: unstable
|
|
|
|
*/
|
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
|
|
|
CoglRenderer *
|
|
|
|
cogl_renderer_new (void);
|
|
|
|
|
|
|
|
/* optional configuration APIs */
|
|
|
|
|
2011-06-20 12:29:12 +00:00
|
|
|
/**
|
|
|
|
* CoglWinsysID:
|
|
|
|
* @COGL_WINSYS_ID_ANY: Implies no preference for which backend is used
|
|
|
|
* @COGL_WINSYS_ID_STUB: Use the no-op stub backend
|
|
|
|
* @COGL_WINSYS_ID_GLX: Use the GLX window system binding API
|
2011-12-13 16:23:25 +00:00
|
|
|
* @COGL_WINSYS_ID_EGL_XLIB: Use EGL with the X window system via XLib
|
|
|
|
* @COGL_WINSYS_ID_EGL_NULL: Use EGL with the PowerVR NULL window system
|
|
|
|
* @COGL_WINSYS_ID_EGL_GDL: Use EGL with the GDL platform
|
|
|
|
* @COGL_WINSYS_ID_EGL_WAYLAND: Use EGL with the Wayland window system
|
|
|
|
* @COGL_WINSYS_ID_EGL_KMS: Use EGL with the KMS platform
|
|
|
|
* @COGL_WINSYS_ID_EGL_ANDROID: Use EGL with the Android platform
|
2011-06-20 12:29:12 +00:00
|
|
|
* @COGL_WINSYS_ID_WGL: Use the Microsoft Windows WGL binding API
|
2011-12-14 12:09:53 +00:00
|
|
|
* @COGL_WINSYS_ID_SDL: Use the SDL window system
|
2011-06-20 12:29:12 +00:00
|
|
|
*
|
|
|
|
* Identifies specific window system backends that Cogl supports.
|
|
|
|
*
|
|
|
|
* These can be used to query what backend Cogl is using or to try and
|
|
|
|
* explicitly select a backend to use.
|
|
|
|
*/
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
COGL_WINSYS_ID_ANY,
|
|
|
|
COGL_WINSYS_ID_STUB,
|
|
|
|
COGL_WINSYS_ID_GLX,
|
2011-12-13 16:23:25 +00:00
|
|
|
COGL_WINSYS_ID_EGL_XLIB,
|
2011-12-08 17:24:40 +00:00
|
|
|
COGL_WINSYS_ID_EGL_NULL,
|
|
|
|
COGL_WINSYS_ID_EGL_GDL,
|
|
|
|
COGL_WINSYS_ID_EGL_WAYLAND,
|
|
|
|
COGL_WINSYS_ID_EGL_KMS,
|
|
|
|
COGL_WINSYS_ID_EGL_ANDROID,
|
2011-12-14 12:09:53 +00:00
|
|
|
COGL_WINSYS_ID_WGL,
|
|
|
|
COGL_WINSYS_ID_SDL
|
2011-06-20 12:29:12 +00:00
|
|
|
} CoglWinsysID;
|
|
|
|
|
|
|
|
/**
|
|
|
|
* cogl_renderer_set_winsys_id:
|
|
|
|
* @renderer: A #CoglRenderer
|
|
|
|
* @winsys_id: An ID of the winsys you explicitly want to use.
|
|
|
|
*
|
|
|
|
* This allows you to explicitly select a winsys backend to use instead
|
|
|
|
* of letting Cogl automatically select a backend.
|
|
|
|
*
|
|
|
|
* if you select an unsupported backend then cogl_renderer_connect()
|
|
|
|
* will fail and report an error.
|
|
|
|
*
|
|
|
|
* This may only be called on an un-connected #CoglRenderer.
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
cogl_renderer_set_winsys_id (CoglRenderer *renderer,
|
|
|
|
CoglWinsysID winsys_id);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* cogl_renderer_get_winsys_id:
|
|
|
|
* @renderer: A #CoglRenderer
|
|
|
|
*
|
|
|
|
* Queries which window system backend Cogl has chosen to use.
|
|
|
|
*
|
|
|
|
* This may only be called on a connected #CoglRenderer.
|
|
|
|
*
|
|
|
|
* Returns: The #CoglWinsysID corresponding to the chosen window
|
|
|
|
* system backend.
|
|
|
|
*/
|
|
|
|
CoglWinsysID
|
|
|
|
cogl_renderer_get_winsys_id (CoglRenderer *renderer);
|
|
|
|
|
2011-08-25 16:26:44 +00:00
|
|
|
/**
|
|
|
|
* cogl_renderer_get_n_fragment_texture_units:
|
|
|
|
* @renderer: A #CoglRenderer
|
|
|
|
*
|
|
|
|
* Queries how many texture units can be used from fragment programs
|
|
|
|
*
|
|
|
|
* Returns: the number of texture image units.
|
|
|
|
*
|
|
|
|
* Since: 1.8
|
|
|
|
* Stability: Unstable
|
|
|
|
*/
|
|
|
|
int
|
|
|
|
cogl_renderer_get_n_fragment_texture_units (CoglRenderer *renderer);
|
|
|
|
|
2012-01-13 17:29:50 +00:00
|
|
|
/**
|
|
|
|
* cogl_renderer_check_onscreen_template:
|
|
|
|
* @renderer: A #CoglRenderer
|
|
|
|
* @onscreen_template: A #CoglOnscreenTemplate
|
|
|
|
* @error: A pointer to a #GError for reporting exceptions
|
|
|
|
*
|
|
|
|
* Tests if a given @onscreen_template can be supported with the given
|
|
|
|
* @renderer.
|
|
|
|
*
|
|
|
|
* Return value: %TRUE if the @onscreen_template can be supported,
|
|
|
|
* else %FALSE.
|
|
|
|
* Since: 1.10
|
|
|
|
* Stability: unstable
|
|
|
|
*/
|
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
|
|
|
gboolean
|
|
|
|
cogl_renderer_check_onscreen_template (CoglRenderer *renderer,
|
|
|
|
CoglOnscreenTemplate *onscreen_template,
|
|
|
|
GError **error);
|
|
|
|
|
|
|
|
/* Final connection API */
|
|
|
|
|
2012-01-13 17:29:50 +00:00
|
|
|
/**
|
|
|
|
* cogl_renderer_connect:
|
|
|
|
* @renderer: An unconnected #CoglRenderer
|
|
|
|
* @error a pointer to a #GError for reporting exceptions
|
|
|
|
*
|
|
|
|
* Connects the configured @renderer. Renderer connection isn't a
|
|
|
|
* very active process, it basically just means validating that
|
|
|
|
* any given constraint criteria can be satisfied and that a
|
|
|
|
* usable driver and window system backend can be found.
|
|
|
|
*
|
|
|
|
* Return value: %TRUE if there was no error while connecting the
|
|
|
|
* given @renderer. %FALSE if there was an error.
|
|
|
|
* Since: 1.10
|
|
|
|
* Stability: unstable
|
|
|
|
*/
|
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
|
|
|
gboolean
|
|
|
|
cogl_renderer_connect (CoglRenderer *renderer, GError **error);
|
|
|
|
|
2012-01-13 16:48:26 +00:00
|
|
|
/**
|
|
|
|
* CoglRendererConstraint:
|
|
|
|
* @COGL_RENDERER_CONSTRAINT_USES_X11: Require the renderer to be X11 based
|
|
|
|
* @COGL_RENDERER_CONSTRAINT_USES_XLIB: Require the renderer to be X11
|
|
|
|
* based and use Xlib
|
|
|
|
* @COGL_RENDERER_CONSTRAINT_USES_EGL: Require the renderer to be EGL based
|
|
|
|
*
|
|
|
|
* These constraint flags are hard-coded features of the different renderer
|
|
|
|
* backends. Sometimes a platform may support multiple rendering options which
|
|
|
|
* Cogl will usually choose from automatically. Some of these features are
|
|
|
|
* important to higher level applications and frameworks though, such as
|
|
|
|
* whether a renderer is X11 based because an application might only support
|
|
|
|
* X11 based input handling. An application might also need to ensure EGL is
|
|
|
|
* used internally too if they depend on access to an EGLDisplay for some
|
|
|
|
* purpose.
|
|
|
|
*
|
|
|
|
* Applications should ideally minimize how many of these constraints
|
|
|
|
* they depend on to ensure maximum portability.
|
|
|
|
*
|
|
|
|
* Since: 1.10
|
|
|
|
* Stability: unstable
|
|
|
|
*/
|
|
|
|
typedef enum
|
|
|
|
{
|
|
|
|
COGL_RENDERER_CONSTRAINT_USES_X11 = (1 << 0),
|
|
|
|
COGL_RENDERER_CONSTRAINT_USES_XLIB = (1 << 1),
|
|
|
|
COGL_RENDERER_CONSTRAINT_USES_EGL = (1 << 2)
|
|
|
|
} CoglRendererConstraint;
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
2012-01-17 14:49:28 +00:00
|
|
|
* cogl_renderer_add_constraint:
|
2012-01-13 16:48:26 +00:00
|
|
|
* @renderer: An unconnected #CoglRenderer
|
|
|
|
* @constraint: A #CoglRendererConstraint to add
|
|
|
|
*
|
|
|
|
* This adds a renderer selection @constraint.
|
|
|
|
*
|
|
|
|
* Applications should ideally minimize how many of these constraints they
|
|
|
|
* depend on to ensure maximum portability.
|
|
|
|
*
|
|
|
|
* Since: 1.10
|
|
|
|
* Stability: unstable
|
|
|
|
*/
|
|
|
|
void
|
2012-01-17 14:49:28 +00:00
|
|
|
cogl_renderer_add_constraint (CoglRenderer *renderer,
|
|
|
|
CoglRendererConstraint constraint);
|
2012-01-13 16:48:26 +00:00
|
|
|
|
|
|
|
/**
|
|
|
|
* cogl_renderer_remove_constraint:
|
|
|
|
* @renderer: An unconnected #CoglRenderer
|
|
|
|
* @constraint: A #CoglRendererConstraint to remove
|
|
|
|
*
|
|
|
|
* This removes a renderer selection @constraint.
|
|
|
|
*
|
|
|
|
* Applications should ideally minimize how many of these constraints they
|
|
|
|
* depend on to ensure maximum portability.
|
|
|
|
*
|
|
|
|
* Since: 1.10
|
|
|
|
* Stability: unstable
|
|
|
|
*/
|
|
|
|
void
|
|
|
|
cogl_renderer_remove_constraint (CoglRenderer *renderer,
|
|
|
|
CoglRendererConstraint constraint);
|
|
|
|
|
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
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G_END_DECLS
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#endif /* __COGL_RENDERER_H__ */
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