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docs: Remove remaining SECTIONs
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3489>
This commit is contained in:
parent
52c64d44fc
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346e9a7f2c
@ -17,16 +17,6 @@
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* You should have received a copy of the GNU Lesser General Public
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, see <http://www.gnu.org/licenses/>.
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* License along with this library; if not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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/**
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* SECTION:cally
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* @Title: Cally
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* @short_description: Cally initialization methods.
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*
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* Cally initialization methods.
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*
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*/
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#include "config.h"
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#include "config.h"
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#include "cally/cally.h"
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#include "cally/cally.h"
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@ -20,16 +20,6 @@
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* You should have received a copy of the GNU Lesser General Public
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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/**
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* SECTION:clutter-geometric-types
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* @Title: Base geometric types
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* @Short_Description: Common geometric data types used by Clutter
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*
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* Clutter defines a set of geometric data structures that are commonly used
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* across the whole API.
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*/
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#include "config.h"
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#include "config.h"
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#include "clutter/clutter-types.h"
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#include "clutter/clutter-types.h"
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@ -20,8 +20,9 @@
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#include "clutter/clutter-backend.h"
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#include "clutter/clutter-backend.h"
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/**
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/**
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* SECTION:clutter-blur
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* ClutterBlur:
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* @short_description: Blur textures
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*
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* Blur textures
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*
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*
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* #ClutterBlur is a moderately fast gaussian blur implementation.
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* #ClutterBlur is a moderately fast gaussian blur implementation.
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*
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*
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@ -24,8 +24,7 @@
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*/
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*/
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/**
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/**
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* SECTION:clutter-feature
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* Run-time detection of Clutter features
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* @short_description: Run-time detection of Clutter features
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*
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*
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* Parts of Clutter depend on the underlying platform, including the
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* Parts of Clutter depend on the underlying platform, including the
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* capabilities of the backend used and the OpenGL features exposed through the
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* capabilities of the backend used and the OpenGL features exposed through the
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@ -20,33 +20,6 @@
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* You should have received a copy of the GNU Lesser General Public
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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/**
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* SECTION:clutter-main
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* @short_description: Various 'global' Clutter functions.
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*
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* Functions to retrieve various global Clutter resources and other utility
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* functions for mainloops, events and threads
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*
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* ## The Clutter Threading Model
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*
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* Clutter is *thread-aware*: all operations performed by Clutter are assumed
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* to be under the Big Clutter Lock, which is created when the threading is
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* initialized through clutter_init(), and entered when calling user-related
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* code during event handling and actor drawing.
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*
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* The only safe and portable way to use the Clutter API in a multi-threaded
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* environment is to only access the Clutter API from a thread that did called
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* clutter_init() and clutter_main().
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*
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* The common pattern for using threads with Clutter is to use worker threads
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* to perform blocking operations and then install idle or timeout sources with
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* the result when the thread finishes, and update the UI from those callbacks.
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*
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* For a working example of how to use a worker thread to update the UI, see
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* [threads.c](https://git.gnome.org/browse/clutter/tree/examples/threads.c?h=clutter-1.18)
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*/
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#include "config.h"
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#include "config.h"
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#include <stdlib.h>
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#include <stdlib.h>
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@ -22,14 +22,6 @@
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*
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*
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*
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*
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*/
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*/
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/**
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* SECTION:clutter-util
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* @short_description: Utility functions
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*
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* Various miscellaneous utilility functions.
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*/
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#include "config.h"
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#include "config.h"
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#include <fribidi.h>
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#include <fribidi.h>
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@ -38,15 +38,10 @@
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-depth-state
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* @short_description: Functions for describing the depth testing
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* state of your GPU.
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*/
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/**
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/**
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* CoglDepthState:
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* CoglDepthState:
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*
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*
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* Functions for describing the depth testing state of your GPU.
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*/
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*/
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typedef struct {
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typedef struct {
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/*< private >*/
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/*< private >*/
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@ -38,21 +38,14 @@
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#include "cogl/cogl-framebuffer.h"
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#include "cogl/cogl-framebuffer.h"
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/**
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/**
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* SECTION:cogl-fence
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* CoglFence:
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* @short_description: Functions for notification of command completion
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*
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* Functions for notification of command completion
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*
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*
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* Cogl allows notification of GPU command completion; users may mark
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* Cogl allows notification of GPU command completion; users may mark
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* points in the GPU command stream and receive notification when the GPU
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* points in the GPU command stream and receive notification when the GPU
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* has executed to that point.
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* has executed to that point.
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*/
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*/
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/**
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* CoglFence:
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*
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* An opaque object representing a fence. This type is currently
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* unused but in the future may be used to pass extra information
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* about the fence completion.
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*/
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typedef struct _CoglFence CoglFence;
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typedef struct _CoglFence CoglFence;
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/**
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/**
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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/**
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* SECTION:cogl-framebuffer
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* CoglFrameBuffer:
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* @short_description: A common interface for manipulating framebuffers
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*
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* A common interface for manipulating framebuffers
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*
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*
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* Framebuffers are a collection of buffers that can be rendered too.
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* Framebuffers are a collection of buffers that can be rendered too.
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* A framebuffer may be comprised of one or more color buffers, an
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* A framebuffer may be comprised of one or more color buffers, an
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#include <graphene.h>
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#include <graphene.h>
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/**
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* SECTION:cogl-matrix-stack
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* @short_description: Functions for efficiently tracking many
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* related transformations
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*
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* Matrices can be used (for example) to describe the model-view
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* transforms of objects, texture transforms, and projective
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* transforms.
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*
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* The #graphene_matrix_t api provides a good way to manipulate individual
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* matrices representing a single transformation but if you need to
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* track many-many such transformations for many objects that are
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* organized in a scenegraph for example then using a separate
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* #graphene_matrix_t for each object may not be the most efficient way.
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*
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* A #CoglMatrixStack enables applications to track lots of
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* transformations that are related to each other in some kind of
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* hierarchy. In a scenegraph for example if you want to know how to
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* transform a particular node then you usually have to walk up
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* through the ancestors and accumulate their transforms before
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* finally applying the transform of the node itself. In this model
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* things are grouped together spatially according to their ancestry
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* and all siblings with the same parent share the same initial
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* transformation. The #CoglMatrixStack API is suited to tracking lots
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* of transformations that fit this kind of model.
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*
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* Compared to using the #graphene_matrix_t api directly to track many
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* related transforms, these can be some advantages to using a
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* #CoglMatrixStack:
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*
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* - Faster equality comparisons of transformations
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* - Efficient comparisons of the differences between arbitrary
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* transformations
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* - Avoid redundant arithmetic related to common transforms
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* - Can be more space efficient (not always though)
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*
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* For reference (to give an idea of when a #CoglMatrixStack can
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* provide a space saving) a #graphene_matrix_t can be expected to take 72
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* bytes whereas a single #CoglMatrixEntry in a #CoglMatrixStack is
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* currently around 32 bytes on a 32bit CPU or 36 bytes on a 64bit
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* CPU. An entry is needed for each individual operation applied to
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* the stack (such as rotate, scale, translate) so if most of your
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* leaf node transformations only need one or two simple operations
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* relative to their parent then a matrix stack will likely take less
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* space than having a #graphene_matrix_t for each node.
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*
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* Even without any space saving though the ability to perform fast
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* comparisons and avoid redundant arithmetic (especially sine and
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* cosine calculations for rotations) can make using a matrix stack
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* worthwhile.
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*/
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/**
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/**
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* CoglMatrixStack:
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* CoglMatrixStack:
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*
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*
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* Efficiently tracking many related transformations.
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*
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* Tracks your current position within a hierarchy and lets you build
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* Tracks your current position within a hierarchy and lets you build
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* up a graph of transformations as you traverse through a hierarchy
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* up a graph of transformations as you traverse through a hierarchy
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* such as a scenegraph.
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* such as a scenegraph.
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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/**
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* SECTION:cogl-meta-texture
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* Interface for high-level textures built from
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* @short_description: Interface for high-level textures built from
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* low-level textures like #CoglTexture2D.
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* low-level textures like #CoglTexture2D.
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*
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*
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* Cogl helps to make it easy to deal with high level textures such
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* Cogl helps to make it easy to deal with high level textures such
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* as `CoglAtlasTexture`s, `CoglSubTexture`s,
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* as `CoglAtlasTexture`s, `CoglSubTexture`s,
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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/**
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* SECTION:cogl-offscreen
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* CoglOffscreen:
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* @short_description: Functions for creating and manipulating offscreen
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* framebuffers.
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*
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*
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* Cogl allows creating and operating on offscreen framebuffers.
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* Functions for creating and manipulating offscreen framebuffers.
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*/
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*/
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/* Offscreen api */
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/* Offscreen api */
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@ -490,17 +490,6 @@ void
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_cogl_pipeline_prune_empty_layer_difference (CoglPipeline *layers_authority,
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_cogl_pipeline_prune_empty_layer_difference (CoglPipeline *layers_authority,
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CoglPipelineLayer *layer);
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CoglPipelineLayer *layer);
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/*
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* SECTION:cogl-pipeline-internals
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* @short_description: Functions for creating custom primitives that make use
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* of Cogl pipelines for filling.
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*
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* Normally you shouldn't need to use this API directly, but if you need to
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* developing a custom/specialised primitive - probably using raw OpenGL - then
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* this API aims to expose enough of the pipeline internals to support being
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* able to fill your geometry according to a given Cogl pipeline.
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*/
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gboolean
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gboolean
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_cogl_pipeline_get_real_blend_enabled (CoglPipeline *pipeline);
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_cogl_pipeline_get_real_blend_enabled (CoglPipeline *pipeline);
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-pixel-format
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* @short_description: Pixel formats supported by Cogl
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*
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* The pixel format of an image descrbes how the bits of each pixel are
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* represented in memory. For example: an image can be laid out as one long
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* sequence of pixels, where each pixel is a sequence of 8 bits of Red, Green
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* and Blue. The amount of bits that are used can be different for each pixel
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* format, as well as the components (for example an Alpha layer to include
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* transparency, or non_RGBA).
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*
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* Other examples of factors that can influence the layout in memory are the
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* system's endianness.
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*/
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#define COGL_A_BIT (1 << 4)
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#define COGL_A_BIT (1 << 4)
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#define COGL_BGR_BIT (1 << 5)
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#define COGL_BGR_BIT (1 << 5)
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#define COGL_AFIRST_BIT (1 << 6)
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#define COGL_AFIRST_BIT (1 << 6)
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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/**
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* SECTION:cogl-poll
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* CoglPoll:
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* @short_description: Functions for integrating Cogl with an
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*
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* application's main loop
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* Functions for integrating Cogl with an application's main loop
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*
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*
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* Cogl needs to integrate with the application's main loop so that it
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* Cogl needs to integrate with the application's main loop so that it
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* can internally handle some events from the driver. All Cogl
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* can internally handle some events from the driver. All Cogl
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-types
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* @short_description: Types used throughout the library
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*
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* General types used by various Cogl functions.
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*/
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/* Some structures are meant to be opaque but they have public
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/* Some structures are meant to be opaque but they have public
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definitions because we want the size to be public so they can be
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definitions because we want the size to be public so they can be
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allocated on the stack. This macro is used to ensure that users
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allocated on the stack. This macro is used to ensure that users
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* code has been migrated down into Cogl! */
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* code has been migrated down into Cogl! */
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#include "cogl/deprecated/cogl-clutter.h"
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#include "cogl/deprecated/cogl-clutter.h"
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/**
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* SECTION:cogl
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* @short_description: General purpose API
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*
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* General utility functions for COGL.
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*/
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/* The gobject introspection scanner seems to parse public headers in
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/* The gobject introspection scanner seems to parse public headers in
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* isolation which means we need to be extra careful about how we
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* isolation which means we need to be extra careful about how we
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* define and undefine __COGL_H_INSIDE__ used to detect when internal
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* define and undefine __COGL_H_INSIDE__ used to detect when internal
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* You should have received a copy of the GNU General Public License
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* You should have received a copy of the GNU General Public License
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||||||
* along with this program; if not, see <http://www.gnu.org/licenses/>.
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*/
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*/
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/**
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* SECTION:meta-multi-texture-format
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* @title: MetaMultiTextureFormat
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* @short_description: A representation for complex pixel formats
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*
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* Some pixel formats that are used in the wild are a bit more complex than
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* just ARGB and all its variants. For example: a component might be put in a
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* different plane (i.e. at a different place in memory). Another example are
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* formats that use Y, U, and V components rather than RGB; if we composite them
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* onto an RGBA framebuffer, we have to make sure for example that these get
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* converted to the right color format first (using e.g. a shader).
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*/
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#include "config.h"
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#include "config.h"
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||||||
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#include "compositor/meta-multi-texture-format-private.h"
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#include "compositor/meta-multi-texture-format-private.h"
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@ -18,9 +18,9 @@
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*/
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*/
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/**
|
/**
|
||||||
* SECTION:meta-multi-texture
|
* MetaMultiTexture:
|
||||||
* @title: MetaMultiTexture
|
*
|
||||||
* @short_description: A texture that can have multiple planes.
|
* A texture that can have multiple planes.
|
||||||
*
|
*
|
||||||
* #MetaMultiTexture allows one to deal with non-trivial formats that
|
* #MetaMultiTexture allows one to deal with non-trivial formats that
|
||||||
* have multiple planes, requires subsampling and/or aren't in RGB. A common
|
* have multiple planes, requires subsampling and/or aren't in RGB. A common
|
||||||
|
@ -97,8 +97,6 @@
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* SECTION:pings
|
|
||||||
*
|
|
||||||
* Sometimes we want to see whether a window is responding,
|
* Sometimes we want to see whether a window is responding,
|
||||||
* so we send it a "ping" message and see whether it sends us back a "pong"
|
* so we send it a "ping" message and see whether it sends us back a "pong"
|
||||||
* message within a reasonable time. Here we have a system which lets us
|
* message within a reasonable time. Here we have a system which lets us
|
||||||
|
@ -30,6 +30,15 @@ G_BEGIN_DECLS
|
|||||||
* @META_MULTI_TEXTURE_FORMAT_YUYV: YUYV, 32 bits, 16 bpc (Y), 8 bpc (U & V)
|
* @META_MULTI_TEXTURE_FORMAT_YUYV: YUYV, 32 bits, 16 bpc (Y), 8 bpc (U & V)
|
||||||
* @META_MULTI_TEXTURE_FORMAT_NV12: 2 planes: 1 Y-plane, 1 UV-plane (2x2 subsampled)
|
* @META_MULTI_TEXTURE_FORMAT_NV12: 2 planes: 1 Y-plane, 1 UV-plane (2x2 subsampled)
|
||||||
* @META_MULTI_TEXTURE_FORMAT_YUV420: 3 planes: 1 Y-plane, 1 U-plane (2x2 subsampled), 1 V-plane (2x2 subsampled)
|
* @META_MULTI_TEXTURE_FORMAT_YUV420: 3 planes: 1 Y-plane, 1 U-plane (2x2 subsampled), 1 V-plane (2x2 subsampled)
|
||||||
|
*
|
||||||
|
* A representation for complex pixel formats
|
||||||
|
*
|
||||||
|
* Some pixel formats that are used in the wild are a bit more complex than
|
||||||
|
* just ARGB and all its variants. For example: a component might be put in a
|
||||||
|
* different plane (i.e. at a different place in memory). Another example are
|
||||||
|
* formats that use Y, U, and V components rather than RGB; if we composite them
|
||||||
|
* onto an RGBA framebuffer, we have to make sure for example that these get
|
||||||
|
* converted to the right color format first (using e.g. a shader).
|
||||||
*/
|
*/
|
||||||
typedef enum _MetaMultiTextureFormat
|
typedef enum _MetaMultiTextureFormat
|
||||||
{
|
{
|
||||||
|
@ -19,9 +19,8 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* SECTION: meta-wayland-client
|
* MetaWaylandClient:
|
||||||
* @title MetaWaylandClient
|
*
|
||||||
* @include: gio/gsubprocess.h
|
|
||||||
* A class that allows to launch a trusted client and detect if an specific
|
* A class that allows to launch a trusted client and detect if an specific
|
||||||
* Wayland window belongs to it.
|
* Wayland window belongs to it.
|
||||||
*/
|
*/
|
||||||
|
Loading…
x
Reference in New Issue
Block a user