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docs: Adds missing cogl_framebuffer syms to reference
This adds a description for the cogl-framebuffer section and adds lots of missing symbols to the 2.0 reference manual. Signed-off-by: Neil Roberts <neil@linux.intel.com>
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@ -40,6 +40,44 @@
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-framebuffer
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* @short_description: A common interface for manipulating framebuffers
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*
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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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* optional depth buffer and an optional stencil buffer. Other
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* configuration parameters are associated with framebuffers too such
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* as whether the framebuffer supports multi-sampling (an anti-aliasing
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* technique) or dithering.
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*
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* There are two kinds of framebuffer in Cogl, #CoglOnscreen
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* framebuffers and #CoglOffscreen framebuffers. As the names imply
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* offscreen framebuffers are for rendering something offscreen
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* (perhaps to a texture which is bound as one of the color buffers).
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* The exact semantics of onscreen framebuffers depends on the window
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* system backend that you are using, but typically you can expect
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* rendering to a #CoglOnscreen framebuffer will be immediately
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* visible to the user.
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*
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* If you want to create a new framebuffer then you should start by
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* looking at the #CoglOnscreen and #CoglOffscreen constructor
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* functions, such as cogl_offscreen_new_to_texture() or
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* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
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* all aspects that are common between those two types of framebuffer.
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*
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* Setup of a new CoglFramebuffer happens in two stages. There is a
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* configuration stage where you specify all the options and ancillary
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* buffers you want associated with your framebuffer and then when you
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* are happy with the configuration you can "allocate" the framebuffer
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* using cogl_framebuffer_allocate (). Technically explicitly calling
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* cogl_framebuffer_allocate () is optional for convenience and the
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* framebuffer will automatically be allocated when you first try to
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* draw to it, but if you do the allocation manually then you can
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* also catch any possible errors that may arise from your
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* configuration.
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*/
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#define cogl_onscreen_new cogl_onscreen_new_EXP
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#define cogl_onscreen_new cogl_onscreen_new_EXP
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@ -307,11 +307,48 @@ cogl_is_texture_3d
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<SECTION>
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<SECTION>
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<FILE>cogl-framebuffer</FILE>
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<FILE>cogl-framebuffer</FILE>
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<TITLE>CoglFramebuffer: The Framebuffer Interface</TITLE>
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<TITLE>CoglFramebuffer: The Framebuffer Interface</TITLE>
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CoglFramebuffer
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COGL_FRAMEBUFFER
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cogl_framebuffer_allocate
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cogl_framebuffer_get_width
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cogl_framebuffer_get_height
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cogl_framebuffer_set_viewport
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cogl_framebuffer_get_viewport_x
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cogl_framebuffer_get_viewport_y
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cogl_framebuffer_get_viewport_width
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cogl_framebuffer_get_viewport_height
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cogl_framebuffer_get_viewport4fv
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cogl_framebuffer_get_red_bits
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cogl_framebuffer_get_green_bits
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cogl_framebuffer_get_blue_bits
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cogl_framebuffer_get_blue_bits
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cogl_framebuffer_swap_buffers
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cogl_framebuffer_swap_region
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cogl_framebuffer_add_swap_buffers_callback
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cogl_framebuffer_remove_swap_buffers_callback
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<SUBSECTION>
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cogl_get_draw_framebuffer
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cogl_set_framebuffer
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cogl_set_framebuffer
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cogl_push_framebuffer
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cogl_push_framebuffer
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cogl_pop_framebuffer
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cogl_pop_framebuffer
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</SECTION>
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</SECTION>
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<SECTION>
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<FILE>cogl-onscreen</FILE>
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<TITLE>CoglOnscreen: The Onscreen Framebuffer Interface</TITLE>
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CoglOnscreen
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COGL_ONSCREEN
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cogl_onscreen_x11_set_foreign_window_xid
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cogl_onscreen_x11_get_window_xid
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cogl_onscreen_x11_get_visual_xid
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cogl_onscreen_win32_set_foreign_window
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cogl_onscreen_win32_get_window
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cogl_onscreen_set_swap_throttled
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cogl_onscreen_show
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cogl_onscreen_hide
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</SECTION>
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<SECTION>
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<SECTION>
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<FILE>cogl-offscreen</FILE>
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<FILE>cogl-offscreen</FILE>
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<TITLE>Offscreen Framebuffers</TITLE>
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<TITLE>Offscreen Framebuffers</TITLE>
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