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>
This commit is contained in:
Robert Bragg 2011-06-30 23:13:35 +01:00
parent dcb033489e
commit a3fa7f5d96
2 changed files with 75 additions and 0 deletions

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@ -40,6 +40,44 @@
G_BEGIN_DECLS G_BEGIN_DECLS
/**
* SECTION:cogl-framebuffer
* @short_description: A common interface for manipulating framebuffers
*
* Framebuffers are a collection of buffers that can be rendered too.
* A framebuffer may be comprised of one or more color buffers, an
* optional depth buffer and an optional stencil buffer. Other
* configuration parameters are associated with framebuffers too such
* as whether the framebuffer supports multi-sampling (an anti-aliasing
* technique) or dithering.
*
* There are two kinds of framebuffer in Cogl, #CoglOnscreen
* framebuffers and #CoglOffscreen framebuffers. As the names imply
* offscreen framebuffers are for rendering something offscreen
* (perhaps to a texture which is bound as one of the color buffers).
* The exact semantics of onscreen framebuffers depends on the window
* system backend that you are using, but typically you can expect
* rendering to a #CoglOnscreen framebuffer will be immediately
* visible to the user.
*
* If you want to create a new framebuffer then you should start by
* looking at the #CoglOnscreen and #CoglOffscreen constructor
* functions, such as cogl_offscreen_new_to_texture() or
* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
* all aspects that are common between those two types of framebuffer.
*
* Setup of a new CoglFramebuffer happens in two stages. There is a
* configuration stage where you specify all the options and ancillary
* buffers you want associated with your framebuffer and then when you
* are happy with the configuration you can "allocate" the framebuffer
* using cogl_framebuffer_allocate (). Technically explicitly calling
* cogl_framebuffer_allocate () is optional for convenience and the
* framebuffer will automatically be allocated when you first try to
* draw to it, but if you do the allocation manually then you can
* also catch any possible errors that may arise from your
* configuration.
*/
#ifdef COGL_ENABLE_EXPERIMENTAL_API #ifdef COGL_ENABLE_EXPERIMENTAL_API
#define cogl_onscreen_new cogl_onscreen_new_EXP #define cogl_onscreen_new cogl_onscreen_new_EXP

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@ -307,11 +307,48 @@ cogl_is_texture_3d
<SECTION> <SECTION>
<FILE>cogl-framebuffer</FILE> <FILE>cogl-framebuffer</FILE>
<TITLE>CoglFramebuffer: The Framebuffer Interface</TITLE> <TITLE>CoglFramebuffer: The Framebuffer Interface</TITLE>
CoglFramebuffer
COGL_FRAMEBUFFER
cogl_framebuffer_allocate
cogl_framebuffer_get_width
cogl_framebuffer_get_height
cogl_framebuffer_set_viewport
cogl_framebuffer_get_viewport_x
cogl_framebuffer_get_viewport_y
cogl_framebuffer_get_viewport_width
cogl_framebuffer_get_viewport_height
cogl_framebuffer_get_viewport4fv
cogl_framebuffer_get_red_bits
cogl_framebuffer_get_green_bits
cogl_framebuffer_get_blue_bits
cogl_framebuffer_get_blue_bits
cogl_framebuffer_swap_buffers
cogl_framebuffer_swap_region
cogl_framebuffer_add_swap_buffers_callback
cogl_framebuffer_remove_swap_buffers_callback
<SUBSECTION>
cogl_get_draw_framebuffer
cogl_set_framebuffer cogl_set_framebuffer
cogl_push_framebuffer cogl_push_framebuffer
cogl_pop_framebuffer cogl_pop_framebuffer
</SECTION> </SECTION>
<SECTION>
<FILE>cogl-onscreen</FILE>
<TITLE>CoglOnscreen: The Onscreen Framebuffer Interface</TITLE>
CoglOnscreen
COGL_ONSCREEN
cogl_onscreen_x11_set_foreign_window_xid
cogl_onscreen_x11_get_window_xid
cogl_onscreen_x11_get_visual_xid
cogl_onscreen_win32_set_foreign_window
cogl_onscreen_win32_get_window
cogl_onscreen_set_swap_throttled
cogl_onscreen_show
cogl_onscreen_hide
</SECTION>
<SECTION> <SECTION>
<FILE>cogl-offscreen</FILE> <FILE>cogl-offscreen</FILE>
<TITLE>Offscreen Framebuffers</TITLE> <TITLE>Offscreen Framebuffers</TITLE>