/* * Cogl * * A Low Level GPU Graphics and Utilities API * * Copyright (C) 2007,2008,2009,2011 Intel Corporation. * Copyright (C) 2019 DisplayLink (UK) Ltd. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, copy, * modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS * BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN * ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * * * Authors: * Robert Bragg */ #pragma once #include "cogl/cogl-pipeline.h" #include "cogl/cogl-indices.h" #include "cogl/cogl-bitmap.h" #include "cogl/cogl-texture.h" #include "mtk/mtk.h" #include #include 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_with_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. */ typedef struct _CoglFramebufferDriverConfig CoglFramebufferDriverConfig; #define COGL_TYPE_FRAMEBUFFER (cogl_framebuffer_get_type ()) COGL_EXPORT G_DECLARE_DERIVABLE_TYPE (CoglFramebuffer, cogl_framebuffer, COGL, FRAMEBUFFER, GObject) struct _CoglFramebufferClass { /*< private >*/ GObjectClass parent_class; gboolean (* allocate) (CoglFramebuffer *framebuffer, GError **error); gboolean (* is_y_flipped) (CoglFramebuffer *framebuffer); }; /** * cogl_framebuffer_allocate: * @framebuffer: A #CoglFramebuffer * @error: A pointer to a #GError for returning exceptions. * * Explicitly allocates a configured #CoglFramebuffer allowing developers to * check and handle any errors that might arise from an unsupported * configuration so that fallback configurations may be tried. * * Many applications don't support any fallback options at least when * they are initially developed and in that case the don't need to use this API * since Cogl will automatically allocate a framebuffer when it first gets * used. The disadvantage of relying on automatic allocation is that the * program will abort with an error message if there is an error during * automatic allocation. * * Return value: %TRUE if there were no error allocating the framebuffer, else %FALSE. */ COGL_EXPORT gboolean cogl_framebuffer_allocate (CoglFramebuffer *framebuffer, GError **error); /** * cogl_framebuffer_get_width: * @framebuffer: A #CoglFramebuffer * * Queries the current width of the given @framebuffer. * * Return value: The width of @framebuffer. */ COGL_EXPORT int cogl_framebuffer_get_width (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_height: * @framebuffer: A #CoglFramebuffer * * Queries the current height of the given @framebuffer. * * Return value: The height of @framebuffer. */ COGL_EXPORT int cogl_framebuffer_get_height (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_set_viewport: * @framebuffer: A #CoglFramebuffer * @x: The top-left x coordinate of the viewport origin (only integers * supported currently) * @y: The top-left y coordinate of the viewport origin (only integers * supported currently) * @width: The width of the viewport (only integers supported currently) * @height: The height of the viewport (only integers supported currently) * * Defines a scale and offset for everything rendered relative to the * top-left of the destination framebuffer. * * By default the viewport has an origin of (0,0) and width and height * that match the framebuffer's size. Assuming a default projection and * modelview matrix then you could translate the contents of a window * down and right by leaving the viewport size unchanged by moving the * offset to (10,10). The viewport coordinates are measured in pixels. * If you left the x and y origin as (0,0) you could scale the windows * contents down by specify and width and height that's half the real * size of the framebuffer. * * Although the function takes floating point arguments, existing * drivers only allow the use of integer values. In the future floating * point values will be exposed via a checkable feature. * */ COGL_EXPORT void cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer, float x, float y, float width, float height); /** * cogl_framebuffer_get_viewport_x: * @framebuffer: A #CoglFramebuffer * * Queries the x coordinate of the viewport origin as set using cogl_framebuffer_set_viewport() * or the default value which is 0. * * Return value: The x coordinate of the viewport origin. */ COGL_EXPORT float cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_viewport_y: * @framebuffer: A #CoglFramebuffer * * Queries the y coordinate of the viewport origin as set using cogl_framebuffer_set_viewport() * or the default value which is 0. * * Return value: The y coordinate of the viewport origin. */ COGL_EXPORT float cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_viewport_width: * @framebuffer: A #CoglFramebuffer * * Queries the width of the viewport as set using cogl_framebuffer_set_viewport() * or the default value which is the width of the framebuffer. * * Return value: The width of the viewport. */ COGL_EXPORT float cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_viewport_height: * @framebuffer: A #CoglFramebuffer * * Queries the height of the viewport as set using cogl_framebuffer_set_viewport() * or the default value which is the height of the framebuffer. * * Return value: The height of the viewport. */ COGL_EXPORT float cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_viewport4fv: * @framebuffer: A #CoglFramebuffer * @viewport: (out caller-allocates) (array fixed-size=4): A pointer to an * array of 4 floats to receive the (x, y, width, height) * components of the current viewport. * * Queries the x, y, width and height components of the current viewport as set * using cogl_framebuffer_set_viewport() or the default values which are 0, 0, * framebuffer_width and framebuffer_height. The values are written into the * given @viewport array. * */ COGL_EXPORT void cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer, float *viewport); /** * cogl_framebuffer_push_matrix: * @framebuffer: A #CoglFramebuffer pointer * * Copies the current model-view matrix onto the matrix stack. The matrix * can later be restored with cogl_framebuffer_pop_matrix(). */ COGL_EXPORT void cogl_framebuffer_push_matrix (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_pop_matrix: * @framebuffer: A #CoglFramebuffer pointer * * Restores the model-view matrix on the top of the matrix stack. */ COGL_EXPORT void cogl_framebuffer_pop_matrix (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_identity_matrix: * @framebuffer: A #CoglFramebuffer pointer * * Resets the current model-view matrix to the identity matrix. */ COGL_EXPORT void cogl_framebuffer_identity_matrix (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_scale: * @framebuffer: A #CoglFramebuffer pointer * @x: Amount to scale along the x-axis * @y: Amount to scale along the y-axis * @z: Amount to scale along the z-axis * * Multiplies the current model-view matrix by one that scales the x, * y and z axes by the given values. */ COGL_EXPORT void cogl_framebuffer_scale (CoglFramebuffer *framebuffer, float x, float y, float z); /** * cogl_framebuffer_translate: * @framebuffer: A #CoglFramebuffer pointer * @x: Distance to translate along the x-axis * @y: Distance to translate along the y-axis * @z: Distance to translate along the z-axis * * Multiplies the current model-view matrix by one that translates the * model along all three axes according to the given values. */ COGL_EXPORT void cogl_framebuffer_translate (CoglFramebuffer *framebuffer, float x, float y, float z); /** * cogl_framebuffer_rotate: * @framebuffer: A #CoglFramebuffer pointer * @angle: Angle in degrees to rotate. * @x: X-component of vertex to rotate around. * @y: Y-component of vertex to rotate around. * @z: Z-component of vertex to rotate around. * * Multiplies the current model-view matrix by one that rotates the * model around the axis-vector specified by @x, @y and @z. The * rotation follows the right-hand thumb rule so for example rotating * by 10 degrees about the axis-vector (0, 0, 1) causes a small * counter-clockwise rotation. */ COGL_EXPORT void cogl_framebuffer_rotate (CoglFramebuffer *framebuffer, float angle, float x, float y, float z); /** * cogl_framebuffer_rotate_euler: * @framebuffer: A #CoglFramebuffer pointer * @euler: A #graphene_euler_t * * Multiplies the current model-view matrix by one that rotates * according to the rotation described by @euler. */ COGL_EXPORT void cogl_framebuffer_rotate_euler (CoglFramebuffer *framebuffer, const graphene_euler_t *euler); /** * cogl_framebuffer_transform: * @framebuffer: A #CoglFramebuffer pointer * @matrix: the matrix to multiply with the current model-view * * Multiplies the current model-view matrix by the given matrix. */ COGL_EXPORT void cogl_framebuffer_transform (CoglFramebuffer *framebuffer, const graphene_matrix_t *matrix); /** * cogl_framebuffer_get_modelview_matrix: * @framebuffer: A #CoglFramebuffer pointer * @matrix: (out): return location for the model-view matrix * * Stores the current model-view matrix in @matrix. */ COGL_EXPORT void cogl_framebuffer_get_modelview_matrix (CoglFramebuffer *framebuffer, graphene_matrix_t *matrix); /** * cogl_framebuffer_set_modelview_matrix: * @framebuffer: A #CoglFramebuffer pointer * @matrix: the new model-view matrix * * Sets @matrix as the new model-view matrix. */ COGL_EXPORT void cogl_framebuffer_set_modelview_matrix (CoglFramebuffer *framebuffer, const graphene_matrix_t *matrix); /** * cogl_framebuffer_perspective: * @framebuffer: A #CoglFramebuffer pointer * @fov_y: Vertical field of view angle in degrees. * @aspect: The (width over height) aspect ratio for display * @z_near: The distance to the near clipping plane (Must be positive, * and must not be 0) * @z_far: The distance to the far clipping plane (Must be positive) * * Replaces the current projection matrix with a perspective matrix * based on the provided values. * * You should be careful not to have to great a @z_far / @z_near * ratio since that will reduce the effectiveness of depth testing * since there won't be enough precision to identify the depth of * objects near to each other. */ COGL_EXPORT void cogl_framebuffer_perspective (CoglFramebuffer *framebuffer, float fov_y, float aspect, float z_near, float z_far); /** * cogl_framebuffer_frustum: * @framebuffer: A #CoglFramebuffer pointer * @left: X position of the left clipping plane where it * intersects the near clipping plane * @right: X position of the right clipping plane where it * intersects the near clipping plane * @bottom: Y position of the bottom clipping plane where it * intersects the near clipping plane * @top: Y position of the top clipping plane where it intersects * the near clipping plane * @z_near: The distance to the near clipping plane (Must be positive) * @z_far: The distance to the far clipping plane (Must be positive) * * Replaces the current projection matrix with a perspective matrix * for a given viewing frustum defined by 4 side clip planes that * all cross through the origin and 2 near and far clip planes. */ COGL_EXPORT void cogl_framebuffer_frustum (CoglFramebuffer *framebuffer, float left, float right, float bottom, float top, float z_near, float z_far); /** * cogl_framebuffer_orthographic: * @framebuffer: A #CoglFramebuffer pointer * @x_1: The x coordinate for the first vertical clipping plane * @y_1: The y coordinate for the first horizontal clipping plane * @x_2: The x coordinate for the second vertical clipping plane * @y_2: The y coordinate for the second horizontal clipping plane * @near: The distance to the near clipping * plane (will be negative if the plane is * behind the viewer) * @far: The distance to the far clipping * plane (will be negative if the plane is * behind the viewer) * * Replaces the current projection matrix with an orthographic projection * matrix. */ COGL_EXPORT void cogl_framebuffer_orthographic (CoglFramebuffer *framebuffer, float x_1, float y_1, float x_2, float y_2, float near, float far); /** * cogl_framebuffer_get_projection_matrix: * @framebuffer: A #CoglFramebuffer pointer * @matrix: (out): return location for the projection matrix * * Stores the current projection matrix in @matrix. */ COGL_EXPORT void cogl_framebuffer_get_projection_matrix (CoglFramebuffer *framebuffer, graphene_matrix_t *matrix); /** * cogl_framebuffer_set_projection_matrix: * @framebuffer: A #CoglFramebuffer pointer * @matrix: the new projection matrix * * Sets @matrix as the new projection matrix. */ COGL_EXPORT void cogl_framebuffer_set_projection_matrix (CoglFramebuffer *framebuffer, const graphene_matrix_t *matrix); /** * cogl_framebuffer_push_rectangle_clip: * @framebuffer: A #CoglFramebuffer pointer * @x_1: x coordinate for top left corner of the clip rectangle * @y_1: y coordinate for top left corner of the clip rectangle * @x_2: x coordinate for bottom right corner of the clip rectangle * @y_2: y coordinate for bottom right corner of the clip rectangle * * Specifies a modelview transformed rectangular clipping area for all * subsequent drawing operations. Any drawing commands that extend * outside the rectangle will be clipped so that only the portion * inside the rectangle will be displayed. The rectangle dimensions * are transformed by the current model-view matrix. * * The rectangle is intersected with the current clip region. To undo * the effect of this function, call cogl_framebuffer_pop_clip(). */ COGL_EXPORT void cogl_framebuffer_push_rectangle_clip (CoglFramebuffer *framebuffer, float x_1, float y_1, float x_2, float y_2); /** * cogl_framebuffer_push_primitive_clip: (skip) * @framebuffer: A #CoglFramebuffer pointer * @primitive: A #CoglPrimitive describing a flat 2D shape * @bounds_x1: x coordinate for the top-left corner of the primitives * bounds * @bounds_y1: y coordinate for the top-left corner of the primitives * bounds * @bounds_x2: x coordinate for the bottom-right corner of the * primitives bounds. * @bounds_y2: y coordinate for the bottom-right corner of the * primitives bounds. * * Sets a new clipping area using a 2D shaped described with a * #CoglPrimitive. The shape must not contain self overlapping * geometry and must lie on a single 2D plane. A bounding box of the * 2D shape in local coordinates (the same coordinates used to * describe the shape) must be given. It is acceptable for the bounds * to be larger than the true bounds but behaviour is undefined if the * bounds are smaller than the true bounds. * * The primitive is transformed by the current model-view matrix and * the silhouette is intersected with the previous clipping area. To * restore the previous clipping area, call * cogl_framebuffer_pop_clip(). */ COGL_EXPORT void cogl_framebuffer_push_primitive_clip (CoglFramebuffer *framebuffer, CoglPrimitive *primitive, float bounds_x1, float bounds_y1, float bounds_x2, float bounds_y2); COGL_EXPORT void cogl_framebuffer_push_region_clip (CoglFramebuffer *framebuffer, MtkRegion *region); /** * cogl_framebuffer_pop_clip: * @framebuffer: A #CoglFramebuffer pointer * * Reverts the clipping region to the state before the last call to * cogl_framebuffer_push_rectangle_clip(), or * cogl_framebuffer_push_primitive_clip(). */ COGL_EXPORT void cogl_framebuffer_pop_clip (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_red_bits: * @framebuffer: a pointer to a #CoglFramebuffer * * Retrieves the number of red bits of @framebuffer * * Return value: the number of bits * */ COGL_EXPORT int cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_green_bits: * @framebuffer: a pointer to a #CoglFramebuffer * * Retrieves the number of green bits of @framebuffer * * Return value: the number of bits * */ COGL_EXPORT int cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_blue_bits: * @framebuffer: a pointer to a #CoglFramebuffer * * Retrieves the number of blue bits of @framebuffer * * Return value: the number of bits * */ COGL_EXPORT int cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_alpha_bits: * @framebuffer: a pointer to a #CoglFramebuffer * * Retrieves the number of alpha bits of @framebuffer * * Return value: the number of bits * */ COGL_EXPORT int cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_depth_bits: * @framebuffer: a pointer to a #CoglFramebuffer * * Retrieves the number of depth bits of @framebuffer * * Return value: the number of bits */ COGL_EXPORT int cogl_framebuffer_get_depth_bits (CoglFramebuffer *framebuffer); /* * cogl_framebuffer_get_is_stereo: * @framebuffer: a pointer to a #CoglFramebuffer * * Retrieves whether @framebuffer has separate left and right * buffers for use with stereo drawing. See * cogl_framebuffer_set_stereo_mode(). * * Return value: %TRUE if @framebuffer has separate left and * right buffers. */ COGL_EXPORT gboolean cogl_framebuffer_get_is_stereo (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_get_dither_enabled: * @framebuffer: a pointer to a #CoglFramebuffer * * Returns whether dithering has been requested for the given @framebuffer. * See cogl_framebuffer_set_dither_enabled() for more details about dithering. * * This may return %TRUE even when the underlying @framebuffer * display pipeline does not support dithering. This value only represents * the user's request for dithering. * * Return value: %TRUE if dithering has been requested or %FALSE if not. */ COGL_EXPORT gboolean cogl_framebuffer_get_dither_enabled (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_set_dither_enabled: * @framebuffer: a pointer to a #CoglFramebuffer * @dither_enabled: %TRUE to enable dithering or %FALSE to disable * * Enables or disabled dithering if supported by the hardware. * * Dithering is a hardware dependent technique to increase the visible * color resolution beyond what the underlying hardware supports by playing * tricks with the colors placed into the framebuffer to give the illusion * of other colors. (For example this can be compared to half-toning used * by some news papers to show varying levels of grey even though their may * only be black and white are available). * * If the current display pipeline for @framebuffer does not support dithering * then this has no affect. * * Dithering is enabled by default. * */ COGL_EXPORT void cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer, gboolean dither_enabled); /** * cogl_framebuffer_get_depth_write_enabled: * @framebuffer: a pointer to a #CoglFramebuffer * * Queries whether depth buffer writing is enabled for @framebuffer. This * can be controlled via cogl_framebuffer_set_depth_write_enabled(). * * Return value: %TRUE if depth writing is enabled or %FALSE if not. */ COGL_EXPORT gboolean cogl_framebuffer_get_depth_write_enabled (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_set_depth_write_enabled: * @framebuffer: a pointer to a #CoglFramebuffer * @depth_write_enabled: %TRUE to enable depth writing or %FALSE to disable * * Enables or disables depth buffer writing when rendering to @framebuffer. * If depth writing is enabled for both the framebuffer and the rendering * pipeline, and the framebuffer has an associated depth buffer, depth * information will be written to this buffer during rendering. * * Depth buffer writing is enabled by default. */ COGL_EXPORT void cogl_framebuffer_set_depth_write_enabled (CoglFramebuffer *framebuffer, gboolean depth_write_enabled); /** * cogl_framebuffer_get_stereo_mode: * @framebuffer: a pointer to a #CoglFramebuffer * * Gets the current #CoglStereoMode, which defines which stereo buffers * should be drawn to. See cogl_framebuffer_set_stereo_mode(). * * Returns: A #CoglStereoMode */ COGL_EXPORT CoglStereoMode cogl_framebuffer_get_stereo_mode (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_set_stereo_mode: * @framebuffer: a pointer to a #CoglFramebuffer * @stereo_mode: A #CoglStereoMode specifying which stereo buffers * should be drawn tow. * * Sets which stereo buffers should be drawn to. The default * is %COGL_STEREO_BOTH, which means that both the left and * right buffers will be affected by drawing. For this to have * an effect, the display system must support stereo drawables, * and the framebuffer must have been created with stereo * enabled. (See cogl_onscreen_template_set_stereo_enabled(), * cogl_framebuffer_get_is_stereo().) */ COGL_EXPORT void cogl_framebuffer_set_stereo_mode (CoglFramebuffer *framebuffer, CoglStereoMode stereo_mode); /** * cogl_framebuffer_set_samples_per_pixel: * @framebuffer: A #CoglFramebuffer framebuffer * @samples_per_pixel: The minimum number of samples per pixel * * Requires that when rendering to @framebuffer then @n point samples * should be made per pixel which will all contribute to the final * resolved color for that pixel. The idea is that the hardware aims * to get quality similar to what you would get if you rendered * everything twice as big (for 4 samples per pixel) and then scaled * that image back down with filtering. It can effectively remove the * jagged edges of polygons and should be more efficient than if you * were to manually render at a higher resolution and downscale * because the hardware is often able to take some shortcuts. For * example the GPU may only calculate a single texture sample for all * points of a single pixel, and for tile based architectures all the * extra sample data (such as depth and stencil samples) may be * handled on-chip and so avoid increased demand on system memory * bandwidth. * * By default this value is usually set to 0 and that is referred to * as "single-sample" rendering. A value of 1 or greater is referred * to as "multisample" rendering. * * There are some semantic differences between single-sample * rendering and multisampling with just 1 point sample such as it * being redundant to use the cogl_framebuffer_resolve_samples() and * cogl_framebuffer_resolve_samples_region() apis with single-sample * rendering. * * It's recommended that * cogl_framebuffer_resolve_samples_region() be explicitly used at the * end of rendering to a point sample buffer to minimize the number of * samples that get resolved. By default Cogl will implicitly resolve * all framebuffer samples but if only a small region of a * framebuffer has changed this can lead to redundant work being * done. * */ COGL_EXPORT void cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer, int samples_per_pixel); /** * cogl_framebuffer_get_samples_per_pixel: * @framebuffer: A #CoglFramebuffer framebuffer * * Gets the number of points that are sampled per-pixel when * rasterizing geometry. Usually by default this will return 0 which * means that single-sample not multisample rendering has been chosen. * When using a GPU supporting multisample rendering it's possible to * increase the number of samples per pixel using * cogl_framebuffer_set_samples_per_pixel(). * * Calling cogl_framebuffer_get_samples_per_pixel() before the * framebuffer has been allocated will simply return the value set * using cogl_framebuffer_set_samples_per_pixel(). After the * framebuffer has been allocated the value will reflect the actual * number of samples that will be made by the GPU. * * Returns: The number of point samples made per pixel when * rasterizing geometry or 0 if single-sample rendering * has been chosen. */ COGL_EXPORT int cogl_framebuffer_get_samples_per_pixel (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_resolve_samples: * @framebuffer: A #CoglFramebuffer framebuffer * * When point sample rendering (also known as multisample rendering) * has been enabled via cogl_framebuffer_set_samples_per_pixel() * then you can optionally call this function (or * cogl_framebuffer_resolve_samples_region()) to explicitly resolve * the point samples into values for the final color buffer. * * Some GPUs will implicitly resolve the point samples during * rendering and so this function is effectively a nop, but with other * architectures it is desirable to defer the resolve step until the * end of the frame. * * Since Cogl will automatically ensure samples are resolved if the * target color buffer is used as a source this API only needs to be * used if explicit control is desired - perhaps because you want to * ensure that the resolve is completed in advance to avoid later * having to wait for the resolve to complete. * * If you are performing incremental updates to a framebuffer you * should consider using cogl_framebuffer_resolve_samples_region() * instead to avoid resolving redundant pixels. * */ COGL_EXPORT void cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_resolve_samples_region: * @framebuffer: A #CoglFramebuffer framebuffer * @x: top-left x coordinate of region to resolve * @y: top-left y coordinate of region to resolve * @width: width of region to resolve * @height: height of region to resolve * * When point sample rendering (also known as multisample rendering) * has been enabled via cogl_framebuffer_set_samples_per_pixel() * then you can optionally call this function (or * cogl_framebuffer_resolve_samples()) to explicitly resolve the point * samples into values for the final color buffer. * * Some GPUs will implicitly resolve the point samples during * rendering and so this function is effectively a nop, but with other * architectures it is desirable to defer the resolve step until the * end of the frame. * * Use of this API is recommended if incremental, small updates to * a framebuffer are being made because by default Cogl will * implicitly resolve all the point samples of the framebuffer which * can result in redundant work if only a small number of samples have * changed. * * Because some GPUs implicitly resolve point samples this function * only guarantees that at-least the region specified will be resolved * and if you have rendered to a larger region then it's possible that * other samples may be implicitly resolved. * */ COGL_EXPORT void cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer, int x, int y, int width, int height); /** * cogl_framebuffer_get_context: * @framebuffer: A #CoglFramebuffer * * Can be used to query the #CoglContext a given @framebuffer was * instantiated within. This is the #CoglContext that was passed to * cogl_onscreen_new() for example. * * Return value: (transfer none): The #CoglContext that the given * @framebuffer was instantiated within. */ COGL_EXPORT CoglContext * cogl_framebuffer_get_context (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_clear: * @framebuffer: A #CoglFramebuffer * @buffers: A mask of #CoglBufferBit's identifying which auxiliary * buffers to clear * @color: The color to clear the color buffer too if specified in * @buffers. * * Clears all the auxiliary buffers identified in the @buffers mask, and if * that includes the color buffer then the specified @color is used. * */ COGL_EXPORT void cogl_framebuffer_clear (CoglFramebuffer *framebuffer, unsigned long buffers, const CoglColor *color); /** * cogl_framebuffer_clear4f: * @framebuffer: A #CoglFramebuffer * @buffers: A mask of #CoglBufferBit's identifying which auxiliary * buffers to clear * @red: The red component of color to clear the color buffer too if * specified in @buffers. * @green: The green component of color to clear the color buffer too if * specified in @buffers. * @blue: The blue component of color to clear the color buffer too if * specified in @buffers. * @alpha: The alpha component of color to clear the color buffer too if * specified in @buffers. * * Clears all the auxiliary buffers identified in the @buffers mask, and if * that includes the color buffer then the specified @color is used. * */ COGL_EXPORT void cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer, unsigned long buffers, float red, float green, float blue, float alpha); /** * cogl_framebuffer_draw_rectangle: * @framebuffer: A destination #CoglFramebuffer * @pipeline: A #CoglPipeline state object * @x_1: X coordinate of the top-left corner * @y_1: Y coordinate of the top-left corner * @x_2: X coordinate of the bottom-right corner * @y_2: Y coordinate of the bottom-right corner * * Draws a rectangle to @framebuffer with the given @pipeline state * and with the top left corner positioned at (@x_1, @y_1) and the * bottom right corner positioned at (@x_2, @y_2). * * The position is the position before the rectangle has been * transformed by the model-view matrix and the projection * matrix. * * If you want to describe a rectangle with a texture mapped on * it then you can use * cogl_framebuffer_draw_textured_rectangle(). */ COGL_EXPORT void cogl_framebuffer_draw_rectangle (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, float x_1, float y_1, float x_2, float y_2); /** * cogl_framebuffer_draw_textured_rectangle: * @framebuffer: A destination #CoglFramebuffer * @pipeline: A #CoglPipeline state object * @x_1: x coordinate upper left on screen. * @y_1: y coordinate upper left on screen. * @x_2: x coordinate lower right on screen. * @y_2: y coordinate lower right on screen. * @s_1: S texture coordinate of the top-left coorner * @t_1: T texture coordinate of the top-left coorner * @s_2: S texture coordinate of the bottom-right coorner * @t_2: T texture coordinate of the bottom-right coorner * * Draws a textured rectangle to @framebuffer using the given * @pipeline state with the top left corner positioned at (@x_1, @y_1) * and the bottom right corner positioned at (@x_2, @y_2). The top * left corner will have texture coordinates of (@s_1, @t_1) and the * bottom right corner will have texture coordinates of (@s_2, @t_2). * * The position is the position before the rectangle has been * transformed by the model-view matrix and the projection * matrix. * * This is a high level drawing api that can handle any kind of * #CoglMetaTexture texture such as #CoglTexture2DSliced textures * which may internally be comprised of multiple low-level textures. * This is unlike low-level drawing apis such as cogl_primitive_draw() * which only support low level texture types that are directly * supported by GPUs such as #CoglTexture2D. * * The given texture coordinates will only be used for the first * texture layer of the pipeline and if your pipeline has more than * one layer then all other layers will have default texture * coordinates of @s_1=0.0 @t_1=0.0 @s_2=1.0 @t_2=1.0 * * The given texture coordinates should always be normalized such that * (0, 0) corresponds to the top left and (1, 1) corresponds to the * bottom right. To map an entire texture across the rectangle pass * in @s_1=0, @t_1=0, @s_2=1, @t_2=1. */ COGL_EXPORT void cogl_framebuffer_draw_textured_rectangle (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, float x_1, float y_1, float x_2, float y_2, float s_1, float t_1, float s_2, float t_2); /** * cogl_framebuffer_draw_multitextured_rectangle: * @framebuffer: A destination #CoglFramebuffer * @pipeline: A #CoglPipeline state object * @x_1: x coordinate upper left on screen. * @y_1: y coordinate upper left on screen. * @x_2: x coordinate lower right on screen. * @y_2: y coordinate lower right on screen. * @tex_coords: (in) (array) (transfer none): An array containing groups of * 4 float values: [s_1, t_1, s_2, t_2] that are interpreted as two texture * coordinates; one for the top left texel, and one for the bottom right * texel. Each value should be between 0.0 and 1.0, where the coordinate * (0.0, 0.0) represents the top left of the texture, and (1.0, 1.0) the * bottom right. * @tex_coords_len: The length of the @tex_coords array. (For one layer * and one group of texture coordinates, this would be 4) * * Draws a textured rectangle to @framebuffer with the given @pipeline * state with the top left corner positioned at (@x_1, @y_1) and the * bottom right corner positioned at (@x_2, @y_2). As a pipeline may * contain multiple texture layers this interface lets you supply * texture coordinates for each layer of the pipeline. * * The position is the position before the rectangle has been * transformed by the model-view matrix and the projection * matrix. * * This is a high level drawing api that can handle any kind of * #CoglMetaTexture texture for the first layer such as * #CoglTexture2DSliced textures which may internally be comprised of * multiple low-level textures. This is unlike low-level drawing apis * such as cogl_primitive_draw() which only support low level texture * types that are directly supported by GPUs such as #CoglTexture2D. * * This api can not currently handle multiple high-level meta * texture layers. The first layer may be a high level meta texture * such as #CoglTexture2DSliced but all other layers much be low * level textures such as #CoglTexture2D. * * The top left texture coordinate for layer 0 of any pipeline will be * (tex_coords[0], tex_coords[1]) and the bottom right coordinate will * be (tex_coords[2], tex_coords[3]). The coordinates for layer 1 * would be (tex_coords[4], tex_coords[5]) (tex_coords[6], * tex_coords[7]) and so on... * * The given texture coordinates should always be normalized such that * (0, 0) corresponds to the top left and (1, 1) corresponds to the * bottom right. To map an entire texture across the rectangle pass * in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1, * tex_coords[3]=1. * * The first pair of coordinates are for the first layer (with the * smallest layer index) and if you supply less texture coordinates * than there are layers in the current source material then default * texture coordinates (0.0, 0.0, 1.0, 1.0) are generated. */ COGL_EXPORT void cogl_framebuffer_draw_multitextured_rectangle (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, float x_1, float y_1, float x_2, float y_2, const float *tex_coords, int tex_coords_len); /** * cogl_framebuffer_draw_rectangles: * @framebuffer: A destination #CoglFramebuffer * @pipeline: A #CoglPipeline state object * @coordinates: (in) (array) (transfer none): an array of coordinates * containing groups of 4 float values: [x_1, y_1, x_2, y_2] that are * interpreted as two position coordinates; one for the top left of * the rectangle (x1, y1), and one for the bottom right of the * rectangle (x2, y2). * @n_rectangles: number of rectangles defined in @coordinates. * * Draws a series of rectangles to @framebuffer with the given * @pipeline state in the same way that * cogl_framebuffer_draw_rectangle() does. * * The top left corner of the first rectangle is positioned at * (coordinates[0], coordinates[1]) and the bottom right corner is * positioned at (coordinates[2], coordinates[3]). The positions for * the second rectangle are (coordinates[4], coordinates[5]) and * (coordinates[6], coordinates[7]) and so on... * * The position is the position before the rectangle has been * transformed by the model-view matrix and the projection * matrix. * * As a general rule for better performance its recommended to use * this this API instead of calling * cogl_framebuffer_draw_textured_rectangle() separately for multiple * rectangles if all of the rectangles will be drawn together with the * same @pipeline state. */ COGL_EXPORT void cogl_framebuffer_draw_rectangles (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, const float *coordinates, unsigned int n_rectangles); /** * cogl_framebuffer_draw_textured_rectangles: * @framebuffer: A destination #CoglFramebuffer * @pipeline: A #CoglPipeline state object * @coordinates: (in) (array) (transfer none): an array containing * groups of 8 float values: [x_1, y_1, x_2, y_2, s_1, t_1, s_2, t_2] * that have the same meaning as the arguments for * cogl_framebuffer_draw_textured_rectangle(). * @n_rectangles: number of rectangles to @coordinates to draw * * Draws a series of rectangles to @framebuffer with the given * @pipeline state in the same way that * cogl_framebuffer_draw_textured_rectangle() does. * * The position is the position before the rectangle has been * transformed by the model-view matrix and the projection * matrix. * * This is a high level drawing api that can handle any kind of * #CoglMetaTexture texture such as #CoglTexture2DSliced textures * which may internally be comprised of multiple low-level textures. * This is unlike low-level drawing apis such as cogl_primitive_draw() * which only support low level texture types that are directly * supported by GPUs such as #CoglTexture2D. * * The top left corner of the first rectangle is positioned at * (coordinates[0], coordinates[1]) and the bottom right corner is * positioned at (coordinates[2], coordinates[3]). The top left * texture coordinate is (coordinates[4], coordinates[5]) and the * bottom right texture coordinate is (coordinates[6], * coordinates[7]). The coordinates for subsequent rectangles * are defined similarly by the subsequent coordinates. * * As a general rule for better performance its recommended to use * this this API instead of calling * cogl_framebuffer_draw_textured_rectangle() separately for multiple * rectangles if all of the rectangles will be drawn together with the * same @pipeline state. * * The given texture coordinates should always be normalized such that * (0, 0) corresponds to the top left and (1, 1) corresponds to the * bottom right. To map an entire texture across the rectangle pass * in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1, * tex_coords[3]=1. */ COGL_EXPORT void cogl_framebuffer_draw_textured_rectangles (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, const float *coordinates, unsigned int n_rectangles); /* XXX: Should we take an n_buffers + buffer id array instead of using * the CoglBufferBits type which doesn't seem future proof? */ /** * cogl_framebuffer_discard_buffers: * @framebuffer: A #CoglFramebuffer * @buffers: A #CoglBufferBit mask of which ancillary buffers you want * to discard. * * Declares that the specified @buffers no longer need to be referenced * by any further rendering commands. This can be an important * optimization to avoid subsequent frames of rendering depending on * the results of a previous frame. * * For example; some tile-based rendering GPUs are able to avoid allocating and * accessing system memory for the depth and stencil buffer so long as these * buffers are not required as input for subsequent frames and that can save a * significant amount of memory bandwidth used to save and restore their * contents to system memory between frames. * * It is currently considered an error to try and explicitly discard the color * buffer by passing %COGL_BUFFER_BIT_COLOR. This is because the color buffer is * already implicitly discard when you finish rendering to a #CoglOnscreen * framebuffer, and it's not meaningful to try and discard the color buffer of * a #CoglOffscreen framebuffer since they are single-buffered. * * */ COGL_EXPORT void cogl_framebuffer_discard_buffers (CoglFramebuffer *framebuffer, unsigned long buffers); /** * cogl_framebuffer_finish: * @framebuffer: A #CoglFramebuffer pointer * * This blocks the CPU until all pending rendering associated with the * specified framebuffer has completed. It's very rare that developers should * ever need this level of synchronization with the GPU and should never be * used unless you clearly understand why you need to explicitly force * synchronization. * * One example might be for benchmarking purposes to be sure timing * measurements reflect the time that the GPU is busy for not just the time it * takes to queue rendering commands. */ COGL_EXPORT void cogl_framebuffer_finish (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_read_pixels_into_bitmap: * @framebuffer: A #CoglFramebuffer * @x: The x position to read from * @y: The y position to read from * @source: Identifies which auxiliary buffer you want to read * (only COGL_READ_PIXELS_COLOR_BUFFER supported currently) * @bitmap: The bitmap to store the results in. * * This reads a rectangle of pixels from the given framebuffer where * position (0, 0) is the top left. The pixel at (x, y) is the first * read, and a rectangle of pixels with the same size as the bitmap is * read right and downwards from that point. * * Currently Cogl assumes that the framebuffer is in a premultiplied * format so if the format of @bitmap is non-premultiplied it will * convert it. To read the pixel values without any conversion you * should either specify a format that doesn't use an alpha channel or * use one of the formats ending in PRE. * * Return value: %TRUE if the read succeeded or %FALSE otherwise. The * function is only likely to fail if the bitmap points to a pixel * buffer and it could not be mapped. */ COGL_EXPORT gboolean cogl_framebuffer_read_pixels_into_bitmap (CoglFramebuffer *framebuffer, int x, int y, CoglReadPixelsFlags source, CoglBitmap *bitmap); /** * cogl_framebuffer_read_pixels: * @framebuffer: A #CoglFramebuffer * @x: The x position to read from * @y: The y position to read from * @width: The width of the region of rectangles to read * @height: The height of the region of rectangles to read * @format: The pixel format to store the data in * @pixels: The address of the buffer to store the data in * * This is a convenience wrapper around * cogl_framebuffer_read_pixels_into_bitmap() which allocates a * temporary #CoglBitmap to read pixel data directly into the given * buffer. The rowstride of the buffer is assumed to be the width of * the region times the bytes per pixel of the format. The source for * the data is always taken from the color buffer. If you want to use * any other rowstride or source, please use the * cogl_framebuffer_read_pixels_into_bitmap() function directly. * * The implementation of the function looks like this: * * |[ * bitmap = cogl_bitmap_new_for_data (context, * width, height, * format, * /* rowstride */ * bpp * width, * pixels); * cogl_framebuffer_read_pixels_into_bitmap (framebuffer, * x, y, * COGL_READ_PIXELS_COLOR_BUFFER, * bitmap); * g_object_unref (bitmap); * ]| * * Return value: %TRUE if the read succeeded or %FALSE otherwise. */ COGL_EXPORT gboolean cogl_framebuffer_read_pixels (CoglFramebuffer *framebuffer, int x, int y, int width, int height, CoglPixelFormat format, uint8_t *pixels); COGL_EXPORT uint32_t cogl_framebuffer_error_quark (void); /** * COGL_FRAMEBUFFER_ERROR: * * An error domain for reporting #CoglFramebuffer exceptions */ #define COGL_FRAMEBUFFER_ERROR (cogl_framebuffer_error_quark ()) typedef enum /*< prefix=COGL_FRAMEBUFFER_ERROR >*/ { COGL_FRAMEBUFFER_ERROR_ALLOCATE } CoglFramebufferError; /** * cogl_is_framebuffer: * @object: A #CoglObject pointer * * Gets whether the given object references a #CoglFramebuffer. * * Return value: %TRUE if the object references a #CoglFramebuffer * and %FALSE otherwise. */ COGL_EXPORT gboolean cogl_is_framebuffer (void *object); /** * cogl_blit_framebuffer: * @framebuffer: The source #CoglFramebuffer * @dst: The destination #CoglFramebuffer * @src_x: Source x position * @src_y: Source y position * @dst_x: Destination x position * @dst_y: Destination y position * @width: Width of region to copy * @height: Height of region to copy * @error: optional error object * * @return FALSE for an immediately detected error, TRUE otherwise. * * This blits a region of the color buffer of the source buffer * to the destination buffer. This function should only be * called if the COGL_FEATURE_ID_BLIT_FRAMEBUFFER feature is * advertised. * * The source and destination rectangles are defined in offscreen * framebuffer orientation. When copying between an offscreen and * onscreen framebuffers, the image is y-flipped accordingly. * * The two buffers must have the same value types (e.g. floating-point, * unsigned int, signed int, or fixed-point), but color formats do not * need to match. This limitation comes from OpenGL ES 3.0 definition * of glBlitFramebuffer. * * Note that this function differs a lot from the glBlitFramebuffer * function provided by the GL_EXT_framebuffer_blit extension. Notably * it doesn't support having different sizes for the source and * destination rectangle. This doesn't seem * like a particularly useful feature. If the application wanted to * scale the results it may make more sense to draw a primitive * instead. * * The GL function is documented to be affected by the scissor. This * function therefore ensure that an empty clip stack is flushed * before performing the blit which means the scissor is effectively * ignored. * * The function also doesn't support specifying the buffers to copy * and instead only the color buffer is copied. When copying the depth * or stencil buffers the extension on GLES2.0 only supports copying * the full buffer which would be awkward to document with this * API. If we wanted to support that feature it may be better to have * a separate function to copy the entire buffer for a given mask. * * The @c error argument is optional, it can be NULL. If it is not NULL * and this function returns FALSE, an error object with a code from * COGL_SYSTEM_ERROR will be created. */ COGL_EXPORT gboolean cogl_blit_framebuffer (CoglFramebuffer *framebuffer, CoglFramebuffer *dst, int src_x, int src_y, int dst_x, int dst_y, int width, int height, GError **error); /** * cogl_framebuffer_flush: * @framebuffer: A #CoglFramebuffer pointer * * Flushes @framebuffer to ensure the current batch of commands is * submitted to the GPU. * * Unlike cogl_framebuffer_finish(), this does not block the CPU. */ COGL_EXPORT void cogl_framebuffer_flush (CoglFramebuffer *framebuffer); /** * cogl_framebuffer_create_timestamp_query: (skip) * * Creates a query for the GPU timestamp that will complete upon completion of * all previously submitted GL commands related to this framebuffer. E.g. when * the rendering is finished on this framebuffer. * * This function should only be called if the COGL_FEATURE_ID_TIMESTAMP_QUERY * feature is advertised. */ COGL_EXPORT CoglTimestampQuery * cogl_framebuffer_create_timestamp_query (CoglFramebuffer *framebuffer); G_END_DECLS