/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2011 Intel Corporation. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library. If not, see * . * * * * Authors: * Robert Bragg */ #ifndef __COGL_FRAMEBUFFER_H #define __COGL_FRAMEBUFFER_H #include #ifdef COGL_HAS_WIN32_SUPPORT #include #endif /* COGL_HAS_WIN32_SUPPORT */ #if defined (COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT) #include #endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */ 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 #define cogl_onscreen_new cogl_onscreen_new_EXP #define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X)) #define cogl_framebuffer_allocate cogl_framebuffer_allocate_EXP gboolean cogl_framebuffer_allocate (CoglFramebuffer *framebuffer, GError **error); #define cogl_framebuffer_get_width cogl_framebuffer_get_width_EXP int cogl_framebuffer_get_width (CoglFramebuffer *framebuffer); #define cogl_framebuffer_get_height cogl_framebuffer_get_height_EXP int cogl_framebuffer_get_height (CoglFramebuffer *framebuffer); #define cogl_framebuffer_set_viewport cogl_framebuffer_set_viewport_EXP void cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer, float x, float y, float width, float height); #define cogl_framebuffer_get_viewport_x cogl_framebuffer_get_viewport_x_EXP float cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer); #define cogl_framebuffer_get_viewport_y cogl_framebuffer_get_viewport_y_EXP float cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer); #define cogl_framebuffer_get_viewport_width cogl_framebuffer_get_viewport_width_EXP float cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer); #define cogl_framebuffer_get_viewport_height cogl_framebuffer_get_viewport_height_EXP float cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer); #define cogl_framebuffer_get_viewport4fv cogl_framebuffer_get_viewport4fv_EXP void cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer, float *viewport); /** * 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 * * Since: 1.8 * Stability: unstable */ #define cogl_framebuffer_get_red_bits cogl_framebuffer_get_red_bits_EXP 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 * * Since: 1.8 * Stability: unstable */ #define cogl_framebuffer_get_green_bits cogl_framebuffer_get_green_bits_EXP 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 * * Since: 1.8 * Stability: unstable */ #define cogl_framebuffer_get_blue_bits cogl_framebuffer_get_blue_bits_EXP 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 * * Since: 1.8 * Stability: unstable */ #define cogl_framebuffer_get_alpha_bits cogl_framebuffer_get_alpha_bits_EXP int cogl_framebuffer_get_alpha_bits (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. */ 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. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer, gboolean dither_enabled); #define cogl_framebuffer_get_color_mask cogl_framebuffer_get_color_mask_EXP /** * cogl_framebuffer_get_color_mask: * @framebuffer: a pointer to a #CoglFramebuffer * * Gets the current #CoglColorMask of which channels would be written to the * current framebuffer. Each bit set in the mask means that the * corresponding color would be written. * * Returns: A #CoglColorMask * Since: 1.8 * Stability: unstable */ CoglColorMask cogl_framebuffer_get_color_mask (CoglFramebuffer *framebuffer); #define cogl_framebuffer_set_color_mask cogl_framebuffer_set_color_mask_EXP /** * cogl_framebuffer_set_color_mask: * @framebuffer: a pointer to a #CoglFramebuffer * @color_mask: A #CoglColorMask of which color channels to write to * the current framebuffer. * * Defines a bit mask of which color channels should be written to the * given @framebuffer. If a bit is set in @color_mask that means that * color will be written. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_set_color_mask (CoglFramebuffer *framebuffer, CoglColorMask color_mask); #define cogl_framebuffer_get_color_format cogl_framebuffer_get_color_format_EXP /** * cogl_framebuffer_get_color_format: * @framebuffer: A #CoglFramebuffer framebuffer * * Queries the common #CoglPixelFormat of all color buffers attached * to this framebuffer. For an offscreen framebuffer created with * cogl_offscreen_new_to_texture() this will correspond to the format * of the texture. * * Since: 1.8 * Stability: unstable */ CoglPixelFormat cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer); #define cogl_framebuffer_set_samples_per_pixel \ cogl_framebuffer_set_samples_per_pixel_EXP /** * cogl_framebuffer_set_samples_per_pixel: * @framebuffer: A #CoglFramebuffer framebuffer * @n: 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. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer, int samples_per_pixel); #define cogl_framebuffer_resolve_samples \ cogl_framebuffer_resolve_samples_EXP /** * 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. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer); #define cogl_framebuffer_resolve_samples_region \ cogl_framebuffer_resolve_samples_region_EXP /** * 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. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer, int x, int y, int width, int height); #define cogl_framebuffer_get_context cogl_framebuffer_get_context_EXP /** * @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: The #CoglContext that the given @framebuffer was * instantiated within. * Since: 1.8 * Stability: unstable */ CoglContext * cogl_framebuffer_get_context (CoglFramebuffer *framebuffer); #define cogl_framebuffer_clear cogl_framebuffer_clear_EXP /** * 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. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_clear (CoglFramebuffer *framebuffer, unsigned long buffers, const CoglColor *color); #define cogl_framebuffer_clear4f cogl_framebuffer_clear4f_EXP /** * 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. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer, unsigned long buffers, float red, float green, float blue, float alpha); /* XXX: Should we take an n_buffers + buffer id array instead of using * the CoglBufferBits type which doesn't seem future proof? */ #define cogl_framebuffer_discard_buffers cogl_framebuffer_discard_buffers_EXP /** * 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. * * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_discard_buffers (CoglFramebuffer *framebuffer, unsigned long buffers); /* XXX: Actually should this be renamed too cogl_onscreen_swap_buffers()? */ #define cogl_framebuffer_swap_buffers cogl_framebuffer_swap_buffers_EXP /** * cogl_framebuffer_swap_buffers: * @framebuffer: A #CoglFramebuffer * * Swaps the current back buffer being rendered too, to the front for display. * * This function also implicitly discards the contents of the color, depth and * stencil buffers as if cogl_framebuffer_discard_buffers() were used. The * significance of the discard is that you should not expect to be able to * start a new frame that incrementally builds on the contents of the previous * frame. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_swap_buffers (CoglFramebuffer *framebuffer); #define cogl_framebuffer_swap_region cogl_framebuffer_swap_region_EXP /** * cogl_framebuffer_swap_region: * @framebuffer: A #CoglFramebuffer * @rectangles: An array of integer 4-tuples representing rectangles as * (x, y, width, height) tuples. * @n_rectangles: The number of 4-tuples to be read from @rectangles * * Swaps a region of the back buffer being rendered too, to the front for * display. @rectangles represents the region as array of @n_rectangles each * defined by 4 sequential (x, y, width, height) integers. * * This function also implicitly discards the contents of the color, depth and * stencil buffers as if cogl_framebuffer_discard_buffers() were used. The * significance of the discard is that you should not expect to be able to * start a new frame that incrementally builds on the contents of the previous * frame. * * Since: 1.8 * Stability: unstable */ void cogl_framebuffer_swap_region (CoglFramebuffer *framebuffer, const int *rectangles, int n_rectangles); typedef void (*CoglSwapBuffersNotify) (CoglFramebuffer *framebuffer, void *user_data); #define cogl_framebuffer_add_swap_buffers_callback \ cogl_framebuffer_add_swap_buffers_callback_EXP unsigned int cogl_framebuffer_add_swap_buffers_callback (CoglFramebuffer *framebuffer, CoglSwapBuffersNotify callback, void *user_data); #define cogl_framebuffer_remove_swap_buffers_callback \ cogl_framebuffer_remove_swap_buffers_callback_EXP void cogl_framebuffer_remove_swap_buffers_callback (CoglFramebuffer *framebuffer, unsigned int id); /** * 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. * * Stability: unstable * Since: 1.10 */ void cogl_framebuffer_finish (CoglFramebuffer *framebuffer); typedef struct _CoglOnscreen CoglOnscreen; #define COGL_ONSCREEN(X) ((CoglOnscreen *)(X)) CoglOnscreen * cogl_onscreen_new (CoglContext *context, int width, int height); #ifdef COGL_HAS_X11 typedef void (*CoglOnscreenX11MaskCallback) (CoglOnscreen *onscreen, guint32 event_mask, void *user_data); /** * cogl_x11_onscreen_set_foreign_window_xid: * @onscreen: The unallocated framebuffer to associated with an X * window. * @xid: The XID of an existing X window * @update: A callback that notifies of updates to what Cogl requires * to be in the core X protocol event mask. * * Ideally we would recommend that you let Cogl be responsible for * creating any X window required to back an onscreen framebuffer but * if you really need to target a window created manually this * function can be called before @onscreen has been allocated to set a * foreign XID for your existing X window. * * Since Cogl needs, for example, to track changes to the size of an X * window it requires that certain events be selected for via the core * X protocol. This requirement may also be changed asynchronously so * you must pass in an @update callback to inform you of Cogl's * required event mask. * * For example if you are using Xlib you could use this API roughly * as follows: * [{ * static void * my_update_cogl_x11_event_mask (CoglOnscreen *onscreen, * guint32 event_mask, * void *user_data) * { * XSetWindowAttributes attrs; * MyData *data = user_data; * attrs.event_mask = event_mask | data->my_event_mask; * XChangeWindowAttributes (data->xdpy, * data->xwin, * CWEventMask, * &attrs); * } * * { * *snip* * cogl_x11_onscreen_set_foreign_window_xid (onscreen, * data->xwin, * my_update_cogl_x11_event_mask, * data); * *snip* * } * }] * * Since: 2.0 * Stability: Unstable */ #define cogl_x11_onscreen_set_foreign_window_xid \ cogl_x11_onscreen_set_foreign_window_xid_EXP void cogl_x11_onscreen_set_foreign_window_xid (CoglOnscreen *onscreen, guint32 xid, CoglOnscreenX11MaskCallback update, void *user_data); #define cogl_x11_onscreen_get_window_xid cogl_x11_onscreen_get_window_xid_EXP guint32 cogl_x11_onscreen_get_window_xid (CoglOnscreen *onscreen); #define cogl_x11_onscreen_get_visual_xid cogl_x11_onscreen_get_visual_xid_EXP guint32 cogl_x11_onscreen_get_visual_xid (CoglOnscreen *onscreen); #endif /* COGL_HAS_X11 */ #ifdef COGL_HAS_WIN32_SUPPORT #define cogl_win32_onscreen_set_foreign_window \ cogl_win32_onscreen_set_foreign_window_EXP void cogl_win32_onscreen_set_foreign_window (CoglOnscreen *onscreen, HWND hwnd); #define cogl_win32_onscreen_get_window cogl_win32_onscreen_get_window_EXP HWND cogl_win32_onscreen_get_window (CoglOnscreen *onscreen); #endif /* COGL_HAS_WIN32_SUPPORT */ #if defined (COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT) struct wl_surface * cogl_wayland_onscreen_get_surface (CoglOnscreen *onscreen); #endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */ #define cogl_onscreen_set_swap_throttled cogl_onscreen_set_swap_throttled_EXP void cogl_onscreen_set_swap_throttled (CoglOnscreen *onscreen, gboolean throttled); /** * cogl_onscreen_show: * @onscreen: The onscreen framebuffer to make visible * * This requests to make @onscreen visible to the user. * * Actually the precise semantics of this function depend on the * window system currently in use, and if you don't have a * multi-windowining system this function may in-fact do nothing. * * This function will implicitly allocate the given @onscreen * framebuffer before showing it if it hasn't already been allocated. * * Since Cogl doesn't explicitly track the visibility status of * onscreen framebuffers it wont try to avoid redundant window system * requests e.g. to show an already visible window. This also means * that it's acceptable to alternatively use native APIs to show and * hide windows without confusing Cogl. * * Since: 2.0 * Stability: Unstable */ #define cogl_onscreen_show cogl_onscreen_show_EXP void cogl_onscreen_show (CoglOnscreen *onscreen); /** * cogl_onscreen_hide: * @onscreen: The onscreen framebuffer to make invisible * * This requests to make @onscreen invisible to the user. * * Actually the precise semantics of this function depend on the * window system currently in use, and if you don't have a * multi-windowining system this function may in-fact do nothing. * * This function does not implicitly allocate the given @onscreen * framebuffer before hiding it. * * Since Cogl doesn't explicitly track the visibility status of * onscreen framebuffers it wont try to avoid redundant window system * requests e.g. to show an already visible window. This also means * that it's acceptable to alternatively use native APIs to show and * hide windows without confusing Cogl. * * Since: 2.0 * Stability: Unstable */ #define cogl_onscreen_hide cogl_onscreen_hide_EXP void cogl_onscreen_hide (CoglOnscreen *onscreen); #define cogl_get_draw_framebuffer cogl_get_draw_framebuffer_EXP CoglFramebuffer * cogl_get_draw_framebuffer (void); #endif /* COGL_ENABLE_EXPERIMENTAL_API */ /* XXX: Note these are defined outside the COGL_ENABLE_EXPERIMENTAL_API guard since * otherwise the glib-mkenums stuff will get upset. */ #define cogl_framebuffer_error_quark cogl_framebuffer_error_quark_EXP GQuark cogl_framebuffer_error_quark (void); #define COGL_FRAMEBUFFER_ERROR (cogl_framebuffer_error_quark ()) typedef enum { /*< prefix=COGL_FRAMEBUFFER_ERROR >*/ COGL_FRAMEBUFFER_ERROR_ALLOCATE } CoglFramebufferError; G_END_DECLS #endif /* __COGL_FRAMEBUFFER_H */