/* * Cogl * * An object oriented GL/GLES Abstraction/Utility Layer * * Copyright (C) 2007,2008,2009 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 . * * */ #if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION) #error "Only can be included directly." #endif #ifndef __COGL_PIPELINE_H__ #define __COGL_PIPELINE_H__ #include #include G_BEGIN_DECLS #ifdef COGL_ENABLE_EXPERIMENTAL_API /** * SECTION:cogl-pipeline * @short_description: Functions for creating and manipulating the GPU * pipeline * * Cogl allows creating and manipulating objects representing the full * configuration of the GPU pipeline. In simplified terms the GPU * pipeline takes primitive geometry as the input, it first performs * vertex processing, allowing you to deform your geometry, then * rasterizes that (turning it from pure geometry into fragments) then * performs fragment processing including depth testing and texture * mapping. Finally it blends the result with the framebuffer. */ typedef struct _CoglPipeline CoglPipeline; #define COGL_PIPELINE(OBJECT) ((CoglPipeline *)OBJECT) /** * cogl_pipeline_new: * * Allocates and initializes a default simple pipeline that will color * a primitive white. * * Return value: a pointer to a new #CoglPipeline * * Since: 2.0 * Stability: Unstable */ CoglPipeline * cogl_pipeline_new (void); /** * cogl_pipeline_copy: * @source: a #CoglPipeline object to copy * * Creates a new pipeline with the configuration copied from the * source pipeline. * * We would strongly advise developers to always aim to use * cogl_pipeline_copy() instead of cogl_pipeline_new() whenever there will * be any similarity between two pipelines. Copying a pipeline helps Cogl * keep track of a pipelines ancestry which we may use to help minimize GPU * state changes. * * Returns: a pointer to the newly allocated #CoglPipeline * * Since: 2.0 * Stability: Unstable */ CoglPipeline * cogl_pipeline_copy (CoglPipeline *source); /** * cogl_is_pipeline: * @handle: A CoglHandle * * Gets whether the given handle references an existing pipeline object. * * Return value: %TRUE if the handle references a #CoglPipeline, * %FALSE otherwise * * Since: 2.0 * Stability: Unstable */ gboolean cogl_is_pipeline (CoglHandle handle); /** * CoglPipelineLayerCallback: * @pipeline: The #CoglPipeline whos layers are being iterated * @layer_index: The current layer index * @user_data: The private data passed to cogl_pipeline_foreach_layer() * * The callback prototype used with cogl_pipeline_foreach_layer() for * iterating all the layers of a @pipeline. * * Since: 2.0 * Stability: Unstable */ typedef gboolean (*CoglPipelineLayerCallback) (CoglPipeline *pipeline, int layer_index, void *user_data); /** * cogl_pipeline_foreach_layer: * @pipeline: A #CoglPipeline object * @callback: A #CoglPipelineLayerCallback to be called for each layer * index * @user_data: Private data that will be passed to the callback * * Iterates all the layer indices of the given @pipeline. * * Since: 2.0 * Stability: Unstable */ void cogl_pipeline_foreach_layer (CoglPipeline *pipeline, CoglPipelineLayerCallback callback, void *user_data); /** * cogl_pipeline_get_uniform_location: * @pipeline: A #CoglPipeline object * @uniform_name: The name of a uniform * * This is used to get an integer representing the uniform with the * name @uniform_name. The integer can be passed to functions such as * cogl_pipeline_set_uniform_1f() to set the value of a uniform. * * This function will always return a valid integer. Ie, unlike * OpenGL, it does not return -1 if the uniform is not available in * this pipeline so it can not be used to test whether uniforms are * present. It is not necessary to set the program on the pipeline * before calling this function. * * Return value: A integer representing the location of the given uniform. * * Since: 2.0 * Stability: Unstable */ int cogl_pipeline_get_uniform_location (CoglPipeline *pipeline, const char *uniform_name); #endif /* COGL_ENABLE_EXPERIMENTAL_API */ G_END_DECLS #endif /* __COGL_PIPELINE_H__ */