/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2010 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
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_COMPILATION)
#error "Only can be included directly."
#endif
#ifndef __COGL_CONTEXT_H__
#define __COGL_CONTEXT_H__
/* We forward declare the CoglContext type here to avoid some circular
* dependency issues with the following headers.
*/
typedef struct _CoglContext CoglContext;
#include
#include
#include
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
#include
#endif
G_BEGIN_DECLS
/**
* SECTION:cogl-context
* @short_description: The top level application context.
*
* A #CoglContext is the top most sandbox of Cogl state for an
* application or toolkit. Its main purpose is to act as a sandbox
* for the memory management of state objects. Normally an application
* will only create a single context since there is no way to share
* resources between contexts.
*
* For those familiar with OpenGL or perhaps Cairo it should be
* understood that unlike these APIs a Cogl context isn't a rendering
* context as such. In other words Cogl doesn't aim to provide a state
* machine style model for configuring rendering parameters. Most
* rendering state in Cogl is directly associated with user managed
* objects called pipelines and geometry is drawn with a specific
* pipeline object to a framebuffer object and those 3 things fully
* define the state for drawing. This is an important part of Cogl's
* design since it helps you write orthogonal rendering components
* that can all access the same GPU without having to worry about
* what state other components have left you with.
*/
#ifdef COGL_ENABLE_EXPERIMENTAL_API
#define COGL_CONTEXT(OBJECT) ((CoglContext *)OBJECT)
/**
* cogl_context_new:
* @display: A #CoglDisplay pointer
* @error: A GError return location.
*
* Creates a new #CoglContext which acts as an application sandbox
* for any state objects that are allocated.
*
* Return value: (transfer full): A newly allocated #CoglContext
* Since: 1.8
* Stability: unstable
*/
CoglContext *
cogl_context_new (CoglDisplay *display,
GError **error);
/**
* cogl_context_get_display:
* @context: A #CoglContext pointer
*
* Retrieves the #CoglDisplay that is internally associated with the
* given @context. This will return the same #CoglDisplay that was
* passed to cogl_context_new() or if %NULL was passed to
* cogl_context_new() then this function returns a pointer to the
* display that was automatically setup internally.
*
* Return value: (transfer none): The #CoglDisplay associated with the
* given @context.
* Since: 1.8
* Stability: unstable
*/
CoglDisplay *
cogl_context_get_display (CoglContext *context);
#ifdef COGL_HAS_EGL_SUPPORT
/**
* cogl_egl_context_get_egl_display:
* @context: A #CoglContext pointer
*
* If you have done a runtime check to determine that Cogl is using
* EGL internally then this API can be used to retrieve the EGLDisplay
* handle that was setup internally. The result is undefined if Cogl
* is not using EGL.
*
* Return value: The internally setup EGLDisplay handle.
* Since: 1.8
* Stability: unstable
*/
EGLDisplay
cogl_egl_context_get_egl_display (CoglContext *context);
#endif
#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
/**
* cogl_android_set_native_window:
* @window: A native Android window
*
* Allows Android applications to inform Cogl of the native window
* that they have been given which Cogl can render too. On Android
* this API must be used before creating a #CoglRenderer, #CoglDisplay
* and #CoglContext.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_android_set_native_window (ANativeWindow *window);
#endif
/**
* cogl_is_context:
* @object: An object or %NULL
*
* Gets whether the given object references an existing context object.
*
* Return value: %TRUE if the handle references a #CoglContext,
* %FALSE otherwise
*
* Since: 1.10
* Stability: Unstable
*/
gboolean
cogl_is_context (void *object);
#endif /* COGL_ENABLE_EXPERIMENTAL_2_0_API */
/* XXX: not guarded by the EXPERIMENTAL_API defines to avoid
* upsetting glib-mkenums, but this can still be considered implicitly
* experimental since it's only useable with experimental API... */
/**
* CoglFeatureID:
* @COGL_FEATURE_ID_TEXTURE_NPOT_BASIC: The hardware supports non power
* of two textures, but you also need to check the
* %COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP and %COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT
* features to know if the hardware supports npot texture mipmaps
* or repeat modes other than
* %COGL_RENDERER_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE respectively.
* @COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP: Mipmapping is supported in
* conjuntion with non power of two textures.
* @COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT: Repeat modes other than
* %COGL_RENDERER_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE are supported by the
* hardware.
* @COGL_FEATURE_ID_TEXTURE_NPOT: Non power of two textures are supported
* by the hardware. This is a equivalent to the
* %COGL_FEATURE_ID_TEXTURE_NPOT_BASIC, %COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP
* and %COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT features combined.
* @COGL_FEATURE_ID_TEXTURE_RECTANGLE: Support for rectangular
* textures with non-normalized texture coordinates.
* @COGL_FEATURE_ID_TEXTURE_3D: 3D texture support
* @COGL_FEATURE_ID_OFFSCREEN: Offscreen rendering support
* @COGL_FEATURE_ID_OFFSCREEN_MULTISAMPLE: Multisample support for
* offscreen framebuffers
* @COGL_FEATURE_ID_ONSCREEN_MULTIPLE: Multiple onscreen framebuffers
* supported.
* @COGL_FEATURE_ID_GLSL: GLSL support
* @COGL_FEATURE_ID_ARBFP: ARBFP support
* @COGL_FEATURE_ID_UNSIGNED_INT_INDICES: Set if
* %COGL_RENDERER_INDICES_TYPE_UNSIGNED_INT is supported in
* cogl_indices_new().
* @COGL_FEATURE_ID_DEPTH_RANGE: cogl_pipeline_set_depth_range() support
* @COGL_FEATURE_ID_POINT_SPRITE: Whether
* cogl_pipeline_set_layer_point_sprite_coords_enabled() is supported.
* @COGL_FEATURE_ID_MAP_BUFFER_FOR_READ: Whether cogl_buffer_map() is
* supported with CoglBufferAccess including read support.
* @COGL_FEATURE_ID_MAP_BUFFER_FOR_WRITE: Whether cogl_buffer_map() is
* supported with CoglBufferAccess including write support.
* @COGL_FEATURE_ID_MIRRORED_REPEAT: Whether
* %COGL_PIPELINE_WRAP_MODE_MIRRORED_REPEAT is supported.
* @COGL_FEATURE_ID_SWAP_BUFFERS_EVENT:
* Available if the window system supports reporting an event
* for swap buffer completions.
*
* All the capabilities that can vary between different GPUs supported
* by Cogl. Applications that depend on any of these features should explicitly
* check for them using cogl_has_feature() or cogl_has_features().
*
* Since: 1.10
*/
typedef enum _CoglFeatureID
{
COGL_FEATURE_ID_TEXTURE_NPOT_BASIC = 1,
COGL_FEATURE_ID_TEXTURE_NPOT_MIPMAP,
COGL_FEATURE_ID_TEXTURE_NPOT_REPEAT,
COGL_FEATURE_ID_TEXTURE_NPOT,
COGL_FEATURE_ID_TEXTURE_RECTANGLE,
COGL_FEATURE_ID_TEXTURE_3D,
COGL_FEATURE_ID_GLSL,
COGL_FEATURE_ID_ARBFP,
COGL_FEATURE_ID_OFFSCREEN,
COGL_FEATURE_ID_OFFSCREEN_MULTISAMPLE,
COGL_FEATURE_ID_ONSCREEN_MULTIPLE,
COGL_FEATURE_ID_UNSIGNED_INT_INDICES,
COGL_FEATURE_ID_DEPTH_RANGE,
COGL_FEATURE_ID_POINT_SPRITE,
COGL_FEATURE_ID_MAP_BUFFER_FOR_READ,
COGL_FEATURE_ID_MAP_BUFFER_FOR_WRITE,
COGL_FEATURE_ID_MIRRORED_REPEAT,
COGL_FEATURE_ID_SWAP_BUFFERS_EVENT,
/*< private > */
_COGL_N_FEATURE_IDS
} CoglFeatureID;
#ifdef COGL_ENABLE_EXPERIMENTAL_API
/**
* cogl_has_feature:
* @context: A #CoglContext pointer
* @feature: A #CoglFeatureID
*
* Checks if a given @feature is currently available
*
* Cogl does not aim to be a lowest common denominator API, it aims to
* expose all the interesting features of GPUs to application which
* means applications have some responsibility to explicitly check
* that certain features are available before depending on them.
*
* Returns: %TRUE if the @feature is currently supported or %FALSE if
* not.
*
* Since: 1.10
* Stability: unstable
*/
gboolean
cogl_has_feature (CoglContext *context, CoglFeatureID feature);
/**
* cogl_has_features:
* @context: A #CoglContext pointer
* @...: A 0 terminated list of CoglFeatureIDs
*
* Checks if a list of features are all currently available.
*
* This checks all of the listed features using cogl_has_feature() and
* returns %TRUE if all the features are available or %FALSE
* otherwise.
*
* Return value: %TRUE if all the features are available, %FALSE
* otherwise.
*
* Since: 1.10
* Stability: unstable
*/
gboolean
cogl_has_features (CoglContext *context, ...);
/**
* CoglFeatureCallback:
* @feature: A single feature currently supported by Cogl
* @user_data: A private pointer passed to cogl_foreach_feature().
*
* A callback used with cogl_foreach_feature() for enumerating all
* context level features supported by Cogl.
*
* Since: 0.10
* Stability: unstable
*/
typedef void (*CoglFeatureCallback) (CoglFeatureID feature, void *user_data);
/**
* cogl_foreach_feature:
* @context: A #CoglContext pointer
* @callback: A #CoglFeatureCallback called for each supported feature
* @user_data: Private data to pass to the callback
*
* Iterates through all the context level features currently supported
* for a given @context and for each feature @callback is called.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_foreach_feature (CoglContext *context,
CoglFeatureCallback callback,
void *user_data);
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
G_END_DECLS
#endif /* __COGL_CONTEXT_H__ */