/* * 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 @object references a #CoglContext, * %FALSE otherwise * * Since: 1.10 * Stability: Unstable */ CoglBool 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 */ CoglBool 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 */ CoglBool 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__ */