/* * 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 . * * */ #ifndef __COGL_FRAMEBUFFER_PRIVATE_H #define __COGL_FRAMEBUFFER_PRIVATE_H #include "cogl-object-private.h" #include "cogl-matrix-stack.h" #include "cogl-clip-state-private.h" #include "cogl-journal-private.h" #include "cogl-winsys-private.h" #include "cogl-attribute-private.h" #ifdef COGL_HAS_XLIB_SUPPORT #include #endif #ifdef COGL_HAS_GLX_SUPPORT #include #include #endif typedef enum _CoglFramebufferType { COGL_FRAMEBUFFER_TYPE_ONSCREEN, COGL_FRAMEBUFFER_TYPE_OFFSCREEN } CoglFramebufferType; typedef struct { CoglSwapChain *swap_chain; gboolean need_stencil; int samples_per_pixel; gboolean swap_throttled; } CoglFramebufferConfig; /* Flags to pass to _cogl_offscreen_new_to_texture_full */ typedef enum { COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1 } CoglOffscreenFlags; /* XXX: The order of these indices determines the order they are * flushed. * * Flushing clip state may trash the modelview and projection matrices * so we must do it before flushing the matrices. */ typedef enum _CoglFramebufferStateIndex { COGL_FRAMEBUFFER_STATE_INDEX_BIND = 0, COGL_FRAMEBUFFER_STATE_INDEX_VIEWPORT = 1, COGL_FRAMEBUFFER_STATE_INDEX_CLIP = 2, COGL_FRAMEBUFFER_STATE_INDEX_DITHER = 3, COGL_FRAMEBUFFER_STATE_INDEX_MODELVIEW = 4, COGL_FRAMEBUFFER_STATE_INDEX_PROJECTION = 5, COGL_FRAMEBUFFER_STATE_INDEX_COLOR_MASK = 6, COGL_FRAMEBUFFER_STATE_INDEX_FRONT_FACE_WINDING = 7, COGL_FRAMEBUFFER_STATE_INDEX_MAX = 8 } CoglFramebufferStateIndex; typedef enum _CoglFramebufferState { COGL_FRAMEBUFFER_STATE_BIND = 1<<0, COGL_FRAMEBUFFER_STATE_VIEWPORT = 1<<1, COGL_FRAMEBUFFER_STATE_CLIP = 1<<2, COGL_FRAMEBUFFER_STATE_DITHER = 1<<3, COGL_FRAMEBUFFER_STATE_MODELVIEW = 1<<4, COGL_FRAMEBUFFER_STATE_PROJECTION = 1<<5, COGL_FRAMEBUFFER_STATE_COLOR_MASK = 1<<6, COGL_FRAMEBUFFER_STATE_FRONT_FACE_WINDING = 1<<7 } CoglFramebufferState; #define COGL_FRAMEBUFFER_STATE_ALL ((1<config to configure if we want a depth or stencil buffer so * we can get rid of these flags */ CoglOffscreenFlags create_flags; } CoglOffscreen; #define COGL_OFFSCREEN(X) ((CoglOffscreen *)(X)) void _cogl_framebuffer_init (CoglFramebuffer *framebuffer, CoglContext *ctx, CoglFramebufferType type, CoglPixelFormat format, int width, int height); void _cogl_framebuffer_free (CoglFramebuffer *framebuffer); const CoglWinsysVtable * _cogl_framebuffer_get_winsys (CoglFramebuffer *framebuffer); void _cogl_framebuffer_clear_without_flush4f (CoglFramebuffer *framebuffer, unsigned long buffers, float red, float green, float blue, float alpha); void _cogl_framebuffer_dirty (CoglFramebuffer *framebuffer); CoglClipState * _cogl_framebuffer_get_clip_state (CoglFramebuffer *framebuffer); /* * _cogl_framebuffer_get_clip_stack: * @framebuffer: A #CoglFramebuffer * * Gets a pointer to the current clip stack. This can be used to later * return to the same clip stack state with * _cogl_framebuffer_set_clip_stack(). A reference is not taken on the * stack so if you want to keep it you should call * _cogl_clip_stack_ref(). * * Return value: a pointer to the @framebuffer clip stack. */ CoglClipStack * _cogl_framebuffer_get_clip_stack (CoglFramebuffer *framebuffer); /* * _cogl_framebuffer_set_clip_stack: * @framebuffer: A #CoglFramebuffer * @stack: a pointer to the replacement clip stack * * Replaces the @framebuffer clip stack with @stack. */ void _cogl_framebuffer_set_clip_stack (CoglFramebuffer *framebuffer, CoglClipStack *stack); CoglMatrixStack * _cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer); CoglMatrixStack * _cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer); void _cogl_framebuffer_add_dependency (CoglFramebuffer *framebuffer, CoglFramebuffer *dependency); void _cogl_framebuffer_remove_all_dependencies (CoglFramebuffer *framebuffer); void _cogl_framebuffer_flush_journal (CoglFramebuffer *framebuffer); void _cogl_framebuffer_flush_dependency_journals (CoglFramebuffer *framebuffer); gboolean _cogl_framebuffer_try_fast_read_pixel (CoglFramebuffer *framebuffer, int x, int y, CoglReadPixelsFlags source, CoglPixelFormat format, guint8 *pixel); void _cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer, CoglFramebuffer *read_buffer, CoglFramebufferState state); CoglFramebuffer * _cogl_get_read_framebuffer (void); GSList * _cogl_create_framebuffer_stack (void); void _cogl_free_framebuffer_stack (GSList *stack); /* * _cogl_offscreen_new_to_texture_full: * @texture: A #CoglTexture pointer * @create_flags: Flags specifying how to create the FBO * @level: The mipmap level within the texture to target * * Creates a new offscreen buffer which will target the given * texture. By default the buffer will have a depth and stencil * buffer. This can be disabled by passing * %COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL in @create_flags. * * Return value: the new CoglOffscreen object. */ CoglHandle _cogl_offscreen_new_to_texture_full (CoglTexture *texture, CoglOffscreenFlags create_flags, unsigned int level); /* * _cogl_push_framebuffers: * @draw_buffer: A pointer to the buffer used for drawing * @read_buffer: A pointer to the buffer used for reading back pixels * * Redirects drawing and reading to the specified framebuffers as in * cogl_push_framebuffer() except that it allows the draw and read * buffer to be different. The buffers are pushed as a pair so that * they can later both be restored with a single call to * cogl_pop_framebuffer(). */ void _cogl_push_framebuffers (CoglFramebuffer *draw_buffer, CoglFramebuffer *read_buffer); /* * _cogl_blit_framebuffer: * @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 * * This blits a region of the color buffer of the current draw buffer * to the current read buffer. The draw and read buffers can be set up * using _cogl_push_framebuffers(). This function should only be * called if the COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT feature is * advertised. The two buffers must both be offscreen and have the * same format. * * 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 isn't supported by the corresponding * GL_ANGLE_framebuffer_blit extension on GLES2.0 and it 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. * * We can only really support blitting between two offscreen buffers * for this function on GLES2.0. This is because we effectively render * upside down to offscreen buffers to maintain Cogl's representation * of the texture coordinate system where 0,0 is the top left of the * texture. If we were to blit from an offscreen to an onscreen buffer * then we would need to mirror the blit along the x-axis but the GLES * extension does not support this. * * 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. */ void _cogl_blit_framebuffer (unsigned int src_x, unsigned int src_y, unsigned int dst_x, unsigned int dst_y, unsigned int width, unsigned int height); void _cogl_framebuffer_push_projection (CoglFramebuffer *framebuffer); void _cogl_framebuffer_pop_projection (CoglFramebuffer *framebuffer); void _cogl_framebuffer_save_clip_stack (CoglFramebuffer *framebuffer); void _cogl_framebuffer_restore_clip_stack (CoglFramebuffer *framebuffer); void _cogl_framebuffer_unref (CoglFramebuffer *framebuffer); void _cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, CoglPrimitive *primitive, CoglDrawFlags flags); /* This can be called directly by the CoglJournal to draw attributes * skipping the implicit journal flush, the framebuffer flush and * pipeline validation. */ void _cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, CoglVerticesMode mode, int first_vertex, int n_vertices, CoglAttribute **attributes, int n_attributes, CoglDrawFlags flags); void _cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, CoglVerticesMode mode, int first_vertex, int n_vertices, CoglIndices *indices, CoglAttribute **attributes, int n_attributes, CoglDrawFlags flags); #endif /* __COGL_FRAMEBUFFER_PRIVATE_H */