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The deprecation macros, which expand to __declspec (deprecated) on Visual Studio, is expected to be before the return type of the function which is annotated by them, and having the deprecation macros there is also accepted by GCC as well. This will fix the builds of all applications/libraries using Cogl under Visual Studio, Reviewed-by: Robert Bragg <robert@linux.intel.com>
153 lines
5.1 KiB
C
153 lines
5.1 KiB
C
/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2007,2008,2009,2012 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_OFFSCREEN_H__
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#define __COGL_OFFSCREEN_H__
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-texture.h>
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-offscreen
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* @short_description: Functions for creating and manipulating offscreen
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* framebuffers.
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*
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* Cogl allows creating and operating on offscreen framebuffers.
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*/
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typedef struct _CoglOffscreen CoglOffscreen;
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#define COGL_OFFSCREEN(X) ((CoglOffscreen *)X)
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/* Offscreen api */
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/**
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* cogl_offscreen_new_with_texture:
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* @texture: A #CoglTexture pointer
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*
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* This creates an offscreen framebuffer object using the given
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* @texture as the primary color buffer. It doesn't just initialize
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* the contents of the offscreen buffer with the @texture; they are
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* tightly bound so that drawing to the offscreen buffer effectively
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* updates the contents of the given texture. You don't need to
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* destroy the offscreen buffer before you can use the @texture again.
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*
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* <note>This api only works with low-level #CoglTexture types such as
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* #CoglTexture2D, #CoglTexture3D and #CoglTextureRectangle, and not
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* with meta-texture types such as #CoglTexture2DSliced.</note>
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*
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* The storage for the framebuffer is actually allocated lazily
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* so this function will never return %NULL to indicate a runtime
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* error. This means it is still possible to configure the framebuffer
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* before it is really allocated.
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*
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* Simple applications without full error handling can simply rely on
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* Cogl to lazily allocate the storage of framebuffers but you should
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* be aware that if Cogl encounters an error (such as running out of
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* GPU memory) then your application will simply abort with an error
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* message. If you need to be able to catch such exceptions at runtime
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* then you can explicitly allocate your framebuffer when you have
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* finished configuring it by calling cogl_framebuffer_allocate() and
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* passing in a #CoglError argument to catch any exceptions.
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*
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* Return value: (transfer full): a newly instantiated #CoglOffscreen
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* framebuffer.
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*/
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CoglOffscreen *
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cogl_offscreen_new_with_texture (CoglTexture *texture);
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/**
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* cogl_offscreen_new_to_texture:
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* @texture: A #CoglTexture pointer
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*
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* This creates an offscreen buffer object using the given @texture as the
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* primary color buffer. It doesn't just initialize the contents of the
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* offscreen buffer with the @texture; they are tightly bound so that
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* drawing to the offscreen buffer effectivly updates the contents of the
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* given texture. You don't need to destroy the offscreen buffer before
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* you can use the @texture again.
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*
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* <note>This only works with low-level #CoglTexture types such as
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* #CoglTexture2D, #CoglTexture3D and #CoglTextureRectangle, and not
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* with meta-texture types such as #CoglTexture2DSliced.</note>
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*
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* Return value: (transfer full): a newly instantiated #CoglOffscreen
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* framebuffer or %NULL if it wasn't possible to create the
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* buffer.
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* Deprecated: 1.16: Use cogl_offscreen_new_with_texture instead.
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*/
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CoglOffscreen *
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cogl_offscreen_new_to_texture (CoglTexture *texture)
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COGL_DEPRECATED_IN_1_16_FOR (cogl_offscreen_new_with_texture);
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/**
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* cogl_is_offscreen:
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* @object: A pointer to a #CoglObject
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*
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* Determines whether the given #CoglObject references an offscreen
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* framebuffer object.
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*
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* Returns: %TRUE if @object is a #CoglOffscreen framebuffer,
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* %FALSE otherwise
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*/
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CoglBool
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cogl_is_offscreen (void *object);
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/**
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* cogl_offscreen_ref:
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* @offscreen: A pointer to a #CoglOffscreen framebuffer
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*
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* Increments the reference count on the @offscreen framebuffer.
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*
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* Return value: (transfer none): For convenience it returns the
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* given @offscreen
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*
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* Deprecated: 1.2: cogl_object_ref() should be used in new code.
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*/
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COGL_DEPRECATED_FOR (cogl_object_ref)
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void *
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cogl_offscreen_ref (void *offscreen);
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/**
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* cogl_offscreen_unref:
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* @offscreen: A pointer to a #CoglOffscreen framebuffer
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*
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* Decreases the reference count for the @offscreen buffer and frees it when
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* the count reaches 0.
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*
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* Deprecated: 1.2: cogl_object_unref() should be used in new code.
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*/
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COGL_DEPRECATED_FOR (cogl_object_unref)
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void
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cogl_offscreen_unref (void *offscreen);
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COGL_END_DECLS
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#endif /* __COGL_OFFSCREEN_H__ */
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