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1ee861a82c
It's useful to be able to query back the number of point_samples_per_pixel that may have previously be chosen using cogl_framebuffer_set_samples_per_pixel(). Reviewed-by: Neil Roberts <neil@linux.intel.com>
576 lines
21 KiB
C
576 lines
21 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) 2011 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
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* <http://www.gnu.org/licenses/>.
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*
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_FRAMEBUFFER_H
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#define __COGL_FRAMEBUFFER_H
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#include <cogl/cogl.h>
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#include <glib.h>
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#ifdef COGL_HAS_WIN32_SUPPORT
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#include <windows.h>
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#endif /* COGL_HAS_WIN32_SUPPORT */
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#if defined (COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT)
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#include <wayland-client.h>
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#endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-framebuffer
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* @short_description: A common interface for manipulating framebuffers
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*
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* Framebuffers are a collection of buffers that can be rendered too.
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* A framebuffer may be comprised of one or more color buffers, an
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* optional depth buffer and an optional stencil buffer. Other
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* configuration parameters are associated with framebuffers too such
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* as whether the framebuffer supports multi-sampling (an anti-aliasing
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* technique) or dithering.
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*
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* There are two kinds of framebuffer in Cogl, #CoglOnscreen
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* framebuffers and #CoglOffscreen framebuffers. As the names imply
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* offscreen framebuffers are for rendering something offscreen
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* (perhaps to a texture which is bound as one of the color buffers).
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* The exact semantics of onscreen framebuffers depends on the window
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* system backend that you are using, but typically you can expect
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* rendering to a #CoglOnscreen framebuffer will be immediately
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* visible to the user.
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*
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* If you want to create a new framebuffer then you should start by
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* looking at the #CoglOnscreen and #CoglOffscreen constructor
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* functions, such as cogl_offscreen_new_to_texture() or
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* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
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* all aspects that are common between those two types of framebuffer.
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*
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* Setup of a new CoglFramebuffer happens in two stages. There is a
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* configuration stage where you specify all the options and ancillary
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* buffers you want associated with your framebuffer and then when you
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* are happy with the configuration you can "allocate" the framebuffer
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* using cogl_framebuffer_allocate (). Technically explicitly calling
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* cogl_framebuffer_allocate () is optional for convenience and the
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* framebuffer will automatically be allocated when you first try to
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* draw to it, but if you do the allocation manually then you can
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* also catch any possible errors that may arise from your
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* configuration.
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*/
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#define cogl_onscreen_new cogl_onscreen_new_EXP
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#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
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#define cogl_framebuffer_allocate cogl_framebuffer_allocate_EXP
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gboolean
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cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
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GError **error);
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#define cogl_framebuffer_get_width cogl_framebuffer_get_width_EXP
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int
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cogl_framebuffer_get_width (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_height cogl_framebuffer_get_height_EXP
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int
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cogl_framebuffer_get_height (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_set_viewport cogl_framebuffer_set_viewport_EXP
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void
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cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
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float x,
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float y,
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float width,
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float height);
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#define cogl_framebuffer_get_viewport_x cogl_framebuffer_get_viewport_x_EXP
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float
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cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport_y cogl_framebuffer_get_viewport_y_EXP
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float
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cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport_width cogl_framebuffer_get_viewport_width_EXP
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float
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cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport_height cogl_framebuffer_get_viewport_height_EXP
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float
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cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport4fv cogl_framebuffer_get_viewport4fv_EXP
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void
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cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer,
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float *viewport);
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/**
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* cogl_framebuffer_get_red_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of red bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_red_bits cogl_framebuffer_get_red_bits_EXP
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int
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cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_green_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of green bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_green_bits cogl_framebuffer_get_green_bits_EXP
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int
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cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_blue_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of blue bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_blue_bits cogl_framebuffer_get_blue_bits_EXP
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int
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cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_alpha_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of alpha bits of @framebuffer
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*
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* Return value: the number of bits
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*
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* Since: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_alpha_bits cogl_framebuffer_get_alpha_bits_EXP
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int
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cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_dither_enabled:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Returns whether dithering has been requested for the given @framebuffer.
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* See cogl_framebuffer_set_dither_enabled() for more details about dithering.
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*
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* <note>This may return %TRUE even when the underlying @framebuffer
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* display pipeline does not support dithering. This value only represents
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* the user's request for dithering.</note>
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*
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* Return value: %TRUE if dithering has been requested or %FALSE if not.
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*/
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gboolean
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cogl_framebuffer_get_dither_enabled (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_set_dither_enabled:
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* @framebuffer: a pointer to a #CoglFramebuffer
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* @dither_enabled: %TRUE to enable dithering or %FALSE to disable
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*
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* Enables or disabled dithering if supported by the hardware.
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*
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* Dithering is a hardware dependent technique to increase the visible
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* color resolution beyond what the underlying hardware supports by playing
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* tricks with the colors placed into the framebuffer to give the illusion
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* of other colors. (For example this can be compared to half-toning used
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* by some news papers to show varying levels of grey even though their may
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* only be black and white are available).
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*
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* If the current display pipeline for @framebuffer does not support dithering
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* then this has no affect.
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*
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* Dithering is enabled by default.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer,
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gboolean dither_enabled);
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#define cogl_framebuffer_get_color_mask cogl_framebuffer_get_color_mask_EXP
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/**
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* cogl_framebuffer_get_color_mask:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Gets the current #CoglColorMask of which channels would be written to the
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* current framebuffer. Each bit set in the mask means that the
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* corresponding color would be written.
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*
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* Returns: A #CoglColorMask
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* Since: 1.8
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* Stability: unstable
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*/
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CoglColorMask
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cogl_framebuffer_get_color_mask (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_set_color_mask cogl_framebuffer_set_color_mask_EXP
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/**
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* cogl_framebuffer_set_color_mask:
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* @framebuffer: a pointer to a #CoglFramebuffer
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* @color_mask: A #CoglColorMask of which color channels to write to
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* the current framebuffer.
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*
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* Defines a bit mask of which color channels should be written to the
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* given @framebuffer. If a bit is set in @color_mask that means that
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* color will be written.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_set_color_mask (CoglFramebuffer *framebuffer,
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CoglColorMask color_mask);
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#define cogl_framebuffer_get_color_format cogl_framebuffer_get_color_format_EXP
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/**
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* cogl_framebuffer_get_color_format:
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* @framebuffer: A #CoglFramebuffer framebuffer
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*
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* Queries the common #CoglPixelFormat of all color buffers attached
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* to this framebuffer. For an offscreen framebuffer created with
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* cogl_offscreen_new_to_texture() this will correspond to the format
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* of the texture.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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CoglPixelFormat
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cogl_framebuffer_get_color_format (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_set_samples_per_pixel \
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cogl_framebuffer_set_samples_per_pixel_EXP
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/**
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* cogl_framebuffer_set_samples_per_pixel:
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* @framebuffer: A #CoglFramebuffer framebuffer
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* @n: The minimum number of samples per pixel
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*
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* Requires that when rendering to @framebuffer then @n point samples
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* should be made per pixel which will all contribute to the final
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* resolved color for that pixel. The idea is that the hardware aims
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* to get quality similar to what you would get if you rendered
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* everything twice as big (for 4 samples per pixel) and then scaled
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* that image back down with filtering. It can effectively remove the
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* jagged edges of polygons and should be more efficient than if you
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* were to manually render at a higher resolution and downscale
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* because the hardware is often able to take some shortcuts. For
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* example the GPU may only calculate a single texture sample for all
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* points of a single pixel, and for tile based architectures all the
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* extra sample data (such as depth and stencil samples) may be
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* handled on-chip and so avoid increased demand on system memory
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* bandwidth.
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*
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* By default this value is usually set to 0 and that is referred to
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* as "single-sample" rendering. A value of 1 or greater is referred
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* to as "multisample" rendering.
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*
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* <note>There are some semantic differences between single-sample
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* rendering and multisampling with just 1 point sample such as it
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* being redundant to use the cogl_framebuffer_resolve_samples() and
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* cogl_framebuffer_resolve_samples_region() apis with single-sample
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* rendering.</note>
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*
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* <note>It's recommended that
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* cogl_framebuffer_resolve_samples_region() be explicitly used at the
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* end of rendering to a point sample buffer to minimize the number of
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* samples that get resolved. By default Cogl will implicitly resolve
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* all framebuffer samples but if only a small region of a
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* framebuffer has changed this can lead to redundant work being
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* done.</note>
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer,
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int samples_per_pixel);
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#define cogl_framebuffer_get_samples_per_pixel \
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cogl_framebuffer_get_samples_per_pixel_EXP
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/**
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* cogl_framebuffer_get_samples_per_pixel:
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* @framebuffer: A #CoglFramebuffer framebuffer
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*
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* Gets the number of points that are sampled per-pixel when
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* rasterizing geometry. Usually by default this will return 0 which
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* means that single-sample not multisample rendering has been chosen.
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* When using a GPU supporting multisample rendering it's possible to
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* increase the number of samples per pixel using
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* cogl_framebuffer_set_samples_per_pixel().
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*
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* Calling cogl_framebuffer_get_samples_per_pixel() before the
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* framebuffer has been allocated will simply return the value set
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* using cogl_framebuffer_set_samples_per_pixel(). After the
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* framebuffer has been allocated the value will reflect the actual
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* number of samples that will be made by the GPU.
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*
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* Returns: The number of point samples made per pixel when
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* rasterizing geometry or 0 if single-sample rendering
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* has been chosen.
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*
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* Since: 1.10
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* Stability: unstable
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*/
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int
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cogl_framebuffer_get_samples_per_pixel (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_resolve_samples \
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cogl_framebuffer_resolve_samples_EXP
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/**
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* cogl_framebuffer_resolve_samples:
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* @framebuffer: A #CoglFramebuffer framebuffer
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*
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* When point sample rendering (also known as multisample rendering)
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* has been enabled via cogl_framebuffer_set_samples_per_pixel()
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* then you can optionally call this function (or
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* cogl_framebuffer_resolve_samples_region()) to explicitly resolve
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* the point samples into values for the final color buffer.
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*
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* Some GPUs will implicitly resolve the point samples during
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* rendering and so this function is effectively a nop, but with other
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* architectures it is desirable to defer the resolve step until the
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* end of the frame.
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*
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* Since Cogl will automatically ensure samples are resolved if the
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* target color buffer is used as a source this API only needs to be
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* used if explicit control is desired - perhaps because you want to
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* ensure that the resolve is completed in advance to avoid later
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* having to wait for the resolve to complete.
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*
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* If you are performing incremental updates to a framebuffer you
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* should consider using cogl_framebuffer_resolve_samples_region()
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* instead to avoid resolving redundant pixels.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_resolve_samples_region \
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cogl_framebuffer_resolve_samples_region_EXP
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/**
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* cogl_framebuffer_resolve_samples_region:
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* @framebuffer: A #CoglFramebuffer framebuffer
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* @x: top-left x coordinate of region to resolve
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* @y: top-left y coordinate of region to resolve
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* @width: width of region to resolve
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* @height: height of region to resolve
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*
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* When point sample rendering (also known as multisample rendering)
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* has been enabled via cogl_framebuffer_set_samples_per_pixel()
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* then you can optionally call this function (or
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* cogl_framebuffer_resolve_samples()) to explicitly resolve the point
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* samples into values for the final color buffer.
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*
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* Some GPUs will implicitly resolve the point samples during
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* rendering and so this function is effectively a nop, but with other
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* architectures it is desirable to defer the resolve step until the
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* end of the frame.
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*
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* Use of this API is recommended if incremental, small updates to
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* a framebuffer are being made because by default Cogl will
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* implicitly resolve all the point samples of the framebuffer which
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* can result in redundant work if only a small number of samples have
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* changed.
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*
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* Because some GPUs implicitly resolve point samples this function
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* only guarantees that at-least the region specified will be resolved
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* and if you have rendered to a larger region then it's possible that
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* other samples may be implicitly resolved.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer,
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int x,
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int y,
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int width,
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int height);
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#define cogl_framebuffer_get_context cogl_framebuffer_get_context_EXP
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/**
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* @framebuffer: A #CoglFramebuffer
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*
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* Can be used to query the #CoglContext a given @framebuffer was
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* instantiated within. This is the #CoglContext that was passed to
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* cogl_onscreen_new() for example.
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*
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* Return value: The #CoglContext that the given @framebuffer was
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* instantiated within.
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* Since: 1.8
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* Stability: unstable
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*/
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CoglContext *
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cogl_framebuffer_get_context (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_clear cogl_framebuffer_clear_EXP
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/**
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* cogl_framebuffer_clear:
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* @framebuffer: A #CoglFramebuffer
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* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
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* buffers to clear
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* @color: The color to clear the color buffer too if specified in
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* @buffers.
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*
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* Clears all the auxiliary buffers identified in the @buffers mask, and if
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* that includes the color buffer then the specified @color is used.
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*
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* Since: 1.8
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* Stability: unstable
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*/
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void
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cogl_framebuffer_clear (CoglFramebuffer *framebuffer,
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unsigned long buffers,
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const CoglColor *color);
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#define cogl_framebuffer_clear4f cogl_framebuffer_clear4f_EXP
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/**
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* cogl_framebuffer_clear4f:
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* @framebuffer: A #CoglFramebuffer
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* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
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* buffers to clear
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* @red: The red component of color to clear the color buffer too if
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* specified in @buffers.
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|
* @green: The green component of color to clear the color buffer too if
|
|
* specified in @buffers.
|
|
* @blue: The blue component of color to clear the color buffer too if
|
|
* specified in @buffers.
|
|
* @alpha: The alpha component of color to clear the color buffer too if
|
|
* specified in @buffers.
|
|
*
|
|
* Clears all the auxiliary buffers identified in the @buffers mask, and if
|
|
* that includes the color buffer then the specified @color is used.
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
|
|
unsigned long buffers,
|
|
float red,
|
|
float green,
|
|
float blue,
|
|
float alpha);
|
|
|
|
/* XXX: Should we take an n_buffers + buffer id array instead of using
|
|
* the CoglBufferBits type which doesn't seem future proof? */
|
|
#define cogl_framebuffer_discard_buffers cogl_framebuffer_discard_buffers_EXP
|
|
/**
|
|
* cogl_framebuffer_discard_buffers:
|
|
* @framebuffer: A #CoglFramebuffer
|
|
* @buffers: A #CoglBufferBit mask of which ancillary buffers you want
|
|
* to discard.
|
|
*
|
|
* Declares that the specified @buffers no longer need to be referenced
|
|
* by any further rendering commands. This can be an important
|
|
* optimization to avoid subsequent frames of rendering depending on
|
|
* the results of a previous frame.
|
|
*
|
|
* For example; some tile-based rendering GPUs are able to avoid allocating and
|
|
* accessing system memory for the depth and stencil buffer so long as these
|
|
* buffers are not required as input for subsequent frames and that can save a
|
|
* significant amount of memory bandwidth used to save and restore their
|
|
* contents to system memory between frames.
|
|
*
|
|
* It is currently considered an error to try and explicitly discard the color
|
|
* buffer by passing %COGL_BUFFER_BIT_COLOR. This is because the color buffer is
|
|
* already implicitly discard when you finish rendering to a #CoglOnscreen
|
|
* framebuffer, and it's not meaningful to try and discard the color buffer of
|
|
* a #CoglOffscreen framebuffer since they are single-buffered.
|
|
*
|
|
*
|
|
* Since: 1.8
|
|
* Stability: unstable
|
|
*/
|
|
void
|
|
cogl_framebuffer_discard_buffers (CoglFramebuffer *framebuffer,
|
|
unsigned long buffers);
|
|
|
|
/**
|
|
* cogl_framebuffer_finish:
|
|
* @framebuffer: A #CoglFramebuffer pointer
|
|
*
|
|
* This blocks the CPU until all pending rendering associated with the
|
|
* specified framebuffer has completed. It's very rare that developers should
|
|
* ever need this level of synchronization with the GPU and should never be
|
|
* used unless you clearly understand why you need to explicitly force
|
|
* synchronization.
|
|
*
|
|
* One example might be for benchmarking purposes to be sure timing
|
|
* measurements reflect the time that the GPU is busy for not just the time it
|
|
* takes to queue rendering commands.
|
|
*
|
|
* Stability: unstable
|
|
* Since: 1.10
|
|
*/
|
|
void
|
|
cogl_framebuffer_finish (CoglFramebuffer *framebuffer);
|
|
|
|
#define cogl_get_draw_framebuffer cogl_get_draw_framebuffer_EXP
|
|
CoglFramebuffer *
|
|
cogl_get_draw_framebuffer (void);
|
|
|
|
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
|
|
|
|
/* XXX: Note these are defined outside the COGL_ENABLE_EXPERIMENTAL_API guard since
|
|
* otherwise the glib-mkenums stuff will get upset. */
|
|
|
|
#define cogl_framebuffer_error_quark cogl_framebuffer_error_quark_EXP
|
|
GQuark
|
|
cogl_framebuffer_error_quark (void);
|
|
|
|
#define COGL_FRAMEBUFFER_ERROR (cogl_framebuffer_error_quark ())
|
|
|
|
typedef enum { /*< prefix=COGL_FRAMEBUFFER_ERROR >*/
|
|
COGL_FRAMEBUFFER_ERROR_ALLOCATE
|
|
} CoglFramebufferError;
|
|
|
|
G_END_DECLS
|
|
|
|
#endif /* __COGL_FRAMEBUFFER_H */
|
|
|