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a29a76dbab
This adds internal API to be able to wrap a wayland buffer as a CoglTexture2D. There is a --enable-wayland-egl-server option to decide if Cogl should support this feature and potentially any EGL based winsys could support this through the EGL_KHR_image_base and EGL_WL_bind_display extensions.
107 lines
3.5 KiB
C
107 lines
3.5 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) 2010 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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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_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_DISPLAY_H__
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#define __COGL_DISPLAY_H__
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#include <cogl/cogl-renderer.h>
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#include <cogl/cogl-onscreen-template.h>
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G_BEGIN_DECLS
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#ifdef COGL_HAS_EGL_PLATFORM_GDL_SUPPORT
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#include <@CLUTTER_CEX100_LIBGDL_PREFIX@libgdl.h>
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#endif
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/**
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* SECTION:cogl-display
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* @short_description: Represents a display pipeline
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*
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* TODO: We still need to decide if we really need this object or if
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* it's enough to just have the CoglSwapChain CoglOnscreenTemplate
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* objects.
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*
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* The basic intention is for this object to let the application
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* specify its display preferences before creating a context, and
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* there are a few different aspects to this...
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*
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* Firstly there is the physical display pipeline that is currently
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* being used including the digital to analogue conversion hardware
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* and the screen the user sees. Although we don't have a plan to
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* expose all the advanced features of arbitrary display hardware with
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* a Cogl API, some backends may want to expose limited control over
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* this hardware via Cogl and simpler features like providing a list
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* of modes to choose from in a UI could be nice too.
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*
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* Another aspect is that the display configuration may be tightly
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* related to how onscreen framebuffers should be configured. In fact
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* one of the early rationals for this object was to let us handle
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* GLX's requirement that framebuffers must be "compatible" with the
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* fbconfig associated with the current context meaning we have to
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* force the user to describe how they would like to create their
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* onscreen windows before we can choose a suitable fbconfig and
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* create a GLContext.
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*
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* TODO: continue this thought process and come to a decision...
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*/
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typedef struct _CoglDisplay CoglDisplay;
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#define COGL_DISPLAY(OBJECT) ((CoglDisplay *)OBJECT)
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#define cogl_display_new cogl_display_new_EXP
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CoglDisplay *
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cogl_display_new (CoglRenderer *renderer,
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CoglOnscreenTemplate *onscreen_template);
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#define cogl_display_setup cogl_display_setup_EXP
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gboolean
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cogl_display_setup (CoglDisplay *display,
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GError **error);
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#ifdef COGL_HAS_EGL_PLATFORM_GDL_SUPPORT
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#define cogl_gdl_display_set_plane \
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cogl_gdl_display_set_plane_EXP
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void
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cogl_gdl_display_set_plane (CoglDisplay *display,
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struct gdl_plane *plane);
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#endif
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#ifdef COGL_HAS_WAYLAND_EGL_SERVER_SUPPORT
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void
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cogl_wayland_display_set_compositor_display (CoglDisplay *display,
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struct wl_display *wayland_display);
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#endif
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G_END_DECLS
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#endif /* __COGL_DISPLAY_H__ */
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