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186 lines
5.7 KiB
C
186 lines
5.7 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007,2008,2009 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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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_PIPELINE_H__
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#define __COGL_PIPELINE_H__
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/* We forward declare the CoglPipeline type here to avoid some circular
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* dependency issues with the following headers.
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*/
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typedef struct _CoglPipeline CoglPipeline;
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-context.h>
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#include <cogl/cogl-snippet.h>
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#include <glib-object.h>
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-pipeline
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* @short_description: Functions for creating and manipulating the GPU
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* pipeline
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*
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* Cogl allows creating and manipulating objects representing the full
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* configuration of the GPU pipeline. In simplified terms the GPU
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* pipeline takes primitive geometry as the input, it first performs
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* vertex processing, allowing you to deform your geometry, then
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* rasterizes that (turning it from pure geometry into fragments) then
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* performs fragment processing including depth testing and texture
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* mapping. Finally it blends the result with the framebuffer.
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*/
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#define COGL_PIPELINE(OBJECT) ((CoglPipeline *)OBJECT)
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/**
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* cogl_pipeline_get_gtype:
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*
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* Returns: a #GType that can be used with the GLib type system.
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*/
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GType cogl_pipeline_get_gtype (void);
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/**
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* cogl_pipeline_new:
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* @context: a #CoglContext
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*
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* Allocates and initializes a default simple pipeline that will color
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* a primitive white.
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*
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* Return value: (transfer full): a pointer to a new #CoglPipeline
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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CoglPipeline *
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cogl_pipeline_new (CoglContext *context);
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/**
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* cogl_pipeline_copy:
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* @source: a #CoglPipeline object to copy
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*
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* Creates a new pipeline with the configuration copied from the
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* source pipeline.
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*
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* We would strongly advise developers to always aim to use
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* cogl_pipeline_copy() instead of cogl_pipeline_new() whenever there will
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* be any similarity between two pipelines. Copying a pipeline helps Cogl
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* keep track of a pipelines ancestry which we may use to help minimize GPU
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* state changes.
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*
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* Return value: (transfer full): a pointer to the newly allocated #CoglPipeline
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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CoglPipeline *
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cogl_pipeline_copy (CoglPipeline *source);
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/**
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* cogl_is_pipeline:
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* @object: A #CoglObject
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*
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* Gets whether the given @object references an existing pipeline object.
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*
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* Return value: %TRUE if the @object references a #CoglPipeline,
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* %FALSE otherwise
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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CoglBool
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cogl_is_pipeline (void *object);
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/**
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* CoglPipelineLayerCallback:
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* @pipeline: The #CoglPipeline whos layers are being iterated
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* @layer_index: The current layer index
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* @user_data: The private data passed to cogl_pipeline_foreach_layer()
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*
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* The callback prototype used with cogl_pipeline_foreach_layer() for
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* iterating all the layers of a @pipeline.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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typedef CoglBool (*CoglPipelineLayerCallback) (CoglPipeline *pipeline,
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int layer_index,
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void *user_data);
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/**
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* cogl_pipeline_foreach_layer:
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* @pipeline: A #CoglPipeline object
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* @callback: (scope call): A #CoglPipelineLayerCallback to be
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* called for each layer index
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* @user_data: (closure): Private data that will be passed to the
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* callback
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*
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* Iterates all the layer indices of the given @pipeline.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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void
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cogl_pipeline_foreach_layer (CoglPipeline *pipeline,
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CoglPipelineLayerCallback callback,
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void *user_data);
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/**
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* cogl_pipeline_get_uniform_location:
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* @pipeline: A #CoglPipeline object
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* @uniform_name: The name of a uniform
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*
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* This is used to get an integer representing the uniform with the
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* name @uniform_name. The integer can be passed to functions such as
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* cogl_pipeline_set_uniform_1f() to set the value of a uniform.
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*
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* This function will always return a valid integer. Ie, unlike
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* OpenGL, it does not return -1 if the uniform is not available in
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* this pipeline so it can not be used to test whether uniforms are
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* present. It is not necessary to set the program on the pipeline
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* before calling this function.
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*
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* Return value: A integer representing the location of the given uniform.
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*
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* Since: 2.0
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* Stability: Unstable
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*/
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int
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cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
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const char *uniform_name);
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COGL_END_DECLS
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#endif /* __COGL_PIPELINE_H__ */
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