mutter/cogl/cogl/cogl-framebuffer.h
Georges Basile Stavracas Neto 038a3170bf cogl/framebuffer: Add cogl_framebuffer_flush
In future patches, we'll create additional CoglFramebuffers that
will be shared via DMA-Buf with PipeWire. When recording frames,
we'll blit the current onscreen framebuffer into the shared one.

However, that presents a problem: cogl_framebuffer_blit() mimics
glBlitFramebuffer() semantics, and doesn't do an implicit flush
of the GPU command stream. As a consequence, clients may receive
unblitted or incomplete framebuffers.

We could use cogl_framebuffer_finish() to ensure the commands were
submitted to the GPU, but it is too harsh -- it blocks the CPU
completely until the commands are finished!

Add cogl_framebuffer_flush(), which ensures the command stream is
submitted to the GPU without blocking the CPU. Even though we don't
use the framebuffer specifically, it may be useful in the future
for e.g. a potential Vulkan backend to have access to the framebuffer.

https://gitlab.gnome.org/GNOME/mutter/merge_requests/1086
2020-02-28 10:52:34 -03:00

1573 lines
56 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009,2011 Intel Corporation.
* Copyright (C) 2019 DisplayLink (UK) Ltd.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
*
*
* Authors:
* Robert Bragg <robert@linux.intel.com>
*/
#ifndef __COGL_FRAMEBUFFER_H
#define __COGL_FRAMEBUFFER_H
/* We forward declare the CoglFramebuffer type here to avoid some circular
* dependency issues with the following headers.
*/
#if defined(__COGL_H_INSIDE__) && !defined(COGL_ENABLE_MUTTER_API) && \
!defined(COGL_GIR_SCANNING)
/* For the public C api we typedef interface types as void to avoid needing
* lots of casting in code and instead we will rely on runtime type checking
* for these objects. */
typedef void CoglFramebuffer;
#else
typedef struct _CoglFramebuffer CoglFramebuffer;
#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
#endif
#include <cogl/cogl-pipeline.h>
#include <cogl/cogl-indices.h>
#include <cogl/cogl-bitmap.h>
#include <cogl/cogl-texture.h>
#include <glib-object.h>
#include <cairo.h>
#include <graphene.h>
G_BEGIN_DECLS
/**
* SECTION:cogl-framebuffer
* @short_description: A common interface for manipulating framebuffers
*
* Framebuffers are a collection of buffers that can be rendered too.
* A framebuffer may be comprised of one or more color buffers, an
* optional depth buffer and an optional stencil buffer. Other
* configuration parameters are associated with framebuffers too such
* as whether the framebuffer supports multi-sampling (an anti-aliasing
* technique) or dithering.
*
* There are two kinds of framebuffer in Cogl, #CoglOnscreen
* framebuffers and #CoglOffscreen framebuffers. As the names imply
* offscreen framebuffers are for rendering something offscreen
* (perhaps to a texture which is bound as one of the color buffers).
* The exact semantics of onscreen framebuffers depends on the window
* system backend that you are using, but typically you can expect
* rendering to a #CoglOnscreen framebuffer will be immediately
* visible to the user.
*
* If you want to create a new framebuffer then you should start by
* looking at the #CoglOnscreen and #CoglOffscreen constructor
* functions, such as cogl_offscreen_new_with_texture() or
* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
* all aspects that are common between those two types of framebuffer.
*
* Setup of a new CoglFramebuffer happens in two stages. There is a
* configuration stage where you specify all the options and ancillary
* buffers you want associated with your framebuffer and then when you
* are happy with the configuration you can "allocate" the framebuffer
* using cogl_framebuffer_allocate(). Technically explicitly calling
* cogl_framebuffer_allocate() is optional for convenience and the
* framebuffer will automatically be allocated when you first try to
* draw to it, but if you do the allocation manually then you can
* also catch any possible errors that may arise from your
* configuration.
*/
/**
* cogl_framebuffer_get_gtype:
*
* Returns: a #GType that can be used with the GLib type system.
*/
GType cogl_framebuffer_get_gtype (void);
/**
* cogl_framebuffer_allocate:
* @framebuffer: A #CoglFramebuffer
* @error: A pointer to a #GError for returning exceptions.
*
* Explicitly allocates a configured #CoglFramebuffer allowing developers to
* check and handle any errors that might arise from an unsupported
* configuration so that fallback configurations may be tried.
*
* <note>Many applications don't support any fallback options at least when
* they are initially developed and in that case the don't need to use this API
* since Cogl will automatically allocate a framebuffer when it first gets
* used. The disadvantage of relying on automatic allocation is that the
* program will abort with an error message if there is an error during
* automatic allocation.</note>
*
* Return value: %TRUE if there were no error allocating the framebuffer, else %FALSE.
* Since: 1.8
* Stability: unstable
*/
gboolean
cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
GError **error);
/**
* cogl_framebuffer_get_width:
* @framebuffer: A #CoglFramebuffer
*
* Queries the current width of the given @framebuffer.
*
* Return value: The width of @framebuffer.
* Since: 1.8
* Stability: unstable
*/
int
cogl_framebuffer_get_width (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_height:
* @framebuffer: A #CoglFramebuffer
*
* Queries the current height of the given @framebuffer.
*
* Return value: The height of @framebuffer.
* Since: 1.8
* Stability: unstable
*/
int
cogl_framebuffer_get_height (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_viewport:
* @framebuffer: A #CoglFramebuffer
* @x: The top-left x coordinate of the viewport origin (only integers
* supported currently)
* @y: The top-left y coordinate of the viewport origin (only integers
* supported currently)
* @width: The width of the viewport (only integers supported currently)
* @height: The height of the viewport (only integers supported currently)
*
* Defines a scale and offset for everything rendered relative to the
* top-left of the destination framebuffer.
*
* By default the viewport has an origin of (0,0) and width and height
* that match the framebuffer's size. Assuming a default projection and
* modelview matrix then you could translate the contents of a window
* down and right by leaving the viewport size unchanged by moving the
* offset to (10,10). The viewport coordinates are measured in pixels.
* If you left the x and y origin as (0,0) you could scale the windows
* contents down by specify and width and height that's half the real
* size of the framebuffer.
*
* <note>Although the function takes floating point arguments, existing
* drivers only allow the use of integer values. In the future floating
* point values will be exposed via a checkable feature.</note>
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
float x,
float y,
float width,
float height);
/**
* cogl_framebuffer_get_viewport_x:
* @framebuffer: A #CoglFramebuffer
*
* Queries the x coordinate of the viewport origin as set using cogl_framebuffer_set_viewport()
* or the default value which is 0.
*
* Return value: The x coordinate of the viewport origin.
* Since: 1.8
* Stability: unstable
*/
float
cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_viewport_y:
* @framebuffer: A #CoglFramebuffer
*
* Queries the y coordinate of the viewport origin as set using cogl_framebuffer_set_viewport()
* or the default value which is 0.
*
* Return value: The y coordinate of the viewport origin.
* Since: 1.8
* Stability: unstable
*/
float
cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_viewport_width:
* @framebuffer: A #CoglFramebuffer
*
* Queries the width of the viewport as set using cogl_framebuffer_set_viewport()
* or the default value which is the width of the framebuffer.
*
* Return value: The width of the viewport.
* Since: 1.8
* Stability: unstable
*/
float
cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_viewport_height:
* @framebuffer: A #CoglFramebuffer
*
* Queries the height of the viewport as set using cogl_framebuffer_set_viewport()
* or the default value which is the height of the framebuffer.
*
* Return value: The height of the viewport.
* Since: 1.8
* Stability: unstable
*/
float
cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_viewport4fv:
* @framebuffer: A #CoglFramebuffer
* @viewport: (out caller-allocates) (array fixed-size=4): A pointer to an
* array of 4 floats to receive the (x, y, width, height)
* components of the current viewport.
*
* Queries the x, y, width and height components of the current viewport as set
* using cogl_framebuffer_set_viewport() or the default values which are 0, 0,
* framebuffer_width and framebuffer_height. The values are written into the
* given @viewport array.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer,
float *viewport);
/**
* cogl_framebuffer_push_matrix:
* @framebuffer: A #CoglFramebuffer pointer
*
* Copies the current model-view matrix onto the matrix stack. The matrix
* can later be restored with cogl_framebuffer_pop_matrix().
*
* Since: 1.10
*/
void
cogl_framebuffer_push_matrix (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_pop_matrix:
* @framebuffer: A #CoglFramebuffer pointer
*
* Restores the model-view matrix on the top of the matrix stack.
*
* Since: 1.10
*/
void
cogl_framebuffer_pop_matrix (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_identity_matrix:
* @framebuffer: A #CoglFramebuffer pointer
*
* Resets the current model-view matrix to the identity matrix.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_identity_matrix (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_scale:
* @framebuffer: A #CoglFramebuffer pointer
* @x: Amount to scale along the x-axis
* @y: Amount to scale along the y-axis
* @z: Amount to scale along the z-axis
*
* Multiplies the current model-view matrix by one that scales the x,
* y and z axes by the given values.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_scale (CoglFramebuffer *framebuffer,
float x,
float y,
float z);
/**
* cogl_framebuffer_translate:
* @framebuffer: A #CoglFramebuffer pointer
* @x: Distance to translate along the x-axis
* @y: Distance to translate along the y-axis
* @z: Distance to translate along the z-axis
*
* Multiplies the current model-view matrix by one that translates the
* model along all three axes according to the given values.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_translate (CoglFramebuffer *framebuffer,
float x,
float y,
float z);
/**
* cogl_framebuffer_rotate:
* @framebuffer: A #CoglFramebuffer pointer
* @angle: Angle in degrees to rotate.
* @x: X-component of vertex to rotate around.
* @y: Y-component of vertex to rotate around.
* @z: Z-component of vertex to rotate around.
*
* Multiplies the current model-view matrix by one that rotates the
* model around the axis-vector specified by @x, @y and @z. The
* rotation follows the right-hand thumb rule so for example rotating
* by 10 degrees about the axis-vector (0, 0, 1) causes a small
* counter-clockwise rotation.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_rotate (CoglFramebuffer *framebuffer,
float angle,
float x,
float y,
float z);
/**
* cogl_framebuffer_rotate_euler:
* @framebuffer: A #CoglFramebuffer pointer
* @euler: A #graphene_euler_t
*
* Multiplies the current model-view matrix by one that rotates
* according to the rotation described by @euler.
*
* Since: 2.0
* Stability: unstable
*/
void
cogl_framebuffer_rotate_euler (CoglFramebuffer *framebuffer,
const graphene_euler_t *euler);
/**
* cogl_framebuffer_transform:
* @framebuffer: A #CoglFramebuffer pointer
* @matrix: the matrix to multiply with the current model-view
*
* Multiplies the current model-view matrix by the given matrix.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_transform (CoglFramebuffer *framebuffer,
const CoglMatrix *matrix);
/**
* cogl_framebuffer_get_modelview_matrix:
* @framebuffer: A #CoglFramebuffer pointer
* @matrix: (out): return location for the model-view matrix
*
* Stores the current model-view matrix in @matrix.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_get_modelview_matrix (CoglFramebuffer *framebuffer,
CoglMatrix *matrix);
/**
* cogl_framebuffer_set_modelview_matrix:
* @framebuffer: A #CoglFramebuffer pointer
* @matrix: the new model-view matrix
*
* Sets @matrix as the new model-view matrix.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_set_modelview_matrix (CoglFramebuffer *framebuffer,
const CoglMatrix *matrix);
/**
* cogl_framebuffer_perspective:
* @framebuffer: A #CoglFramebuffer pointer
* @fov_y: Vertical field of view angle in degrees.
* @aspect: The (width over height) aspect ratio for display
* @z_near: The distance to the near clipping plane (Must be positive,
* and must not be 0)
* @z_far: The distance to the far clipping plane (Must be positive)
*
* Replaces the current projection matrix with a perspective matrix
* based on the provided values.
*
* <note>You should be careful not to have to great a @z_far / @z_near
* ratio since that will reduce the effectiveness of depth testing
* since there wont be enough precision to identify the depth of
* objects near to each other.</note>
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_perspective (CoglFramebuffer *framebuffer,
float fov_y,
float aspect,
float z_near,
float z_far);
/**
* cogl_framebuffer_frustum:
* @framebuffer: A #CoglFramebuffer pointer
* @left: X position of the left clipping plane where it
* intersects the near clipping plane
* @right: X position of the right clipping plane where it
* intersects the near clipping plane
* @bottom: Y position of the bottom clipping plane where it
* intersects the near clipping plane
* @top: Y position of the top clipping plane where it intersects
* the near clipping plane
* @z_near: The distance to the near clipping plane (Must be positive)
* @z_far: The distance to the far clipping plane (Must be positive)
*
* Replaces the current projection matrix with a perspective matrix
* for a given viewing frustum defined by 4 side clip planes that
* all cross through the origin and 2 near and far clip planes.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_frustum (CoglFramebuffer *framebuffer,
float left,
float right,
float bottom,
float top,
float z_near,
float z_far);
/**
* cogl_framebuffer_orthographic:
* @framebuffer: A #CoglFramebuffer pointer
* @x_1: The x coordinate for the first vertical clipping plane
* @y_1: The y coordinate for the first horizontal clipping plane
* @x_2: The x coordinate for the second vertical clipping plane
* @y_2: The y coordinate for the second horizontal clipping plane
* @near: The <emphasis>distance</emphasis> to the near clipping
* plane (will be <emphasis>negative</emphasis> if the plane is
* behind the viewer)
* @far: The <emphasis>distance</emphasis> to the far clipping
* plane (will be <emphasis>negative</emphasis> if the plane is
* behind the viewer)
*
* Replaces the current projection matrix with an orthographic projection
* matrix.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_orthographic (CoglFramebuffer *framebuffer,
float x_1,
float y_1,
float x_2,
float y_2,
float near,
float far);
/**
* cogl_framebuffer_get_projection_matrix:
* @framebuffer: A #CoglFramebuffer pointer
* @matrix: (out): return location for the projection matrix
*
* Stores the current projection matrix in @matrix.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_get_projection_matrix (CoglFramebuffer *framebuffer,
CoglMatrix *matrix);
/**
* cogl_framebuffer_set_projection_matrix:
* @framebuffer: A #CoglFramebuffer pointer
* @matrix: the new projection matrix
*
* Sets @matrix as the new projection matrix.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_set_projection_matrix (CoglFramebuffer *framebuffer,
const CoglMatrix *matrix);
/**
* cogl_framebuffer_push_scissor_clip:
* @framebuffer: A #CoglFramebuffer pointer
* @x: left edge of the clip rectangle in window coordinates
* @y: top edge of the clip rectangle in window coordinates
* @width: width of the clip rectangle
* @height: height of the clip rectangle
*
* Specifies a rectangular clipping area for all subsequent drawing
* operations. Any drawing commands that extend outside the rectangle
* will be clipped so that only the portion inside the rectangle will
* be displayed. The rectangle dimensions are not transformed by the
* current model-view matrix.
*
* The rectangle is intersected with the current clip region. To undo
* the effect of this function, call cogl_framebuffer_pop_clip().
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_push_scissor_clip (CoglFramebuffer *framebuffer,
int x,
int y,
int width,
int height);
/**
* cogl_framebuffer_push_rectangle_clip:
* @framebuffer: A #CoglFramebuffer pointer
* @x_1: x coordinate for top left corner of the clip rectangle
* @y_1: y coordinate for top left corner of the clip rectangle
* @x_2: x coordinate for bottom right corner of the clip rectangle
* @y_2: y coordinate for bottom right corner of the clip rectangle
*
* Specifies a modelview transformed rectangular clipping area for all
* subsequent drawing operations. Any drawing commands that extend
* outside the rectangle will be clipped so that only the portion
* inside the rectangle will be displayed. The rectangle dimensions
* are transformed by the current model-view matrix.
*
* The rectangle is intersected with the current clip region. To undo
* the effect of this function, call cogl_framebuffer_pop_clip().
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_push_rectangle_clip (CoglFramebuffer *framebuffer,
float x_1,
float y_1,
float x_2,
float y_2);
/**
* cogl_framebuffer_push_primitive_clip: (skip)
* @framebuffer: A #CoglFramebuffer pointer
* @primitive: A #CoglPrimitive describing a flat 2D shape
* @bounds_x1: x coordinate for the top-left corner of the primitives
* bounds
* @bounds_y1: y coordinate for the top-left corner of the primitives
* bounds
* @bounds_x2: x coordinate for the bottom-right corner of the
* primitives bounds.
* @bounds_y2: y coordinate for the bottom-right corner of the
* primitives bounds.
*
* Sets a new clipping area using a 2D shaped described with a
* #CoglPrimitive. The shape must not contain self overlapping
* geometry and must lie on a single 2D plane. A bounding box of the
* 2D shape in local coordinates (the same coordinates used to
* describe the shape) must be given. It is acceptable for the bounds
* to be larger than the true bounds but behaviour is undefined if the
* bounds are smaller than the true bounds.
*
* The primitive is transformed by the current model-view matrix and
* the silhouette is intersected with the previous clipping area. To
* restore the previous clipping area, call
* cogl_framebuffer_pop_clip().
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_push_primitive_clip (CoglFramebuffer *framebuffer,
CoglPrimitive *primitive,
float bounds_x1,
float bounds_y1,
float bounds_x2,
float bounds_y2);
void
cogl_framebuffer_push_region_clip (CoglFramebuffer *framebuffer,
cairo_region_t *region);
/**
* cogl_framebuffer_pop_clip:
* @framebuffer: A #CoglFramebuffer pointer
*
* Reverts the clipping region to the state before the last call to
* cogl_framebuffer_push_scissor_clip(), cogl_framebuffer_push_rectangle_clip()
* cogl_framebuffer_push_path_clip(), or cogl_framebuffer_push_primitive_clip().
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_pop_clip (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_red_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of red bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
int
cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_green_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of green bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
int
cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_blue_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of blue bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
int
cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_alpha_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of alpha bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 1.8
* Stability: unstable
*/
int
cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_depth_bits:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves the number of depth bits of @framebuffer
*
* Return value: the number of bits
*
* Since: 2.0
* Stability: unstable
*/
int
cogl_framebuffer_get_depth_bits (CoglFramebuffer *framebuffer);
/*
* cogl_framebuffer_get_is_stereo:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Retrieves whether @framebuffer has separate left and right
* buffers for use with stereo drawing. See
* cogl_framebuffer_set_stereo_mode().
*
* Return value: %TRUE if @framebuffer has separate left and
* right buffers.
*
* Since: 1.20
* Stability: unstable
*/
gboolean
cogl_framebuffer_get_is_stereo (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_get_dither_enabled:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Returns whether dithering has been requested for the given @framebuffer.
* See cogl_framebuffer_set_dither_enabled() for more details about dithering.
*
* <note>This may return %TRUE even when the underlying @framebuffer
* display pipeline does not support dithering. This value only represents
* the user's request for dithering.</note>
*
* Return value: %TRUE if dithering has been requested or %FALSE if not.
* Since: 1.8
* Stability: unstable
*/
gboolean
cogl_framebuffer_get_dither_enabled (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_dither_enabled:
* @framebuffer: a pointer to a #CoglFramebuffer
* @dither_enabled: %TRUE to enable dithering or %FALSE to disable
*
* Enables or disabled dithering if supported by the hardware.
*
* Dithering is a hardware dependent technique to increase the visible
* color resolution beyond what the underlying hardware supports by playing
* tricks with the colors placed into the framebuffer to give the illusion
* of other colors. (For example this can be compared to half-toning used
* by some news papers to show varying levels of grey even though their may
* only be black and white are available).
*
* If the current display pipeline for @framebuffer does not support dithering
* then this has no affect.
*
* Dithering is enabled by default.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_set_dither_enabled (CoglFramebuffer *framebuffer,
gboolean dither_enabled);
/**
* cogl_framebuffer_get_depth_write_enabled:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Queries whether depth buffer writing is enabled for @framebuffer. This
* can be controlled via cogl_framebuffer_set_depth_write_enabled().
*
* Return value: %TRUE if depth writing is enabled or %FALSE if not.
* Since: 1.18
* Stability: unstable
*/
gboolean
cogl_framebuffer_get_depth_write_enabled (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_depth_write_enabled:
* @framebuffer: a pointer to a #CoglFramebuffer
* @depth_write_enabled: %TRUE to enable depth writing or %FALSE to disable
*
* Enables or disables depth buffer writing when rendering to @framebuffer.
* If depth writing is enabled for both the framebuffer and the rendering
* pipeline, and the framebuffer has an associated depth buffer, depth
* information will be written to this buffer during rendering.
*
* Depth buffer writing is enabled by default.
*
* Since: 1.18
* Stability: unstable
*/
void
cogl_framebuffer_set_depth_write_enabled (CoglFramebuffer *framebuffer,
gboolean depth_write_enabled);
/**
* cogl_framebuffer_get_stereo_mode:
* @framebuffer: a pointer to a #CoglFramebuffer
*
* Gets the current #CoglStereoMode, which defines which stereo buffers
* should be drawn to. See cogl_framebuffer_set_stereo_mode().
*
* Returns: A #CoglStereoMode
* Since: 1.20
* Stability: unstable
*/
CoglStereoMode
cogl_framebuffer_get_stereo_mode (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_set_stereo_mode:
* @framebuffer: a pointer to a #CoglFramebuffer
* @stereo_mode: A #CoglStereoMode specifying which stereo buffers
* should be drawn tow.
*
* Sets which stereo buffers should be drawn to. The default
* is %COGL_STEREO_BOTH, which means that both the left and
* right buffers will be affected by drawing. For this to have
* an effect, the display system must support stereo drawables,
* and the framebuffer must have been created with stereo
* enabled. (See cogl_onscreen_template_set_stereo_enabled(),
* cogl_framebuffer_get_is_stereo().)
*
* Since: 1.20
* Stability: unstable
*/
void
cogl_framebuffer_set_stereo_mode (CoglFramebuffer *framebuffer,
CoglStereoMode stereo_mode);
/**
* cogl_framebuffer_set_samples_per_pixel:
* @framebuffer: A #CoglFramebuffer framebuffer
* @samples_per_pixel: The minimum number of samples per pixel
*
* Requires that when rendering to @framebuffer then @n point samples
* should be made per pixel which will all contribute to the final
* resolved color for that pixel. The idea is that the hardware aims
* to get quality similar to what you would get if you rendered
* everything twice as big (for 4 samples per pixel) and then scaled
* that image back down with filtering. It can effectively remove the
* jagged edges of polygons and should be more efficient than if you
* were to manually render at a higher resolution and downscale
* because the hardware is often able to take some shortcuts. For
* example the GPU may only calculate a single texture sample for all
* points of a single pixel, and for tile based architectures all the
* extra sample data (such as depth and stencil samples) may be
* handled on-chip and so avoid increased demand on system memory
* bandwidth.
*
* By default this value is usually set to 0 and that is referred to
* as "single-sample" rendering. A value of 1 or greater is referred
* to as "multisample" rendering.
*
* <note>There are some semantic differences between single-sample
* rendering and multisampling with just 1 point sample such as it
* being redundant to use the cogl_framebuffer_resolve_samples() and
* cogl_framebuffer_resolve_samples_region() apis with single-sample
* rendering.</note>
*
* <note>It's recommended that
* cogl_framebuffer_resolve_samples_region() be explicitly used at the
* end of rendering to a point sample buffer to minimize the number of
* samples that get resolved. By default Cogl will implicitly resolve
* all framebuffer samples but if only a small region of a
* framebuffer has changed this can lead to redundant work being
* done.</note>
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_set_samples_per_pixel (CoglFramebuffer *framebuffer,
int samples_per_pixel);
/**
* cogl_framebuffer_get_samples_per_pixel:
* @framebuffer: A #CoglFramebuffer framebuffer
*
* Gets the number of points that are sampled per-pixel when
* rasterizing geometry. Usually by default this will return 0 which
* means that single-sample not multisample rendering has been chosen.
* When using a GPU supporting multisample rendering it's possible to
* increase the number of samples per pixel using
* cogl_framebuffer_set_samples_per_pixel().
*
* Calling cogl_framebuffer_get_samples_per_pixel() before the
* framebuffer has been allocated will simply return the value set
* using cogl_framebuffer_set_samples_per_pixel(). After the
* framebuffer has been allocated the value will reflect the actual
* number of samples that will be made by the GPU.
*
* Returns: The number of point samples made per pixel when
* rasterizing geometry or 0 if single-sample rendering
* has been chosen.
*
* Since: 1.10
* Stability: unstable
*/
int
cogl_framebuffer_get_samples_per_pixel (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_resolve_samples:
* @framebuffer: A #CoglFramebuffer framebuffer
*
* When point sample rendering (also known as multisample rendering)
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
* then you can optionally call this function (or
* cogl_framebuffer_resolve_samples_region()) to explicitly resolve
* the point samples into values for the final color buffer.
*
* Some GPUs will implicitly resolve the point samples during
* rendering and so this function is effectively a nop, but with other
* architectures it is desirable to defer the resolve step until the
* end of the frame.
*
* Since Cogl will automatically ensure samples are resolved if the
* target color buffer is used as a source this API only needs to be
* used if explicit control is desired - perhaps because you want to
* ensure that the resolve is completed in advance to avoid later
* having to wait for the resolve to complete.
*
* If you are performing incremental updates to a framebuffer you
* should consider using cogl_framebuffer_resolve_samples_region()
* instead to avoid resolving redundant pixels.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_resolve_samples (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_resolve_samples_region:
* @framebuffer: A #CoglFramebuffer framebuffer
* @x: top-left x coordinate of region to resolve
* @y: top-left y coordinate of region to resolve
* @width: width of region to resolve
* @height: height of region to resolve
*
* When point sample rendering (also known as multisample rendering)
* has been enabled via cogl_framebuffer_set_samples_per_pixel()
* then you can optionally call this function (or
* cogl_framebuffer_resolve_samples()) to explicitly resolve the point
* samples into values for the final color buffer.
*
* Some GPUs will implicitly resolve the point samples during
* rendering and so this function is effectively a nop, but with other
* architectures it is desirable to defer the resolve step until the
* end of the frame.
*
* Use of this API is recommended if incremental, small updates to
* a framebuffer are being made because by default Cogl will
* implicitly resolve all the point samples of the framebuffer which
* can result in redundant work if only a small number of samples have
* changed.
*
* Because some GPUs implicitly resolve point samples this function
* only guarantees that at-least the region specified will be resolved
* and if you have rendered to a larger region then it's possible that
* other samples may be implicitly resolved.
*
* Since: 1.8
* Stability: unstable
*/
void
cogl_framebuffer_resolve_samples_region (CoglFramebuffer *framebuffer,
int x,
int y,
int width,
int height);
/**
* cogl_framebuffer_get_context:
* @framebuffer: A #CoglFramebuffer
*
* Can be used to query the #CoglContext a given @framebuffer was
* instantiated within. This is the #CoglContext that was passed to
* cogl_onscreen_new() for example.
*
* Return value: (transfer none): The #CoglContext that the given
* @framebuffer was instantiated within.
* Since: 1.8
* Stability: unstable
*/
CoglContext *
cogl_framebuffer_get_context (CoglFramebuffer *framebuffer);
/**
* cogl_framebuffer_clear:
* @framebuffer: A #CoglFramebuffer
* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
* buffers to clear
* @color: The 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_clear (CoglFramebuffer *framebuffer,
unsigned long buffers,
const CoglColor *color);
/**
* cogl_framebuffer_clear4f:
* @framebuffer: A #CoglFramebuffer
* @buffers: A mask of #CoglBufferBit<!-- -->'s identifying which auxiliary
* buffers to clear
* @red: The red component of color to clear the color buffer too if
* specified in @buffers.
* @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);
/**
* cogl_framebuffer_draw_primitive: (skip)
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @primitive: A #CoglPrimitive geometry object
*
* Draws the given @primitive geometry to the specified destination
* @framebuffer using the graphics processing state described by @pipeline.
*
* This drawing api doesn't support high-level meta texture types such
* as #CoglTexture2DSliced so it is the user's responsibility to
* ensure that only low-level textures that can be directly sampled by
* a GPU such as #CoglTexture2D are associated with layers of the given
* @pipeline.
*
* <note>This api doesn't support any of the legacy global state options such
* as cogl_set_depth_test_enabled() or
* cogl_set_backface_culling_enabled().</note>
*
* Stability: unstable
* Since: 1.10
* Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and
* cogl_primitive_draw() instead
*/
COGL_DEPRECATED_FOR (cogl_primitive_draw)
void
cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
CoglPrimitive *primitive);
/**
* cogl_framebuffer_draw_rectangle:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @x_1: X coordinate of the top-left corner
* @y_1: Y coordinate of the top-left corner
* @x_2: X coordinate of the bottom-right corner
* @y_2: Y coordinate of the bottom-right corner
*
* Draws a rectangle to @framebuffer with the given @pipeline state
* and with the top left corner positioned at (@x_1, @y_1) and the
* bottom right corner positioned at (@x_2, @y_2).
*
* <note>The position is the position before the rectangle has been
* transformed by the model-view matrix and the projection
* matrix.</note>
*
* <note>If you want to describe a rectangle with a texture mapped on
* it then you can use
* cogl_framebuffer_draw_textured_rectangle().</note>
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_draw_rectangle (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
float x_1,
float y_1,
float x_2,
float y_2);
/**
* cogl_framebuffer_draw_textured_rectangle:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @x_1: x coordinate upper left on screen.
* @y_1: y coordinate upper left on screen.
* @x_2: x coordinate lower right on screen.
* @y_2: y coordinate lower right on screen.
* @s_1: S texture coordinate of the top-left coorner
* @t_1: T texture coordinate of the top-left coorner
* @s_2: S texture coordinate of the bottom-right coorner
* @t_2: T texture coordinate of the bottom-right coorner
*
* Draws a textured rectangle to @framebuffer using the given
* @pipeline state with the top left corner positioned at (@x_1, @y_1)
* and the bottom right corner positioned at (@x_2, @y_2). The top
* left corner will have texture coordinates of (@s_1, @t_1) and the
* bottom right corner will have texture coordinates of (@s_2, @t_2).
*
* <note>The position is the position before the rectangle has been
* transformed by the model-view matrix and the projection
* matrix.</note>
*
* This is a high level drawing api that can handle any kind of
* #CoglMetaTexture texture such as #CoglTexture2DSliced textures
* which may internally be comprised of multiple low-level textures.
* This is unlike low-level drawing apis such as cogl_primitive_draw()
* which only support low level texture types that are directly
* supported by GPUs such as #CoglTexture2D.
*
* <note>The given texture coordinates will only be used for the first
* texture layer of the pipeline and if your pipeline has more than
* one layer then all other layers will have default texture
* coordinates of @s_1=0.0 @t_1=0.0 @s_2=1.0 @t_2=1.0 </note>
*
* The given texture coordinates should always be normalized such that
* (0, 0) corresponds to the top left and (1, 1) corresponds to the
* bottom right. To map an entire texture across the rectangle pass
* in @s_1=0, @t_1=0, @s_2=1, @t_2=1.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_draw_textured_rectangle (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
float x_1,
float y_1,
float x_2,
float y_2,
float s_1,
float t_1,
float s_2,
float t_2);
/**
* cogl_framebuffer_draw_multitextured_rectangle:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @x_1: x coordinate upper left on screen.
* @y_1: y coordinate upper left on screen.
* @x_2: x coordinate lower right on screen.
* @y_2: y coordinate lower right on screen.
* @tex_coords: (in) (array) (transfer none): An array containing groups of
* 4 float values: [s_1, t_1, s_2, t_2] that are interpreted as two texture
* coordinates; one for the top left texel, and one for the bottom right
* texel. Each value should be between 0.0 and 1.0, where the coordinate
* (0.0, 0.0) represents the top left of the texture, and (1.0, 1.0) the
* bottom right.
* @tex_coords_len: The length of the @tex_coords array. (For one layer
* and one group of texture coordinates, this would be 4)
*
* Draws a textured rectangle to @framebuffer with the given @pipeline
* state with the top left corner positioned at (@x_1, @y_1) and the
* bottom right corner positioned at (@x_2, @y_2). As a pipeline may
* contain multiple texture layers this interface lets you supply
* texture coordinates for each layer of the pipeline.
*
* <note>The position is the position before the rectangle has been
* transformed by the model-view matrix and the projection
* matrix.</note>
*
* This is a high level drawing api that can handle any kind of
* #CoglMetaTexture texture for the first layer such as
* #CoglTexture2DSliced textures which may internally be comprised of
* multiple low-level textures. This is unlike low-level drawing apis
* such as cogl_primitive_draw() which only support low level texture
* types that are directly supported by GPUs such as #CoglTexture2D.
*
* <note>This api can not currently handle multiple high-level meta
* texture layers. The first layer may be a high level meta texture
* such as #CoglTexture2DSliced but all other layers much be low
* level textures such as #CoglTexture2D.
*
* The top left texture coordinate for layer 0 of any pipeline will be
* (tex_coords[0], tex_coords[1]) and the bottom right coordinate will
* be (tex_coords[2], tex_coords[3]). The coordinates for layer 1
* would be (tex_coords[4], tex_coords[5]) (tex_coords[6],
* tex_coords[7]) and so on...
*
* The given texture coordinates should always be normalized such that
* (0, 0) corresponds to the top left and (1, 1) corresponds to the
* bottom right. To map an entire texture across the rectangle pass
* in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1,
* tex_coords[3]=1.
*
* The first pair of coordinates are for the first layer (with the
* smallest layer index) and if you supply less texture coordinates
* than there are layers in the current source material then default
* texture coordinates (0.0, 0.0, 1.0, 1.0) are generated.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_draw_multitextured_rectangle (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
float x_1,
float y_1,
float x_2,
float y_2,
const float *tex_coords,
int tex_coords_len);
/**
* cogl_framebuffer_draw_rectangles:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @coordinates: (in) (array) (transfer none): an array of coordinates
* containing groups of 4 float values: [x_1, y_1, x_2, y_2] that are
* interpreted as two position coordinates; one for the top left of
* the rectangle (x1, y1), and one for the bottom right of the
* rectangle (x2, y2).
* @n_rectangles: number of rectangles defined in @coordinates.
*
* Draws a series of rectangles to @framebuffer with the given
* @pipeline state in the same way that
* cogl_framebuffer_draw_rectangle() does.
*
* The top left corner of the first rectangle is positioned at
* (coordinates[0], coordinates[1]) and the bottom right corner is
* positioned at (coordinates[2], coordinates[3]). The positions for
* the second rectangle are (coordinates[4], coordinates[5]) and
* (coordinates[6], coordinates[7]) and so on...
*
* <note>The position is the position before the rectangle has been
* transformed by the model-view matrix and the projection
* matrix.</note>
*
* As a general rule for better performance its recommended to use
* this this API instead of calling
* cogl_framebuffer_draw_textured_rectangle() separately for multiple
* rectangles if all of the rectangles will be drawn together with the
* same @pipeline state.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_draw_rectangles (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
const float *coordinates,
unsigned int n_rectangles);
/**
* cogl_framebuffer_draw_textured_rectangles:
* @framebuffer: A destination #CoglFramebuffer
* @pipeline: A #CoglPipeline state object
* @coordinates: (in) (array) (transfer none): an array containing
* groups of 8 float values: [x_1, y_1, x_2, y_2, s_1, t_1, s_2, t_2]
* that have the same meaning as the arguments for
* cogl_framebuffer_draw_textured_rectangle().
* @n_rectangles: number of rectangles to @coordinates to draw
*
* Draws a series of rectangles to @framebuffer with the given
* @pipeline state in the same way that
* cogl_framebuffer_draw_textured_rectangle() does.
*
* <note>The position is the position before the rectangle has been
* transformed by the model-view matrix and the projection
* matrix.</note>
*
* This is a high level drawing api that can handle any kind of
* #CoglMetaTexture texture such as #CoglTexture2DSliced textures
* which may internally be comprised of multiple low-level textures.
* This is unlike low-level drawing apis such as cogl_primitive_draw()
* which only support low level texture types that are directly
* supported by GPUs such as #CoglTexture2D.
*
* The top left corner of the first rectangle is positioned at
* (coordinates[0], coordinates[1]) and the bottom right corner is
* positioned at (coordinates[2], coordinates[3]). The top left
* texture coordinate is (coordinates[4], coordinates[5]) and the
* bottom right texture coordinate is (coordinates[6],
* coordinates[7]). The coordinates for subsequent rectangles
* are defined similarly by the subsequent coordinates.
*
* As a general rule for better performance its recommended to use
* this this API instead of calling
* cogl_framebuffer_draw_textured_rectangle() separately for multiple
* rectangles if all of the rectangles will be drawn together with the
* same @pipeline state.
*
* The given texture coordinates should always be normalized such that
* (0, 0) corresponds to the top left and (1, 1) corresponds to the
* bottom right. To map an entire texture across the rectangle pass
* in tex_coords[0]=0, tex_coords[1]=0, tex_coords[2]=1,
* tex_coords[3]=1.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_framebuffer_draw_textured_rectangles (CoglFramebuffer *framebuffer,
CoglPipeline *pipeline,
const float *coordinates,
unsigned int n_rectangles);
/* XXX: Should we take an n_buffers + buffer id array instead of using
* the CoglBufferBits type which doesn't seem future proof? */
/**
* 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);
/**
* cogl_framebuffer_read_pixels_into_bitmap:
* @framebuffer: A #CoglFramebuffer
* @x: The x position to read from
* @y: The y position to read from
* @source: Identifies which auxillary buffer you want to read
* (only COGL_READ_PIXELS_COLOR_BUFFER supported currently)
* @bitmap: The bitmap to store the results in.
*
* This reads a rectangle of pixels from the given framebuffer where
* position (0, 0) is the top left. The pixel at (x, y) is the first
* read, and a rectangle of pixels with the same size as the bitmap is
* read right and downwards from that point.
*
* Currently Cogl assumes that the framebuffer is in a premultiplied
* format so if the format of @bitmap is non-premultiplied it will
* convert it. To read the pixel values without any conversion you
* should either specify a format that doesn't use an alpha channel or
* use one of the formats ending in PRE.
*
* Return value: %TRUE if the read succeeded or %FALSE otherwise. The
* function is only likely to fail if the bitmap points to a pixel
* buffer and it could not be mapped.
* Since: 1.10
* Stability: unstable
*/
gboolean
cogl_framebuffer_read_pixels_into_bitmap (CoglFramebuffer *framebuffer,
int x,
int y,
CoglReadPixelsFlags source,
CoglBitmap *bitmap);
/**
* cogl_framebuffer_read_pixels:
* @framebuffer: A #CoglFramebuffer
* @x: The x position to read from
* @y: The y position to read from
* @width: The width of the region of rectangles to read
* @height: The height of the region of rectangles to read
* @format: The pixel format to store the data in
* @pixels: The address of the buffer to store the data in
*
* This is a convenience wrapper around
* cogl_framebuffer_read_pixels_into_bitmap() which allocates a
* temporary #CoglBitmap to read pixel data directly into the given
* buffer. The rowstride of the buffer is assumed to be the width of
* the region times the bytes per pixel of the format. The source for
* the data is always taken from the color buffer. If you want to use
* any other rowstride or source, please use the
* cogl_framebuffer_read_pixels_into_bitmap() function directly.
*
* The implementation of the function looks like this:
*
* |[
* bitmap = cogl_bitmap_new_for_data (context,
* width, height,
* format,
* /<!-- -->* rowstride *<!-- -->/
* bpp * width,
* pixels);
* cogl_framebuffer_read_pixels_into_bitmap (framebuffer,
* x, y,
* COGL_READ_PIXELS_COLOR_BUFFER,
* bitmap);
* cogl_object_unref (bitmap);
* ]|
*
* Return value: %TRUE if the read succeeded or %FALSE otherwise.
* Since: 1.10
* Stability: unstable
*/
gboolean
cogl_framebuffer_read_pixels (CoglFramebuffer *framebuffer,
int x,
int y,
int width,
int height,
CoglPixelFormat format,
uint8_t *pixels);
uint32_t
cogl_framebuffer_error_quark (void);
/**
* COGL_FRAMEBUFFER_ERROR:
*
* An error domain for reporting #CoglFramebuffer exceptions
*/
#define COGL_FRAMEBUFFER_ERROR (cogl_framebuffer_error_quark ())
typedef enum /*< prefix=COGL_FRAMEBUFFER_ERROR >*/
{
COGL_FRAMEBUFFER_ERROR_ALLOCATE
} CoglFramebufferError;
/**
* cogl_is_framebuffer:
* @object: A #CoglObject pointer
*
* Gets whether the given object references a #CoglFramebuffer.
*
* Return value: %TRUE if the object references a #CoglFramebuffer
* and %FALSE otherwise.
* Since: 1.10
* Stability: unstable
*/
gboolean
cogl_is_framebuffer (void *object);
/**
* cogl_blit_framebuffer:
* @src: The source #CoglFramebuffer
* @dest: The destination #CoglFramebuffer
* @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
* @error: optional error object
*
* @return FALSE for an immediately detected error, TRUE otherwise.
*
* This blits a region of the color buffer of the source buffer
* to the destination buffer. This function should only be
* called if the COGL_PRIVATE_FEATURE_BLIT_FRAMEBUFFER feature is
* advertised.
*
* The source and destination rectangles are defined in offscreen
* framebuffer orientation. When copying between an offscreen and
* onscreen framebuffers, the image is y-flipped accordingly.
*
* The two buffers must have the same value types (e.g. floating-point,
* unsigned int, signed int, or fixed-point), but color formats do not
* need to match. This limitation comes from OpenGL ES 3.0 definition
* of glBlitFramebuffer.
*
* 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 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.
*
* 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.
*
* The @c error argument is optional, it can be NULL. If it is not NULL
* and this function returns FALSE, an error object with a code from
* COGL_SYSTEM_ERROR will be created.
*/
gboolean
cogl_blit_framebuffer (CoglFramebuffer *src,
CoglFramebuffer *dest,
int src_x,
int src_y,
int dst_x,
int dst_y,
int width,
int height,
GError **error);
/**
* cogl_framebuffer_flush:
* @framebuffer: A #CoglFramebuffer pointer
*
* Flushes @framebuffer to ensure the current batch of commands is
* submitted to the GPU.
*
* Unlike cogl_framebuffer_finish(), this does not block the CPU.
*/
void
cogl_framebuffer_flush (CoglFramebuffer *framebuffer);
G_END_DECLS
#endif /* __COGL_FRAMEBUFFER_H */