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9690913fef
The Intel drivers in Mesa 7.6 (and possibly earlier versions) don't support creating FBOs with a stencil buffer but without a depth buffer. This reworks framebuffer allocation so that we try a number of fallback options before failing. The options we try in order are: - the same options that were sucessful last time if available - combined depth and stencil - separate depth and stencil - just stencil, no depth - just depth, no stencil - neither depth or stencil
126 lines
3.5 KiB
C
126 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) 2007,2008,2009 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef __COGL_FRAMEBUFFER_PRIVATE_H
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#define __COGL_FRAMEBUFFER_PRIVATE_H
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#include "cogl-handle.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-clip-stack.h"
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typedef enum _CoglFramebufferType {
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COGL_FRAMEBUFFER_TYPE_ONSCREEN,
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COGL_FRAMEBUFFER_TYPE_OFFSCREEN
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} CoglFramebufferType;
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typedef struct
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{
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CoglHandleObject _parent;
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CoglFramebufferType type;
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int width;
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int height;
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CoglMatrixStack *modelview_stack;
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CoglMatrixStack *projection_stack;
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int viewport_x;
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int viewport_y;
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int viewport_width;
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int viewport_height;
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CoglClipStackState clip_state;
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} CoglFramebuffer;
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#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
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typedef struct _CoglOffscreen
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{
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CoglFramebuffer _parent;
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GLuint fbo_handle;
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GSList *renderbuffers;
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CoglHandle texture;
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} CoglOffscreen;
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#define COGL_OFFSCREEN(X) ((CoglOffscreen *)(X))
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typedef struct _CoglOnscreen
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{
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CoglFramebuffer _parent;
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} CoglOnscreen;
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#define COGL_ONSCREEN(X) ((CoglOnscreen *)(X))
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void
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_cogl_framebuffer_state_init (void);
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int
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_cogl_framebuffer_get_width (CoglHandle handle);
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int
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_cogl_framebuffer_get_height (CoglHandle handle);
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CoglClipStackState *
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_cogl_framebuffer_get_clip_state (CoglHandle handle);
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void
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_cogl_framebuffer_set_viewport (CoglHandle handle,
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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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int
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_cogl_framebuffer_get_viewport_x (CoglHandle handle);
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int
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_cogl_framebuffer_get_viewport_y (CoglHandle handle);
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int
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_cogl_framebuffer_get_viewport_width (CoglHandle handle);
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int
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_cogl_framebuffer_get_viewport_height (CoglHandle handle);
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void
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_cogl_framebuffer_get_viewport4fv (CoglHandle handle, int *viewport);
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CoglMatrixStack *
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_cogl_framebuffer_get_modelview_stack (CoglHandle handle);
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CoglMatrixStack *
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_cogl_framebuffer_get_projection_stack (CoglHandle handle);
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typedef enum _CoglFramebufferFlushFlags
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{
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/* XXX: When using this, that imples you are going to manually load the
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* modelview matrix (via glLoadMatrix). _cogl_matrix_stack_flush_to_gl wont
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* be called for framebuffer->modelview_stack, and the modelview_stack will
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* also be marked as dirty. */
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COGL_FRAMEBUFFER_FLUSH_SKIP_MODELVIEW = 1L<<0,
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} CoglFramebufferFlushFlags;
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void
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_cogl_framebuffer_flush_state (CoglHandle handle,
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CoglFramebufferFlushFlags flags);
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CoglHandle
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_cogl_onscreen_new (void);
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CoglHandle
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_cogl_get_framebuffer (void);
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GSList *
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_cogl_create_framebuffer_stack (void);
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void
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_cogl_free_framebuffer_stack (GSList *stack);
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#endif /* __COGL_FRAMEBUFFER_PRIVATE_H */
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