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bb3a008318
Cogl's support for offscreen rendering was originally written just to support the clutter_texture_new_from_actor API and due to lack of documentation and several confusing - non orthogonal - side effects of using the API it wasn't really possible to use directly. This commit does a number of things: - It removes {gl,gles}/cogl-fbo.{c,h} and adds shared cogl-draw-buffer.{c,h} files instead which should be easier to maintain. - internally CoglFbo objects are now called CoglDrawBuffers. A CoglDrawBuffer is an abstract base class that is inherited from to implement CoglOnscreen and CoglOffscreen draw buffers. CoglOffscreen draw buffers will initially be used to support the cogl_offscreen_new_to_texture API, and CoglOnscreen draw buffers will start to be used internally to represent windows as we aim to migrate some of Clutter's backend code to Cogl. - It makes draw buffer objects the owners of the following state: - viewport - projection matrix stack - modelview matrix stack - clip state (This means when you switch between draw buffers you will automatically be switching to their associated viewport, matrix and clip state) Aside from hopefully making cogl_offscreen_new_to_texture be more useful short term by having simpler and well defined semantics for cogl_set_draw_buffer, as mentioned above this is the first step for a couple of other things: - Its a step toward moving ownership for windows down from Clutter backends into Cogl, by (internally at least) introducing the CoglOnscreen draw buffer. Note: the plan is that cogl_set_draw_buffer will accept on or offscreen draw buffer handles, and the "target" argument will become redundant since we will instead query the type of the given draw buffer handle. - Because we have a common type for on and offscreen framebuffers we can provide a unified API for framebuffer management. Things like: - blitting between buffers - managing ancillary buffers (e.g. attaching depth and stencil buffers) - size requisition - clearing
124 lines
3.5 KiB
C
124 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_CONTEXT_H
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#define __COGL_CONTEXT_H
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#include "cogl-internal.h"
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#include "cogl-context-driver.h"
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#include "cogl-primitives.h"
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#include "cogl-clip-stack.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-material-private.h"
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typedef struct
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{
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GLfloat v[3];
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GLfloat t[2];
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GLubyte c[4];
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} CoglTextureGLVertex;
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typedef struct
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{
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/* Features cache */
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CoglFeatureFlags feature_flags;
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gboolean features_cached;
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/* Enable cache */
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gulong enable_flags;
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guint8 color_alpha;
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gboolean enable_backface_culling;
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gboolean indirect;
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/* Client-side matrix stack or NULL if none */
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CoglMatrixMode flushed_matrix_mode;
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GList *texture_units;
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/* Cache of inverse projection matrix */
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float inverse_projection[16];
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/* Materials */
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CoglHandle default_material;
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CoglHandle source_material;
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/* Textures */
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CoglHandle default_gl_texture_2d_tex;
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CoglHandle default_gl_texture_rect_tex;
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/* Batching geometry... */
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/* We journal the texture rectangles we want to submit to OpenGL so
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* we have an oppertunity to optimise the final order so that we
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* can batch things together. */
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GArray *journal;
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GArray *logged_vertices;
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GArray *polygon_vertices;
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/* Some simple caching, to minimize state changes... */
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CoglHandle current_material;
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gulong current_material_flags;
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CoglMaterialFlushOptions current_material_flush_options;
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GArray *current_layers;
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guint n_texcoord_arrays_enabled;
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/* Draw Buffers */
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GSList *draw_buffer_stack;
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CoglHandle window_buffer;
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gboolean dirty_bound_framebuffer;
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gboolean dirty_viewport;
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/* Primitives */
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floatVec2 path_start;
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floatVec2 path_pen;
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GArray *path_nodes;
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guint last_path;
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floatVec2 path_nodes_min;
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floatVec2 path_nodes_max;
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CoglHandle stencil_material;
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/* Pre-generated VBOs containing indices to generate GL_TRIANGLES
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out of a vertex array of quads */
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CoglHandle quad_indices_byte;
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guint quad_indices_short_len;
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CoglHandle quad_indices_short;
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gboolean in_begin_gl_block;
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CoglHandle texture_download_material;
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CoglContextDriver drv;
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} CoglContext;
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CoglContext *
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_cogl_context_get_default ();
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/* Obtains the context and returns retval if NULL */
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#define _COGL_GET_CONTEXT(ctxvar, retval) \
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CoglContext *ctxvar = _cogl_context_get_default (); \
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if (ctxvar == NULL) return retval;
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#define NO_RETVAL
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#endif /* __COGL_CONTEXT_H */
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