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520ccba49d
Previously when the context was initialised Cogl would query the number of stencil bits and set a private feature flag to mark that it can use the buffer for clipping if there was at least 3. The problem with this is that the number of stencil bits returned by GL_STENCIL_BITS depends on the currently bound framebuffer. This patch adds an internal function to query the number of stencil bits in a framebuffer and makes it use that instead when determining whether it can push the clip using the stencil buffer. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit e928d21516a6c07798655341f4f0f8e3c1d1686c)
490 lines
16 KiB
C
490 lines
16 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, see <http://www.gnu.org/licenses/>.
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*
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*
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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-object-private.h"
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#include "cogl-matrix-stack-private.h"
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#include "cogl-clip-state-private.h"
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#include "cogl-journal-private.h"
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#include "cogl-winsys-private.h"
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#include "cogl-attribute-private.h"
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#include "cogl-offscreen.h"
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#include "cogl-gl-header.h"
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#ifdef COGL_HAS_XLIB_SUPPORT
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#include <X11/Xlib.h>
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#endif
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#ifdef COGL_HAS_GLX_SUPPORT
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#include <GL/glx.h>
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#include <GL/glxext.h>
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#endif
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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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CoglSwapChain *swap_chain;
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CoglBool need_stencil;
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int samples_per_pixel;
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CoglBool swap_throttled;
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CoglBool depth_texture_enabled;
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} CoglFramebufferConfig;
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/* Flags to pass to _cogl_offscreen_new_to_texture_full */
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typedef enum
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{
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COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1
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} CoglOffscreenFlags;
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/* XXX: The order of these indices determines the order they are
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* flushed.
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*
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* Flushing clip state may trash the modelview and projection matrices
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* so we must do it before flushing the matrices.
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*/
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typedef enum _CoglFramebufferStateIndex
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{
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COGL_FRAMEBUFFER_STATE_INDEX_BIND = 0,
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COGL_FRAMEBUFFER_STATE_INDEX_VIEWPORT = 1,
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COGL_FRAMEBUFFER_STATE_INDEX_CLIP = 2,
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COGL_FRAMEBUFFER_STATE_INDEX_DITHER = 3,
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COGL_FRAMEBUFFER_STATE_INDEX_MODELVIEW = 4,
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COGL_FRAMEBUFFER_STATE_INDEX_PROJECTION = 5,
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COGL_FRAMEBUFFER_STATE_INDEX_COLOR_MASK = 6,
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COGL_FRAMEBUFFER_STATE_INDEX_FRONT_FACE_WINDING = 7,
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COGL_FRAMEBUFFER_STATE_INDEX_MAX = 8
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} CoglFramebufferStateIndex;
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typedef enum _CoglFramebufferState
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{
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COGL_FRAMEBUFFER_STATE_BIND = 1<<0,
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COGL_FRAMEBUFFER_STATE_VIEWPORT = 1<<1,
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COGL_FRAMEBUFFER_STATE_CLIP = 1<<2,
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COGL_FRAMEBUFFER_STATE_DITHER = 1<<3,
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COGL_FRAMEBUFFER_STATE_MODELVIEW = 1<<4,
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COGL_FRAMEBUFFER_STATE_PROJECTION = 1<<5,
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COGL_FRAMEBUFFER_STATE_COLOR_MASK = 1<<6,
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COGL_FRAMEBUFFER_STATE_FRONT_FACE_WINDING = 1<<7
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} CoglFramebufferState;
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#define COGL_FRAMEBUFFER_STATE_ALL ((1<<COGL_FRAMEBUFFER_STATE_INDEX_MAX) - 1)
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/* Private flags that can internally be added to CoglReadPixelsFlags */
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typedef enum
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{
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/* If this is set then the data will not be flipped to compensate
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for GL's upside-down coordinate system but instead will be left
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in whatever order GL gives us (which will depend on whether the
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framebuffer is offscreen or not) */
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COGL_READ_PIXELS_NO_FLIP = 1L << 30
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} CoglPrivateReadPixelsFlags;
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typedef struct
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{
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int red;
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int blue;
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int green;
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int alpha;
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int depth;
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int stencil;
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} CoglFramebufferBits;
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struct _CoglFramebuffer
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{
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CoglObject _parent;
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CoglContext *context;
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CoglFramebufferType type;
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/* The user configuration before allocation... */
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CoglFramebufferConfig config;
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int width;
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int height;
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/* Format of the pixels in the framebuffer (including the expected
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premult state) */
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CoglPixelFormat format;
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CoglBool allocated;
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CoglMatrixStack *modelview_stack;
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CoglMatrixStack *projection_stack;
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float viewport_x;
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float viewport_y;
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float viewport_width;
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float viewport_height;
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int viewport_age;
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int viewport_age_for_scissor_workaround;
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CoglClipState clip_state;
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CoglBool dither_enabled;
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CoglColorMask color_mask;
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/* We journal the textured rectangles we want to submit to OpenGL so
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* we have an oppertunity to batch them together into less draw
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* calls. */
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CoglJournal *journal;
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/* The scene of a given framebuffer may depend on images in other
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* framebuffers... */
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GList *deps;
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/* As part of an optimization for reading-back single pixels from a
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* framebuffer in some simple cases where the geometry is still
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* available in the journal we need to track the bounds of the last
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* region cleared, its color and we need to track when something
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* does in fact draw to that region so it is no longer clear.
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*/
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float clear_color_red;
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float clear_color_green;
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float clear_color_blue;
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float clear_color_alpha;
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int clear_clip_x0;
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int clear_clip_y0;
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int clear_clip_x1;
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int clear_clip_y1;
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CoglBool clear_clip_dirty;
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/* driver specific */
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CoglBool dirty_bitmasks;
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CoglFramebufferBits bits;
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int samples_per_pixel;
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};
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typedef enum {
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COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH_STENCIL = 1L<<0,
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COGL_OFFSCREEN_ALLOCATE_FLAG_DEPTH = 1L<<1,
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COGL_OFFSCREEN_ALLOCATE_FLAG_STENCIL = 1L<<2
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} CoglOffscreenAllocateFlags;
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typedef struct _CoglGLFramebuffer
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{
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GLuint fbo_handle;
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GList *renderbuffers;
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int samples_per_pixel;
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} CoglGLFramebuffer;
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struct _CoglOffscreen
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{
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CoglFramebuffer _parent;
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CoglGLFramebuffer gl_framebuffer;
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CoglTexture *texture;
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int texture_level;
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int texture_level_width;
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int texture_level_height;
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CoglTexture *depth_texture;
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CoglOffscreenAllocateFlags allocation_flags;
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/* FIXME: _cogl_offscreen_new_to_texture_full should be made to use
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* fb->config to configure if we want a depth or stencil buffer so
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* we can get rid of these flags */
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CoglOffscreenFlags create_flags;
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};
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void
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_cogl_framebuffer_init (CoglFramebuffer *framebuffer,
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CoglContext *ctx,
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CoglFramebufferType type,
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CoglPixelFormat format,
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int width,
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int height);
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void _cogl_framebuffer_free (CoglFramebuffer *framebuffer);
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const CoglWinsysVtable *
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_cogl_framebuffer_get_winsys (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_clear_without_flush4f (CoglFramebuffer *framebuffer,
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unsigned long buffers,
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float red,
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float green,
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float blue,
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float alpha);
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void
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_cogl_framebuffer_dirty (CoglFramebuffer *framebuffer);
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CoglClipState *
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_cogl_framebuffer_get_clip_state (CoglFramebuffer *framebuffer);
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/*
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* _cogl_framebuffer_get_clip_stack:
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* @framebuffer: A #CoglFramebuffer
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*
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* Gets a pointer to the current clip stack. This can be used to later
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* return to the same clip stack state with
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* _cogl_framebuffer_set_clip_stack(). A reference is not taken on the
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* stack so if you want to keep it you should call
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* _cogl_clip_stack_ref().
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*
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* Return value: a pointer to the @framebuffer clip stack.
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*/
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CoglClipStack *
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_cogl_framebuffer_get_clip_stack (CoglFramebuffer *framebuffer);
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/*
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* _cogl_framebuffer_set_clip_stack:
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* @framebuffer: A #CoglFramebuffer
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* @stack: a pointer to the replacement clip stack
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*
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* Replaces the @framebuffer clip stack with @stack.
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*/
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void
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_cogl_framebuffer_set_clip_stack (CoglFramebuffer *framebuffer,
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CoglClipStack *stack);
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CoglMatrixStack *
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_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer);
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CoglMatrixStack *
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_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_add_dependency (CoglFramebuffer *framebuffer,
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CoglFramebuffer *dependency);
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void
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_cogl_framebuffer_remove_all_dependencies (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_flush_journal (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_flush_dependency_journals (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
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CoglFramebuffer *read_buffer,
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CoglFramebufferState state);
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CoglFramebuffer *
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_cogl_get_read_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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/*
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* _cogl_offscreen_new_to_texture_full:
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* @texture: A #CoglTexture pointer
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* @create_flags: Flags specifying how to create the FBO
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* @level: The mipmap level within the texture to target
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*
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* Creates a new offscreen buffer which will target the given
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* texture. By default the buffer will have a depth and stencil
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* buffer. This can be disabled by passing
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* %COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL in @create_flags.
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*
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* Return value: the new CoglOffscreen object.
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*/
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CoglOffscreen *
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_cogl_offscreen_new_to_texture_full (CoglTexture *texture,
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CoglOffscreenFlags create_flags,
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int level);
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/*
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* _cogl_push_framebuffers:
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* @draw_buffer: A pointer to the buffer used for drawing
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* @read_buffer: A pointer to the buffer used for reading back pixels
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*
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* Redirects drawing and reading to the specified framebuffers as in
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* cogl_push_framebuffer() except that it allows the draw and read
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* buffer to be different. The buffers are pushed as a pair so that
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* they can later both be restored with a single call to
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* cogl_pop_framebuffer().
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*/
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void
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_cogl_push_framebuffers (CoglFramebuffer *draw_buffer,
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CoglFramebuffer *read_buffer);
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/*
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* _cogl_blit_framebuffer:
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* @src: The source #CoglFramebuffer
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* @dest: The destination #CoglFramebuffer
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* @src_x: Source x position
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* @src_y: Source y position
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* @dst_x: Destination x position
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* @dst_y: Destination y position
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* @width: Width of region to copy
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* @height: Height of region to copy
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*
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* This blits a region of the color buffer of the current draw buffer
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* to the current read buffer. The draw and read buffers can be set up
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* using _cogl_push_framebuffers(). This function should only be
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* called if the COGL_PRIVATE_FEATURE_OFFSCREEN_BLIT feature is
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* advertised. The two buffers must both be offscreen and have the
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* same format.
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*
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* Note that this function differs a lot from the glBlitFramebuffer
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* function provided by the GL_EXT_framebuffer_blit extension. Notably
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* it doesn't support having different sizes for the source and
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* destination rectangle. This isn't supported by the corresponding
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* GL_ANGLE_framebuffer_blit extension on GLES2.0 and it doesn't seem
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* like a particularly useful feature. If the application wanted to
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* scale the results it may make more sense to draw a primitive
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* instead.
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*
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* We can only really support blitting between two offscreen buffers
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* for this function on GLES2.0. This is because we effectively render
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* upside down to offscreen buffers to maintain Cogl's representation
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* of the texture coordinate system where 0,0 is the top left of the
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* texture. If we were to blit from an offscreen to an onscreen buffer
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* then we would need to mirror the blit along the x-axis but the GLES
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* extension does not support this.
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*
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* The GL function is documented to be affected by the scissor. This
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* function therefore ensure that an empty clip stack is flushed
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* before performing the blit which means the scissor is effectively
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* ignored.
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*
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* The function also doesn't support specifying the buffers to copy
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* and instead only the color buffer is copied. When copying the depth
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* or stencil buffers the extension on GLES2.0 only supports copying
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* the full buffer which would be awkward to document with this
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* API. If we wanted to support that feature it may be better to have
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* a separate function to copy the entire buffer for a given mask.
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*/
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void
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_cogl_blit_framebuffer (CoglFramebuffer *src,
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CoglFramebuffer *dest,
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int src_x,
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int src_y,
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int dst_x,
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int dst_y,
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int width,
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int height);
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void
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_cogl_framebuffer_push_projection (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_pop_projection (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_save_clip_stack (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_restore_clip_stack (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_unref (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglPrimitive *primitive,
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CoglDrawFlags flags);
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/* This can be called directly by the CoglJournal to draw attributes
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* skipping the implicit journal flush, the framebuffer flush and
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* pipeline validation. */
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void
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_cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglAttribute **attributes,
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int n_attributes,
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CoglDrawFlags flags);
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void
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_cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer,
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CoglPipeline *pipeline,
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CoglVerticesMode mode,
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int first_vertex,
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int n_vertices,
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CoglIndices *indices,
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CoglAttribute **attributes,
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int n_attributes,
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CoglDrawFlags flags);
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gboolean
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_cogl_framebuffer_try_creating_gl_fbo (CoglContext *ctx,
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CoglTexture *texture,
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int texture_level,
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int texture_level_width,
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int texture_level_height,
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CoglTexture *depth_texture,
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CoglFramebufferConfig *config,
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CoglOffscreenAllocateFlags flags,
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CoglGLFramebuffer *gl_framebuffer);
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unsigned long
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_cogl_framebuffer_compare (CoglFramebuffer *a,
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CoglFramebuffer *b,
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unsigned long state);
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static inline CoglMatrixEntry *
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_cogl_framebuffer_get_modelview_entry (CoglFramebuffer *framebuffer)
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{
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CoglMatrixStack *modelview_stack =
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_cogl_framebuffer_get_modelview_stack (framebuffer);
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return modelview_stack->last_entry;
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}
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static inline CoglMatrixEntry *
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_cogl_framebuffer_get_projection_entry (CoglFramebuffer *framebuffer)
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{
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CoglMatrixStack *projection_stack =
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_cogl_framebuffer_get_projection_stack (framebuffer);
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return projection_stack->last_entry;
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}
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CoglBool
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_cogl_framebuffer_read_pixels_into_bitmap (CoglFramebuffer *framebuffer,
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int x,
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int y,
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CoglReadPixelsFlags source,
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CoglBitmap *bitmap,
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CoglError **error);
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/*
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* _cogl_framebuffer_get_stencil_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of stencil bits of @framebuffer
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*
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* Return value: the number of bits
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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_framebuffer_get_stencil_bits (CoglFramebuffer *framebuffer);
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#endif /* __COGL_FRAMEBUFFER_PRIVATE_H */
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