mutter/cogl/cogl/cogl-offscreen.h

175 lines
5.8 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009,2012 Intel Corporation.
*
* 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.
*
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_OFFSCREEN_H__
#define __COGL_OFFSCREEN_H__
#include <cogl/cogl-types.h>
#include <cogl/cogl-texture.h>
#include <glib-object.h>
COGL_BEGIN_DECLS
/**
* SECTION:cogl-offscreen
* @short_description: Functions for creating and manipulating offscreen
* framebuffers.
*
* Cogl allows creating and operating on offscreen framebuffers.
*/
typedef struct _CoglOffscreen CoglOffscreen;
#define COGL_OFFSCREEN(X) ((CoglOffscreen *)X)
/**
* cogl_offscreen_get_gtype:
*
* Returns: a #GType that can be used with the GLib type system.
*/
GType cogl_offscreen_get_gtype (void);
/* Offscreen api */
/**
* cogl_offscreen_new_with_texture:
* @texture: A #CoglTexture pointer
*
* This creates an offscreen framebuffer object using the given
* @texture as the primary color buffer. It doesn't just initialize
* the contents of the offscreen buffer with the @texture; they are
* tightly bound so that drawing to the offscreen buffer effectively
* updates the contents of the given texture. You don't need to
* destroy the offscreen buffer before you can use the @texture again.
*
* <note>This api only works with low-level #CoglTexture types such as
* #CoglTexture2D, #CoglTexture3D and #CoglTextureRectangle, and not
* with meta-texture types such as #CoglTexture2DSliced.</note>
*
* The storage for the framebuffer is actually allocated lazily
* so this function will never return %NULL to indicate a runtime
* error. This means it is still possible to configure the framebuffer
* before it is really allocated.
*
* Simple applications without full error handling can simply rely on
* Cogl to lazily allocate the storage of framebuffers but you should
* be aware that if Cogl encounters an error (such as running out of
* GPU memory) then your application will simply abort with an error
* message. If you need to be able to catch such exceptions at runtime
* then you can explicitly allocate your framebuffer when you have
* finished configuring it by calling cogl_framebuffer_allocate() and
* passing in a #CoglError argument to catch any exceptions.
*
* Return value: (transfer full): a newly instantiated #CoglOffscreen
* framebuffer.
*/
CoglOffscreen *
cogl_offscreen_new_with_texture (CoglTexture *texture);
/**
* cogl_offscreen_new_to_texture:
* @texture: A #CoglTexture pointer
*
* This creates an offscreen buffer object using the given @texture as the
* primary color buffer. It doesn't just initialize the contents of the
* offscreen buffer with the @texture; they are tightly bound so that
* drawing to the offscreen buffer effectivly updates the contents of the
* given texture. You don't need to destroy the offscreen buffer before
* you can use the @texture again.
*
* <note>This only works with low-level #CoglTexture types such as
* #CoglTexture2D, #CoglTexture3D and #CoglTextureRectangle, and not
* with meta-texture types such as #CoglTexture2DSliced.</note>
*
* Return value: (transfer full): a newly instantiated #CoglOffscreen
* framebuffer or %NULL if it wasn't possible to create the
* buffer.
* Deprecated: 1.16: Use cogl_offscreen_new_with_texture instead.
*/
COGL_DEPRECATED_IN_1_16_FOR (cogl_offscreen_new_with_texture)
CoglOffscreen *
cogl_offscreen_new_to_texture (CoglTexture *texture);
/**
* cogl_is_offscreen:
* @object: A pointer to a #CoglObject
*
* Determines whether the given #CoglObject references an offscreen
* framebuffer object.
*
* Returns: %TRUE if @object is a #CoglOffscreen framebuffer,
* %FALSE otherwise
*/
CoglBool
cogl_is_offscreen (void *object);
/**
* cogl_offscreen_ref:
* @offscreen: A pointer to a #CoglOffscreen framebuffer
*
* Increments the reference count on the @offscreen framebuffer.
*
* Return value: (transfer none): For convenience it returns the
* given @offscreen
*
* Deprecated: 1.2: cogl_object_ref() should be used in new code.
*/
COGL_DEPRECATED_FOR (cogl_object_ref)
void *
cogl_offscreen_ref (void *offscreen);
/**
* cogl_offscreen_unref:
* @offscreen: A pointer to a #CoglOffscreen framebuffer
*
* Decreases the reference count for the @offscreen buffer and frees it when
* the count reaches 0.
*
* Deprecated: 1.2: cogl_object_unref() should be used in new code.
*/
COGL_DEPRECATED_FOR (cogl_object_unref)
void
cogl_offscreen_unref (void *offscreen);
/**
* cogl_offscreen_get_texture: (skip)
*/
CoglTexture *
cogl_offscreen_get_texture (CoglOffscreen *offscreen);
COGL_END_DECLS
#endif /* __COGL_OFFSCREEN_H__ */