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211 lines
7.3 KiB
C
211 lines
7.3 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
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#error "Only <cogl/cogl.h> can be included directly."
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#endif
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#ifndef __COGL_DISPLAY_H__
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#define __COGL_DISPLAY_H__
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#include <cogl/cogl-renderer.h>
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#include <cogl/cogl-onscreen-template.h>
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#include <glib-object.h>
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-display
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* @short_description: Common aspects of a display pipeline
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*
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* The basic intention for this object is to let the application
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* configure common display preferences before creating a context, and
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* there are a few different aspects to this...
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*
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* Firstly there are options directly relating to the physical display
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* pipeline that is currently being used including the digital to
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* analogue conversion hardware and the screens the user sees.
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*
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* Another aspect is that display options may constrain or affect how
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* onscreen framebuffers should later be configured. The original
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* rationale for the display object in fact was to let us handle GLX
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* and EGLs requirements that framebuffers must be "compatible" with
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* the config associated with the current context meaning we have to
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* force the user to describe how they would like to create their
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* onscreen windows before we can choose a suitable fbconfig and
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* create a GLContext.
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*/
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typedef struct _CoglDisplay CoglDisplay;
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#define COGL_DISPLAY(OBJECT) ((CoglDisplay *)OBJECT)
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/**
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* cogl_display_get_gtype:
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*
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* Returns: a #GType that can be used with the GLib type system.
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*/
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GType cogl_display_get_gtype (void);
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/**
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* cogl_display_new:
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* @renderer: A #CoglRenderer
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* @onscreen_template: A #CoglOnscreenTemplate
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*
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* Explicitly allocates a new #CoglDisplay object to encapsulate the
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* common state of the display pipeline that applies to the whole
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* application.
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*
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* <note>Many applications don't need to explicitly use
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* cogl_display_new() and can just jump straight to cogl_context_new()
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* and pass a %NULL display argument so Cogl will automatically
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* connect and setup a renderer and display.</note>
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*
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* A @display can only be made for a specific choice of renderer which
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* is why this takes the @renderer argument.
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*
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* A common use for explicitly allocating a display object is to
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* define a template for allocating onscreen framebuffers which is
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* what the @onscreen_template argument is for, or alternatively
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* you can use cogl_display_set_onscreen_template().
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*
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* When a display is first allocated via cogl_display_new() it is in a
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* mutable configuration mode. It's designed this way so we can
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* extend the apis available for configuring a display without
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* requiring huge numbers of constructor arguments.
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*
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* When you have finished configuring a display object you can
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* optionally call cogl_display_setup() to explicitly apply the
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* configuration and check for errors. Alternaitvely you can pass the
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* display to cogl_context_new() and Cogl will implicitly apply your
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* configuration but if there are errors then the application will
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* abort with a message. For simple applications with no fallback
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* options then relying on the implicit setup can be fine.
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*
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* Return value: (transfer full): A newly allocated #CoglDisplay
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* object in a mutable configuration mode.
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* Since: 1.10
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* Stability: unstable
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*/
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CoglDisplay *
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cogl_display_new (CoglRenderer *renderer,
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CoglOnscreenTemplate *onscreen_template);
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/**
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* cogl_display_get_renderer:
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* @display: a #CoglDisplay
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*
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* Queries the #CoglRenderer associated with the given @display.
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*
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* Return value: (transfer none): The associated #CoglRenderer
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*
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* Since: 1.10
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* Stability: unstable
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*/
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CoglRenderer *
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cogl_display_get_renderer (CoglDisplay *display);
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/**
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* cogl_display_set_onscreen_template:
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* @display: a #CoglDisplay
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* @onscreen_template: A template for creating #CoglOnscreen framebuffers
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*
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* Specifies a template for creating #CoglOnscreen framebuffers.
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*
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* Depending on the system, the constraints for creating #CoglOnscreen
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* framebuffers need to be known before setting up a #CoglDisplay because the
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* final setup of the display may constrain how onscreen framebuffers may be
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* allocated. If Cogl knows how an application wants to allocate onscreen
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* framebuffers then it can try to make sure to setup the display accordingly.
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*
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* Since: 1.16
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* Stability: unstable
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*/
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void
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cogl_display_set_onscreen_template (CoglDisplay *display,
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CoglOnscreenTemplate *onscreen_template);
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/**
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* cogl_display_setup:
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* @display: a #CoglDisplay
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* @error: return location for a #CoglError
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*
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* Explicitly sets up the given @display object. Use of this api is
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* optional since Cogl will internally setup the display if not done
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* explicitly.
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*
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* When a display is first allocated via cogl_display_new() it is in a
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* mutable configuration mode. This allows us to extend the apis
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* available for configuring a display without requiring huge numbers
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* of constructor arguments.
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*
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* Its possible to request a configuration that might not be
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* supportable on the current system and so this api provides a means
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* to apply the configuration explicitly but if it fails then an
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* exception will be returned so you can handle the error gracefully
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* and perhaps fall back to an alternative configuration.
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*
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* If you instead rely on Cogl implicitly calling cogl_display_setup()
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* for you then if there is an error with the configuration you won't
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* get an opportunity to handle that and the application may abort
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* with a message. For simple applications that don't have any
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* fallback options this behaviour may be fine.
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*
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* Return value: Returns %TRUE if there was no error, else it returns
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* %FALSE and returns an exception via @error.
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* Since: 1.10
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* Stability: unstable
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*/
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CoglBool
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cogl_display_setup (CoglDisplay *display,
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CoglError **error);
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/**
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* cogl_is_display:
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* @object: A #CoglObject pointer
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*
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* Gets whether the given object references a #CoglDisplay.
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*
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* Return value: %TRUE if the object references a #CoglDisplay
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* and %FALSE otherwise.
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* Since: 1.10
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* Stability: unstable
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*/
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CoglBool
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cogl_is_display (void *object);
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COGL_END_DECLS
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#endif /* __COGL_DISPLAY_H__ */
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