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a3fa7f5d96
This adds a description for the cogl-framebuffer section and adds lots of missing symbols to the 2.0 reference manual. Signed-off-by: Neil Roberts <neil@linux.intel.com>
378 lines
13 KiB
C
378 lines
13 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) 2011 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
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* <http://www.gnu.org/licenses/>.
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*
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*
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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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#ifndef __COGL_FRAMEBUFFER_H
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#define __COGL_FRAMEBUFFER_H
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#include <glib.h>
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#ifdef COGL_HAS_WIN32_SUPPORT
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#include <windows.h>
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#endif /* COGL_HAS_WIN32_SUPPORT */
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#if COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT
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#include <wayland-client.h>
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#endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-framebuffer
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* @short_description: A common interface for manipulating framebuffers
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*
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* Framebuffers are a collection of buffers that can be rendered too.
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* A framebuffer may be comprised of one or more color buffers, an
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* optional depth buffer and an optional stencil buffer. Other
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* configuration parameters are associated with framebuffers too such
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* as whether the framebuffer supports multi-sampling (an anti-aliasing
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* technique) or dithering.
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*
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* There are two kinds of framebuffer in Cogl, #CoglOnscreen
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* framebuffers and #CoglOffscreen framebuffers. As the names imply
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* offscreen framebuffers are for rendering something offscreen
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* (perhaps to a texture which is bound as one of the color buffers).
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* The exact semantics of onscreen framebuffers depends on the window
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* system backend that you are using, but typically you can expect
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* rendering to a #CoglOnscreen framebuffer will be immediately
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* visible to the user.
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*
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* If you want to create a new framebuffer then you should start by
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* looking at the #CoglOnscreen and #CoglOffscreen constructor
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* functions, such as cogl_offscreen_new_to_texture() or
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* cogl_onscreen_new(). The #CoglFramebuffer interface deals with
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* all aspects that are common between those two types of framebuffer.
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*
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* Setup of a new CoglFramebuffer happens in two stages. There is a
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* configuration stage where you specify all the options and ancillary
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* buffers you want associated with your framebuffer and then when you
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* are happy with the configuration you can "allocate" the framebuffer
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* using cogl_framebuffer_allocate (). Technically explicitly calling
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* cogl_framebuffer_allocate () is optional for convenience and the
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* framebuffer will automatically be allocated when you first try to
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* draw to it, but if you do the allocation manually then you can
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* also catch any possible errors that may arise from your
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* configuration.
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*/
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#ifdef COGL_ENABLE_EXPERIMENTAL_API
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#define cogl_onscreen_new cogl_onscreen_new_EXP
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#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
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#define cogl_framebuffer_allocate cogl_framebuffer_allocate_EXP
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gboolean
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cogl_framebuffer_allocate (CoglFramebuffer *framebuffer,
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GError **error);
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#define cogl_framebuffer_get_width cogl_framebuffer_get_width_EXP
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int
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cogl_framebuffer_get_width (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_height cogl_framebuffer_get_height_EXP
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int
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cogl_framebuffer_get_height (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_set_viewport cogl_framebuffer_set_viewport_EXP
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void
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cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
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float x,
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float y,
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float width,
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float height);
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#define cogl_framebuffer_get_viewport_x cogl_framebuffer_get_viewport_x_EXP
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float
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cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport_y cogl_framebuffer_get_viewport_y_EXP
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float
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cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport_width cogl_framebuffer_get_viewport_width_EXP
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float
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cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport_height cogl_framebuffer_get_viewport_height_EXP
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float
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cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_get_viewport4fv cogl_framebuffer_get_viewport4fv_EXP
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void
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cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer,
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float *viewport);
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/**
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* cogl_framebuffer_get_red_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of red 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: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_red_bits cogl_framebuffer_get_red_bits_EXP
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int
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cogl_framebuffer_get_red_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_green_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of green 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: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_green_bits cogl_framebuffer_get_green_bits_EXP
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int
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cogl_framebuffer_get_green_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_blue_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of blue 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: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_blue_bits cogl_framebuffer_get_blue_bits_EXP
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int
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cogl_framebuffer_get_blue_bits (CoglFramebuffer *framebuffer);
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/**
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* cogl_framebuffer_get_alpha_bits:
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* @framebuffer: a pointer to a #CoglFramebuffer
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*
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* Retrieves the number of alpha 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: 1.8
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* Stability: unstable
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*/
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#define cogl_framebuffer_get_blue_bits cogl_framebuffer_get_blue_bits_EXP
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int
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cogl_framebuffer_get_alpha_bits (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_swap_buffers cogl_framebuffer_swap_buffers_EXP
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void
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cogl_framebuffer_swap_buffers (CoglFramebuffer *framebuffer);
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#define cogl_framebuffer_swap_region cogl_framebuffer_swap_region_EXP
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void
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cogl_framebuffer_swap_region (CoglFramebuffer *framebuffer,
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int *rectangles,
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int n_rectangles);
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typedef void (*CoglSwapBuffersNotify) (CoglFramebuffer *framebuffer,
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void *user_data);
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#define cogl_framebuffer_add_swap_buffers_callback \
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cogl_framebuffer_add_swap_buffers_callback_EXP
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unsigned int
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cogl_framebuffer_add_swap_buffers_callback (CoglFramebuffer *framebuffer,
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CoglSwapBuffersNotify callback,
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void *user_data);
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#define cogl_framebuffer_remove_swap_buffers_callback \
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cogl_framebuffer_remove_swap_buffers_callback_EXP
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void
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cogl_framebuffer_remove_swap_buffers_callback (CoglFramebuffer *framebuffer,
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unsigned int id);
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typedef struct _CoglOnscreen CoglOnscreen;
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#define COGL_ONSCREEN(X) ((CoglOnscreen *)(X))
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CoglOnscreen *
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cogl_onscreen_new (CoglContext *context, int width, int height);
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#ifdef COGL_HAS_X11
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typedef void (*CoglOnscreenX11MaskCallback) (CoglOnscreen *onscreen,
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guint32 event_mask,
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void *user_data);
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/**
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* cogl_onscreen_x11_set_foreign_window_xid:
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* @onscreen: The unallocated framebuffer to associated with an X
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* window.
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* @xid: The XID of an existing X window
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* @update: A callback that notifies of updates to what Cogl requires
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* to be in the core X protocol event mask.
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*
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* Ideally we would recommend that you let Cogl be responsible for
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* creating any X window required to back an onscreen framebuffer but
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* if you really need to target a window created manually this
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* function can be called before @onscreen has been allocated to set a
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* foreign XID for your existing X window.
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*
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* Since Cogl needs, for example, to track changes to the size of an X
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* window it requires that certain events be selected for via the core
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* X protocol. This requirement may also be changed asynchronously so
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* you must pass in an @update callback to inform you of Cogl's
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* required event mask.
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*
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* For example if you are using Xlib you could use this API roughly
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* as follows:
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* [{
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* static void
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* my_update_cogl_x11_event_mask (CoglOnscreen *onscreen,
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* guint32 event_mask,
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* void *user_data)
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* {
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* XSetWindowAttributes attrs;
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* MyData *data = user_data;
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* attrs.event_mask = event_mask | data->my_event_mask;
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* XChangeWindowAttributes (data->xdpy,
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* data->xwin,
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* CWEventMask,
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* &attrs);
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* }
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*
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* {
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* *snip*
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* cogl_onscreen_x11_set_foreign_window_xid (onscreen,
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* data->xwin,
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* my_update_cogl_x11_event_mask,
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* data);
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* *snip*
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* }
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* }]
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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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#define cogl_onscreen_x11_set_foreign_window_xid \
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cogl_onscreen_x11_set_foreign_window_xid_EXP
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void
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cogl_onscreen_x11_set_foreign_window_xid (CoglOnscreen *onscreen,
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guint32 xid,
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CoglOnscreenX11MaskCallback update,
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void *user_data);
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#define cogl_onscreen_x11_get_window_xid cogl_onscreen_x11_get_window_xid_EXP
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guint32
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cogl_onscreen_x11_get_window_xid (CoglOnscreen *onscreen);
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#define cogl_onscreen_x11_get_visual_xid cogl_onscreen_x11_get_visual_xid_EXP
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guint32
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cogl_onscreen_x11_get_visual_xid (CoglOnscreen *onscreen);
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#endif /* COGL_HAS_X11 */
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#ifdef COGL_HAS_WIN32_SUPPORT
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#define cogl_onscreen_win32_set_foreign_window \
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cogl_onscreen_win32_set_foreign_window_EXP
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void
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cogl_onscreen_win32_set_foreign_window (CoglOnscreen *onscreen,
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HWND hwnd);
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#define cogl_onscreen_win32_get_window cogl_onscreen_win32_get_window_EXP
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HWND
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cogl_onscreen_win32_get_window (CoglOnscreen *onscreen);
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#endif /* COGL_HAS_WIN32_SUPPORT */
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#if COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT
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struct wl_surface *
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cogl_wayland_onscreen_get_surface (CoglOnscreen *onscreen);
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#endif /* COGL_HAS_EGL_PLATFORM_WAYLAND_SUPPORT */
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#define cogl_onscreen_set_swap_throttled cogl_onscreen_set_swap_throttled_EXP
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void
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cogl_onscreen_set_swap_throttled (CoglOnscreen *onscreen,
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gboolean throttled);
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/**
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* cogl_onscreen_show:
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* @onscreen: The onscreen framebuffer to make visible
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*
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* This requests to make @onscreen visible to the user.
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*
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* Actually the precise semantics of this function depend on the
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* window system currently in use, and if you don't have a
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* multi-windowining system this function may in-fact do nothing.
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*
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* This function will implicitly allocate the given @onscreen
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* framebuffer before showing it if it hasn't already been allocated.
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*
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* <note>Since Cogl doesn't explicitly track the visibility status of
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* onscreen framebuffers it wont try to avoid redundant window system
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* requests e.g. to show an already visible window. This also means
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* that it's acceptable to alternatively use native APIs to show and
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* hide windows without confusing Cogl.</note>
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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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#define cogl_onscreen_show cogl_onscreen_show_EXP
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void
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cogl_onscreen_show (CoglOnscreen *onscreen);
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/**
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* cogl_onscreen_hide:
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* @onscreen: The onscreen framebuffer to make invisible
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*
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* This requests to make @onscreen invisible to the user.
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*
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* Actually the precise semantics of this function depend on the
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* window system currently in use, and if you don't have a
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* multi-windowining system this function may in-fact do nothing.
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*
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* This function does not implicitly allocate the given @onscreen
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* framebuffer before hiding it.
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*
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* <note>Since Cogl doesn't explicitly track the visibility status of
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* onscreen framebuffers it wont try to avoid redundant window system
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* requests e.g. to show an already visible window. This also means
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* that it's acceptable to alternatively use native APIs to show and
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* hide windows without confusing Cogl.</note>
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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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#define cogl_onscreen_hide cogl_onscreen_hide_EXP
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void
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cogl_onscreen_hide (CoglOnscreen *onscreen);
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#define cogl_get_draw_framebuffer cogl_get_draw_framebuffer_EXP
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CoglFramebuffer *
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cogl_get_draw_framebuffer (void);
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#endif /* COGL_ENABLE_EXPERIMENTAL_API */
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G_END_DECLS
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#endif /* __COGL_FRAMEBUFFER_H */
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