mutter/cogl/cogl/cogl-pipeline.h

159 lines
5.9 KiB
C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009 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.
*
*
*/
#pragma once
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
/* We forward declare the CoglPipeline type here to avoid some circular
* dependency issues with the following headers.
*/
typedef struct _CoglPipeline CoglPipeline;
#include "cogl/cogl-types.h"
#include "cogl/cogl-context.h"
#include "cogl/cogl-snippet.h"
#include <glib-object.h>
G_BEGIN_DECLS
/**
* CoglPipeline:
*
* Functions for creating and manipulating the GPU pipeline
*
* Cogl allows creating and manipulating objects representing the full
* configuration of the GPU pipeline. In simplified terms the GPU
* pipeline takes primitive geometry as the input, it first performs
* vertex processing, allowing you to deform your geometry, then
* rasterizes that (turning it from pure geometry into fragments) then
* performs fragment processing including depth testing and texture
* mapping. Finally it blends the result with the framebuffer.
*/
#define COGL_TYPE_PIPELINE (cogl_pipeline_get_type ())
#define COGL_PIPELINE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), COGL_TYPE_PIPELINE, CoglPipeline))
#define COGL_PIPELINE_CONST(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), COGL_TYPE_PIPELINE, CoglPipeline const))
#define COGL_PIPELINE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), COGL_TYPE_PIPELINE, CoglPipelineClass))
#define COGL_IS_PIPELINE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), COGL_TYPE_PIPELINE))
#define COGL_IS_PIPELINE_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), COGL_TYPE_PIPELINE))
#define COGL_PIPELINE_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), COGL_TYPE_PIPELINE, CoglPipelineClass))
typedef struct _CoglPipelineClass CoglPipelineClass;
typedef struct _CoglPipeline CoglPipeline;
G_DEFINE_AUTOPTR_CLEANUP_FUNC (CoglPipeline, g_object_unref)
COGL_EXPORT
GType cogl_pipeline_get_type (void) G_GNUC_CONST;
/**
* cogl_pipeline_new: (constructor)
* @context: a #CoglContext
*
* Allocates and initializes a default simple pipeline that will color
* a primitive white.
*
* Return value: (transfer full): a pointer to a new #CoglPipeline
*/
COGL_EXPORT CoglPipeline *
cogl_pipeline_new (CoglContext *context);
/**
* cogl_pipeline_copy:
* @source: a #CoglPipeline object to copy
*
* Creates a new pipeline with the configuration copied from the
* source pipeline.
*
* We would strongly advise developers to always aim to use
* cogl_pipeline_copy() instead of cogl_pipeline_new() whenever there will
* be any similarity between two pipelines. Copying a pipeline helps Cogl
* keep track of a pipelines ancestry which we may use to help minimize GPU
* state changes.
*
* Return value: (transfer full): a pointer to the newly allocated #CoglPipeline
*/
COGL_EXPORT CoglPipeline *
cogl_pipeline_copy (CoglPipeline *source);
/**
* CoglPipelineLayerCallback:
* @pipeline: The #CoglPipeline whose layers are being iterated
* @layer_index: The current layer index
* @user_data: The private data passed to cogl_pipeline_foreach_layer()
*
* The callback prototype used with cogl_pipeline_foreach_layer() for
* iterating all the layers of a @pipeline.
*/
typedef gboolean (*CoglPipelineLayerCallback) (CoglPipeline *pipeline,
int layer_index,
void *user_data);
/**
* cogl_pipeline_foreach_layer:
* @pipeline: A #CoglPipeline object
* @callback: (scope call): A #CoglPipelineLayerCallback to be
* called for each layer index
* @user_data: (closure): Private data that will be passed to the
* callback
*
* Iterates all the layer indices of the given @pipeline.
*/
COGL_EXPORT void
cogl_pipeline_foreach_layer (CoglPipeline *pipeline,
CoglPipelineLayerCallback callback,
void *user_data);
/**
* cogl_pipeline_get_uniform_location:
* @pipeline: A #CoglPipeline object
* @uniform_name: The name of a uniform
*
* This is used to get an integer representing the uniform with the
* name @uniform_name. The integer can be passed to functions such as
* cogl_pipeline_set_uniform_1f() to set the value of a uniform.
*
* This function will always return a valid integer. Ie, unlike
* OpenGL, it does not return -1 if the uniform is not available in
* this pipeline so it can not be used to test whether uniforms are
* present. It is not necessary to set the program on the pipeline
* before calling this function.
*
* Return value: A integer representing the location of the given uniform.
*/
COGL_EXPORT int
cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
const char *uniform_name);
G_END_DECLS