mirror of
https://github.com/brl/mutter.git
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1b2dd815b4
This adds much more comprehensive support for gobject-introspection based bindings by registering all objects as fundamental types that inherit from CoglObject, and all structs as boxed types. Co-Author: Robert Bragg <robert@linux.intel.com> Reviewed-by: Neil Roberts <neil@linux.intel.com>
447 lines
14 KiB
C
447 lines
14 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) 2007,2008,2009 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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#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_RENDERER_H__
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#define __COGL_RENDERER_H__
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#include <cogl/cogl-types.h>
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#include <cogl/cogl-onscreen-template.h>
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#include <cogl/cogl-error.h>
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#include <cogl/cogl-output.h>
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#ifdef COGL_HAS_GTYPE_SUPPORT
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#include <glib-object.h>
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#endif
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COGL_BEGIN_DECLS
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/**
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* SECTION:cogl-renderer
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* @short_description: Choosing a means to render
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*
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* A #CoglRenderer represents a means to render. It encapsulates the
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* selection of an underlying driver, such as OpenGL or OpenGL-ES and
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* a selection of a window system binding API such as GLX, or EGL or
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* WGL.
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*
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* A #CoglRenderer has two states, "unconnected" and "connected". When
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* a renderer is first instantiated using cogl_renderer_new() it is
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* unconnected so that it can be configured and constraints can be
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* specified for how the backend driver and window system should be
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* chosen.
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*
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* After configuration a #CoglRenderer can (optionally) be explicitly
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* connected using cogl_renderer_connect() which allows for the
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* handling of connection errors so that fallback configurations can
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* be tried if necessary. Applications that don't support any
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* fallbacks though can skip using cogl_renderer_connect() and leave
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* Cogl to automatically connect the renderer.
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*
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* Once you have a configured #CoglRenderer it can be used to create a
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* #CoglDisplay object using cogl_display_new().
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*
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* <note>Many applications don't need to explicitly use
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* cogl_renderer_new() or cogl_display_new() and can just jump
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* straight to cogl_context_new() and pass a %NULL display argument so
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* Cogl will automatically connect and setup a renderer and
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* display.</note>
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*/
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/**
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* COGL_RENDERER_ERROR:
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*
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* An error domain for exceptions reported by Cogl
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*/
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#define COGL_RENDERER_ERROR cogl_renderer_error_quark ()
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uint32_t
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cogl_renderer_error_quark (void);
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typedef struct _CoglRenderer CoglRenderer;
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#ifdef COGL_HAS_GTYPE_SUPPORT
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/**
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* cogl_renderer_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_renderer_get_gtype (void);
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#endif
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/**
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* cogl_is_renderer:
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* @object: A #CoglObject pointer
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*
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* Determines if the given @object is a #CoglRenderer
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*
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* Return value: %TRUE if @object is a #CoglRenderer, else %FALSE.
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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_renderer (void *object);
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/**
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* cogl_renderer_new:
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*
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* Instantiates a new (unconnected) #CoglRenderer object. A
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* #CoglRenderer represents a means to render. It encapsulates the
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* selection of an underlying driver, such as OpenGL or OpenGL-ES and
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* a selection of a window system binding API such as GLX, or EGL or
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* WGL.
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*
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* While the renderer is unconnected it can be configured so that
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* applications may specify backend constraints, such as "must use
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* x11" for example via cogl_renderer_add_constraint().
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*
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* There are also some platform specific configuration apis such
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* as cogl_xlib_renderer_set_foreign_display() that may also be
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* used while the renderer is unconnected.
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*
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* Once the renderer has been configured, then it may (optionally) be
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* explicitly connected using cogl_renderer_connect() which allows
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* errors to be handled gracefully and potentially fallback
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* configurations can be tried out if there are initial failures.
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*
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* If a renderer is not explicitly connected then cogl_display_new()
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* will automatically connect the renderer for you. If you don't
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* have any code to deal with error/fallback situations then its fine
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* to just let Cogl do the connection for you.
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*
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* Once you have setup your renderer then the next step is to create a
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* #CoglDisplay using cogl_display_new().
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*
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* <note>Many applications don't need to explicitly use
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* cogl_renderer_new() or cogl_display_new() and can just jump
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* straight to cogl_context_new() and pass a %NULL display argument
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* so Cogl will automatically connect and setup a renderer and
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* display.</note>
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*
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* Return value: (transfer full): A newly created #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_renderer_new (void);
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/* optional configuration APIs */
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/**
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* CoglWinsysID:
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* @COGL_WINSYS_ID_ANY: Implies no preference for which backend is used
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* @COGL_WINSYS_ID_STUB: Use the no-op stub backend
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* @COGL_WINSYS_ID_GLX: Use the GLX window system binding API
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* @COGL_WINSYS_ID_EGL_XLIB: Use EGL with the X window system via XLib
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* @COGL_WINSYS_ID_EGL_NULL: Use EGL with the PowerVR NULL window system
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* @COGL_WINSYS_ID_EGL_GDL: Use EGL with the GDL platform
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* @COGL_WINSYS_ID_EGL_WAYLAND: Use EGL with the Wayland window system
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* @COGL_WINSYS_ID_EGL_KMS: Use EGL with the KMS platform
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* @COGL_WINSYS_ID_EGL_ANDROID: Use EGL with the Android platform
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* @COGL_WINSYS_ID_WGL: Use the Microsoft Windows WGL binding API
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* @COGL_WINSYS_ID_SDL: Use the SDL window system
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*
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* Identifies specific window system backends that Cogl supports.
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*
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* These can be used to query what backend Cogl is using or to try and
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* explicitly select a backend to use.
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*/
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typedef enum
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{
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COGL_WINSYS_ID_ANY,
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COGL_WINSYS_ID_STUB,
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COGL_WINSYS_ID_GLX,
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COGL_WINSYS_ID_EGL_XLIB,
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COGL_WINSYS_ID_EGL_NULL,
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COGL_WINSYS_ID_EGL_GDL,
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COGL_WINSYS_ID_EGL_WAYLAND,
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COGL_WINSYS_ID_EGL_KMS,
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COGL_WINSYS_ID_EGL_ANDROID,
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COGL_WINSYS_ID_WGL,
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COGL_WINSYS_ID_SDL
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} CoglWinsysID;
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/**
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* cogl_renderer_set_winsys_id:
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* @renderer: A #CoglRenderer
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* @winsys_id: An ID of the winsys you explicitly want to use.
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*
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* This allows you to explicitly select a winsys backend to use instead
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* of letting Cogl automatically select a backend.
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*
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* if you select an unsupported backend then cogl_renderer_connect()
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* will fail and report an error.
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*
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* This may only be called on an un-connected #CoglRenderer.
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*/
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void
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cogl_renderer_set_winsys_id (CoglRenderer *renderer,
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CoglWinsysID winsys_id);
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/**
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* cogl_renderer_get_winsys_id:
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* @renderer: A #CoglRenderer
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*
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* Queries which window system backend Cogl has chosen to use.
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*
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* This may only be called on a connected #CoglRenderer.
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*
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* Returns: The #CoglWinsysID corresponding to the chosen window
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* system backend.
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*/
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CoglWinsysID
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cogl_renderer_get_winsys_id (CoglRenderer *renderer);
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/**
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* cogl_renderer_get_n_fragment_texture_units:
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* @renderer: A #CoglRenderer
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*
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* Queries how many texture units can be used from fragment programs
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*
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* Returns: the number of texture image units.
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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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int
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cogl_renderer_get_n_fragment_texture_units (CoglRenderer *renderer);
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/**
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* cogl_renderer_check_onscreen_template:
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* @renderer: A #CoglRenderer
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* @onscreen_template: A #CoglOnscreenTemplate
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* @error: A pointer to a #CoglError for reporting exceptions
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*
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* Tests if a given @onscreen_template can be supported with the given
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* @renderer.
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*
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* Return value: %TRUE if the @onscreen_template can be supported,
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* else %FALSE.
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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_renderer_check_onscreen_template (CoglRenderer *renderer,
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CoglOnscreenTemplate *onscreen_template,
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CoglError **error);
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/* Final connection API */
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/**
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* cogl_renderer_connect:
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* @renderer: An unconnected #CoglRenderer
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* @error: a pointer to a #CoglError for reporting exceptions
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*
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* Connects the configured @renderer. Renderer connection isn't a
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* very active process, it basically just means validating that
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* any given constraint criteria can be satisfied and that a
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* usable driver and window system backend can be found.
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*
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* Return value: %TRUE if there was no error while connecting the
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* given @renderer. %FALSE if there was an 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_renderer_connect (CoglRenderer *renderer, CoglError **error);
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/**
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* CoglRendererConstraint:
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* @COGL_RENDERER_CONSTRAINT_USES_X11: Require the renderer to be X11 based
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* @COGL_RENDERER_CONSTRAINT_USES_XLIB: Require the renderer to be X11
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* based and use Xlib
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* @COGL_RENDERER_CONSTRAINT_USES_EGL: Require the renderer to be EGL based
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* @COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2: Require that the
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* renderer supports creating a #CoglGLES2Context via
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* cogl_gles2_context_new(). This can be used to integrate GLES 2.0
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* code into Cogl based applications.
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*
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* These constraint flags are hard-coded features of the different renderer
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* backends. Sometimes a platform may support multiple rendering options which
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* Cogl will usually choose from automatically. Some of these features are
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* important to higher level applications and frameworks though, such as
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* whether a renderer is X11 based because an application might only support
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* X11 based input handling. An application might also need to ensure EGL is
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* used internally too if they depend on access to an EGLDisplay for some
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* purpose.
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*
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* Applications should ideally minimize how many of these constraints
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* they depend on to ensure maximum portability.
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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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typedef enum
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{
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COGL_RENDERER_CONSTRAINT_USES_X11 = (1 << 0),
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COGL_RENDERER_CONSTRAINT_USES_XLIB = (1 << 1),
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COGL_RENDERER_CONSTRAINT_USES_EGL = (1 << 2),
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COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2 = (1 << 3)
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} CoglRendererConstraint;
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/**
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* cogl_renderer_add_constraint:
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* @renderer: An unconnected #CoglRenderer
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* @constraint: A #CoglRendererConstraint to add
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*
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* This adds a renderer selection @constraint.
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*
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* Applications should ideally minimize how many of these constraints they
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* depend on to ensure maximum portability.
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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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void
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cogl_renderer_add_constraint (CoglRenderer *renderer,
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CoglRendererConstraint constraint);
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/**
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* cogl_renderer_remove_constraint:
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* @renderer: An unconnected #CoglRenderer
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* @constraint: A #CoglRendererConstraint to remove
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*
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* This removes a renderer selection @constraint.
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*
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* Applications should ideally minimize how many of these constraints they
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* depend on to ensure maximum portability.
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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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void
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cogl_renderer_remove_constraint (CoglRenderer *renderer,
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CoglRendererConstraint constraint);
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/**
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* CoglDriver:
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* @COGL_DRIVER_ANY: Implies no preference for which driver is used
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* @COGL_DRIVER_NOP: A No-Op driver.
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* @COGL_DRIVER_GL: An OpenGL driver.
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* @COGL_DRIVER_GL3: An OpenGL driver using the core GL 3.1 profile
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* @COGL_DRIVER_GLES1: An OpenGL ES 1.1 driver.
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* @COGL_DRIVER_GLES2: An OpenGL ES 2.0 driver.
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* @COGL_DRIVER_WEBGL: A WebGL driver.
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*
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* Identifiers for underlying hardware drivers that may be used by
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* Cogl for rendering.
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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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typedef enum
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{
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COGL_DRIVER_ANY,
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COGL_DRIVER_NOP,
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COGL_DRIVER_GL,
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COGL_DRIVER_GL3,
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COGL_DRIVER_GLES1,
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COGL_DRIVER_GLES2,
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COGL_DRIVER_WEBGL
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} CoglDriver;
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/**
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* cogl_renderer_set_driver:
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* @renderer: An unconnected #CoglRenderer
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*
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* Requests that Cogl should try to use a specific underlying driver
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* for rendering.
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*
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* If you select an unsupported driver then cogl_renderer_connect()
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* will fail and report an error. Most applications should not
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* explicitly select a driver and should rely on Cogl automatically
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* choosing the driver.
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*
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* This may only be called on an un-connected #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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void
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cogl_renderer_set_driver (CoglRenderer *renderer,
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CoglDriver driver);
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/**
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* cogl_renderer_get_driver:
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* @renderer: A connected #CoglRenderer
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*
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* Queries what underlying driver is being used by Cogl.
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*
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* This may only be called on a connected #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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CoglDriver
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cogl_renderer_get_driver (CoglRenderer *renderer);
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/**
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* CoglOutputCallback:
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* @output: The current display output being iterated
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* @user_data: The user pointer passed to
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* cogl_renderer_foreach_output()
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*
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* A callback type that can be passed to
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* cogl_renderer_foreach_output() for iterating display outputs for a
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* given renderer.
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*
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* Since: 1.14
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* Stability: Unstable
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*/
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typedef void (*CoglOutputCallback) (CoglOutput *output, void *user_data);
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/**
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* cogl_renderer_foreach_output:
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* @renderer: A connected #CoglRenderer
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* @callback: (scope call): A #CoglOutputCallback to be called for
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* each display output
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* @user_data: A user pointer to be passed to @callback
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*
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* Iterates all known display outputs for the given @renderer and
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* passes a corresponding #CoglOutput pointer to the given @callback
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* for each one, along with the given @user_data.
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*
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* Since: 1.14
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* Stability: Unstable
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*/
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void
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cogl_renderer_foreach_output (CoglRenderer *renderer,
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CoglOutputCallback callback,
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void *user_data);
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COGL_END_DECLS
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#endif /* __COGL_RENDERER_H__ */
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