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As part of an incremental process to have Cogl be a standalone project we want to re-consider how we organise the Cogl source code. Currently this is the structure I'm aiming for: cogl/ cogl/ <put common source here> winsys/ cogl-glx.c cogl-wgl.c driver/ gl/ gles/ os/ ? utils/ cogl-fixed cogl-matrix-stack? cogl-journal? cogl-primitives? pango/ The new winsys component is a starting point for migrating window system code (i.e. x11,glx,wgl,osx,egl etc) from Clutter to Cogl. The utils/ and pango/ directories aren't added by this commit, but they are noted because I plan to add them soon. Overview of the planned structure: * The winsys/ API is the API that binds OpenGL to a specific window system, be that X11 or win32 etc. Example are glx, wgl and egl. Much of the logic under clutter/{glx,osx,win32 etc} should migrate here. * Note there is also the idea of a winsys-base that may represent a window system for which there are multiple winsys APIs. An example of this is x11, since glx and egl may both be used with x11. (currently only Clutter has the idea of a winsys-base) * The driver/ represents a specific varient of OpenGL. Currently we have "gl" representing OpenGL 1.4-2.1 (mostly fixed function) and "gles" representing GLES 1.1 (fixed funciton) and 2.0 (fully shader based) * Everything under cogl/ should fundamentally be supporting access to the GPU. Essentially Cogl's most basic requirement is to provide a nice GPU Graphics API and drawing a line between this and the utility functionality we add to support Clutter should help keep this lean and maintainable. * Code under utils/ as suggested builds on cogl/ adding more convenient APIs or mechanism to optimize special cases. Broadly speaking you can compare cogl/ to OpenGL and utils/ to GLU. * clutter/pango will be moved to clutter/cogl/pango How some of the internal configure.ac/pkg-config terminology has changed: backendextra -> CLUTTER_WINSYS_BASE # e.g. "x11" backendextralib -> CLUTTER_WINSYS_BASE_LIB # e.g. "x11/libclutter-x11.la" clutterbackend -> {CLUTTER,COGL}_WINSYS # e.g. "glx" CLUTTER_FLAVOUR -> {CLUTTER,COGL}_WINSYS clutterbackendlib -> CLUTTER_WINSYS_LIB CLUTTER_COGL -> COGL_DRIVER # e.g. "gl" Note: The CLUTTER_FLAVOUR and CLUTTER_COGL defines are kept for apps As the first thing to take advantage of the new winsys component in Cogl; cogl_get_proc_address() has been moved from cogl/{gl,gles}/cogl.c into cogl/common/cogl.c and this common implementation first trys _cogl_winsys_get_proc_address() but if that fails then it falls back to gmodule.
97 lines
3.0 KiB
C
97 lines
3.0 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) 2007,2008,2009 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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#if !defined(__COGL_H_INSIDE__) && !defined(CLUTTER_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_OFFSCREEN_H__
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#define __COGL_OFFSCREEN_H__
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#include <cogl/cogl-types.h>
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-offscreen
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* @short_description: Fuctions for creating and manipulating offscreen
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* frame buffer objects
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*
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* Cogl allows creating and operating on offscreen render targets.
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*/
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/* Offscreen api */
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/**
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* cogl_offscreen_new_to_texture:
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* @handle: A CoglHandle for a Cogl texture
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*
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* This creates an offscreen buffer object using the given texture as the
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* primary color buffer. It doesn't just initialize the contents of the
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* offscreen buffer with the texture; they are tightly bound so that
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* drawing to the offscreen buffer effectivly updates the contents of the
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* given texture. You don't need to destroy the offscreen buffer before
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* you can use the texture again.
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*
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* Note: This does not work with sliced Cogl textures.
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*
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* Returns: a #CoglHandle for the new offscreen buffer or %COGL_INVALID_HANDLE
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* if it wasn't possible to create the buffer.
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*/
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CoglHandle cogl_offscreen_new_to_texture (CoglHandle handle);
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/**
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* cogl_offscreen_ref:
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* @handle: A CoglHandle for an offscreen buffer
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*
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* Increments the reference count on the offscreen buffer.
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*
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* Returns: For convenience it returns the given CoglHandle
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*/
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CoglHandle cogl_offscreen_ref (CoglHandle handle);
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/**
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* cogl_is_offscreen:
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* @handle: A CoglHandle for an offscreen buffer
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*
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* Gets whether the given handle references an existing offscreen buffer
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* object.
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*
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* Returns: %TRUE if the handle references an offscreen buffer,
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* %FALSE otherwise
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*/
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gboolean cogl_is_offscreen (CoglHandle handle);
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/**
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* cogl_offscreen_unref:
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* @handle: A CoglHandle for an offscreen buffer
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*
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* Decreases the reference count for the offscreen buffer and frees it when
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* the count reaches 0.
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*/
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void cogl_offscreen_unref (CoglHandle handle);
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G_END_DECLS
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#endif /* __COGL_OFFSCREEN_H__ */
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