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c4eb869bd7
This exposes experimental cogl_framebuffer APIs for getting and setting a viewport without having to refer to the implicit CoglContext. It adds the following experimental API: cogl_framebuffer_set_viewport cogl_framebuffer_get_viewport4fv cogl_framebuffer_get_viewport_x cogl_framebuffer_get_viewport_y cogl_framebuffer_get_viewport_width cogl_framebuffer_get_viewport_height Signed-off-by: Neil Roberts <neil@linux.intel.com>
345 lines
11 KiB
C
345 lines
11 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, see <http://www.gnu.org/licenses/>.
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*
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*
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*/
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#ifndef __COGL_FRAMEBUFFER_PRIVATE_H
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#define __COGL_FRAMEBUFFER_PRIVATE_H
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#include "cogl-object-private.h"
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#include "cogl-matrix-stack.h"
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#include "cogl-clip-state-private.h"
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#include "cogl-journal-private.h"
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#ifdef COGL_HAS_XLIB_SUPPORT
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#include <X11/Xlib.h>
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#endif
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#ifdef COGL_HAS_GLX_SUPPORT
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#include <GL/glx.h>
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#include <GL/glxext.h>
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#endif
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#ifdef COGL_HAS_WIN32_SUPPORT
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#include <windows.h>
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#endif
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typedef enum _CoglFramebufferType {
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COGL_FRAMEBUFFER_TYPE_ONSCREEN,
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COGL_FRAMEBUFFER_TYPE_OFFSCREEN
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} CoglFramebufferType;
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struct _CoglFramebuffer
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{
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CoglObject _parent;
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CoglContext *context;
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CoglFramebufferType type;
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int width;
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int height;
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/* Format of the pixels in the framebuffer (including the expected
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premult state) */
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CoglPixelFormat format;
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gboolean allocated;
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CoglMatrixStack *modelview_stack;
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CoglMatrixStack *projection_stack;
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float viewport_x;
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float viewport_y;
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float viewport_width;
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float viewport_height;
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CoglClipState clip_state;
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gboolean dirty_bitmasks;
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int red_bits;
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int blue_bits;
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int green_bits;
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int alpha_bits;
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/* We journal the textured rectangles we want to submit to OpenGL so
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* we have an oppertunity to batch them together into less draw
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* calls. */
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CoglJournal *journal;
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/* The scene of a given framebuffer may depend on images in other
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* framebuffers... */
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GList *deps;
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/* As part of an optimization for reading-back single pixels from a
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* framebuffer in some simple cases where the geometry is still
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* available in the journal we need to track the bounds of the last
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* region cleared, its color and we need to track when something
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* does in fact draw to that region so it is no longer clear.
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*/
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float clear_color_red;
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float clear_color_green;
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float clear_color_blue;
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float clear_color_alpha;
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int clear_clip_x0;
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int clear_clip_y0;
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int clear_clip_x1;
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int clear_clip_y1;
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gboolean clear_clip_dirty;
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};
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typedef struct _CoglOffscreen
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{
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CoglFramebuffer _parent;
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GLuint fbo_handle;
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GSList *renderbuffers;
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CoglHandle texture;
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} CoglOffscreen;
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/* Flags to pass to _cogl_offscreen_new_to_texture_full */
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typedef enum
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{
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COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1
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} CoglOffscreenFlags;
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#define COGL_OFFSCREEN(X) ((CoglOffscreen *)(X))
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struct _CoglOnscreen
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{
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CoglFramebuffer _parent;
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#ifdef COGL_HAS_X11_SUPPORT
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guint32 foreign_xid;
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CoglOnscreenX11MaskCallback foreign_update_mask_callback;
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void *foreign_update_mask_data;
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#endif
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#ifdef COGL_HAS_WIN32_SUPPORT
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HWND foreign_hwnd;
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#endif
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gboolean swap_throttled;
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void *winsys;
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};
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void
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_cogl_framebuffer_state_init (void);
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void
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_cogl_framebuffer_winsys_update_size (CoglFramebuffer *framebuffer,
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int width, int height);
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void
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_cogl_clear4f (unsigned long buffers,
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float red,
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float green,
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float blue,
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float alpha);
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void
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_cogl_framebuffer_clear (CoglFramebuffer *framebuffer,
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unsigned long buffers,
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const CoglColor *color);
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void
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_cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
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unsigned long buffers,
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float red,
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float green,
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float blue,
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float alpha);
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void
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_cogl_framebuffer_dirty (CoglFramebuffer *framebuffer);
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CoglClipState *
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_cogl_framebuffer_get_clip_state (CoglFramebuffer *framebuffer);
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/*
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* _cogl_framebuffer_get_clip_stack:
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* @framebuffer: A #CoglFramebuffer
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*
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* Gets a pointer to the current clip stack. This can be used to later
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* return to the same clip stack state with
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* _cogl_framebuffer_set_clip_stack(). A reference is not taken on the
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* stack so if you want to keep it you should call
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* _cogl_clip_stack_ref().
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*
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* Return value: a pointer to the @framebuffer clip stack.
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*/
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CoglClipStack *
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_cogl_framebuffer_get_clip_stack (CoglFramebuffer *framebuffer);
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/*
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* _cogl_framebuffer_set_clip_stack:
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* @framebuffer: A #CoglFramebuffer
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* @stack: a pointer to the replacement clip stack
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*
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* Replaces the @framebuffer clip stack with @stack.
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*/
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void
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_cogl_framebuffer_set_clip_stack (CoglFramebuffer *framebuffer,
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CoglClipStack *stack);
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CoglMatrixStack *
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_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer);
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CoglMatrixStack *
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_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_add_dependency (CoglFramebuffer *framebuffer,
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CoglFramebuffer *dependency);
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void
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_cogl_framebuffer_remove_all_dependencies (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_flush_journal (CoglFramebuffer *framebuffer);
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void
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_cogl_framebuffer_flush_dependency_journals (CoglFramebuffer *framebuffer);
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gboolean
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_cogl_framebuffer_try_fast_read_pixel (CoglFramebuffer *framebuffer,
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int x,
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int y,
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CoglReadPixelsFlags source,
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CoglPixelFormat format,
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guint8 *pixel);
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typedef enum _CoglFramebufferFlushFlags
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{
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/* XXX: When using this, that imples you are going to manually load the
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* modelview matrix (via glLoadMatrix). _cogl_matrix_stack_flush_to_gl wont
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* be called for framebuffer->modelview_stack, and the modelview_stack will
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* also be marked as dirty. */
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COGL_FRAMEBUFFER_FLUSH_SKIP_MODELVIEW = 1L<<0,
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/* Similarly this flag implies you are going to flush the clip state
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yourself */
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COGL_FRAMEBUFFER_FLUSH_SKIP_CLIP_STATE = 1L<<1,
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/* When using this all that will be updated is the glBindFramebuffer
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* state and corresponding winsys state to make the framebuffer
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* current if it is a CoglOnscreen framebuffer. */
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COGL_FRAMEBUFFER_FLUSH_BIND_ONLY = 1L<<2
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} CoglFramebufferFlushFlags;
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void
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_cogl_framebuffer_flush_state (CoglFramebuffer *draw_buffer,
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CoglFramebuffer *read_buffer,
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CoglFramebufferFlushFlags flags);
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CoglFramebuffer *
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_cogl_get_read_framebuffer (void);
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GSList *
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_cogl_create_framebuffer_stack (void);
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void
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_cogl_free_framebuffer_stack (GSList *stack);
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/*
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* _cogl_offscreen_new_to_texture_full:
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* @texhandle: A handle to the texture to target
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* @create_flags: Flags specifying how to create the FBO
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* @level: The mipmap level within the texture to target
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*
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* Creates a new offscreen buffer which will target the given
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* texture. By default the buffer will have a depth and stencil
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* buffer. This can be disabled by passing
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* %COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL in @create_flags.
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*
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* Return value: the new CoglOffscreen object.
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*/
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CoglHandle
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_cogl_offscreen_new_to_texture_full (CoglHandle texhandle,
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CoglOffscreenFlags create_flags,
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unsigned int level);
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/*
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* _cogl_push_framebuffers:
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* @draw_buffer: A pointer to the buffer used for drawing
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* @read_buffer: A pointer to the buffer used for reading back pixels
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*
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* Redirects drawing and reading to the specified framebuffers as in
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* cogl_push_framebuffer() except that it allows the draw and read
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* buffer to be different. The buffers are pushed as a pair so that
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* they can later both be restored with a single call to
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* cogl_pop_framebuffer().
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*/
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void
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_cogl_push_framebuffers (CoglFramebuffer *draw_buffer,
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CoglFramebuffer *read_buffer);
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/*
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* _cogl_blit_framebuffer:
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* @src_x: Source x position
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* @src_y: Source y position
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* @dst_x: Destination x position
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* @dst_y: Destination y position
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* @width: Width of region to copy
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* @height: Height of region to copy
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*
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* This blits a region of the color buffer of the current draw buffer
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* to the current read buffer. The draw and read buffers can be set up
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* using _cogl_push_framebuffers(). This function should only be
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* called if the COGL_FEATURE_OFFSCREEN_BLIT feature is
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* advertised. The two buffers must both be offscreen and have the
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* same format.
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*
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* Note that this function differs a lot from the glBlitFramebuffer
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* function provided by the GL_EXT_framebuffer_blit extension. Notably
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* it doesn't support having different sizes for the source and
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* destination rectangle. This isn't supported by the corresponding
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* GL_ANGLE_framebuffer_blit extension on GLES2.0 and it doesn't seem
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* like a particularly useful feature. If the application wanted to
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* scale the results it may make more sense to draw a primitive
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* instead.
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*
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* We can only really support blitting between two offscreen buffers
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* for this function on GLES2.0. This is because we effectively render
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* upside down to offscreen buffers to maintain Cogl's representation
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* of the texture coordinate system where 0,0 is the top left of the
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* texture. If we were to blit from an offscreen to an onscreen buffer
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* then we would need to mirror the blit along the x-axis but the GLES
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* extension does not support this.
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*
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* The GL function is documented to be affected by the scissor. This
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* function therefore ensure that an empty clip stack is flushed
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* before performing the blit which means the scissor is effectively
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* ignored.
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*
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* The function also doesn't support specifying the buffers to copy
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* and instead only the color buffer is copied. When copying the depth
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* or stencil buffers the extension on GLES2.0 only supports copying
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* the full buffer which would be awkward to document with this
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* API. If we wanted to support that feature it may be better to have
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* a separate function to copy the entire buffer for a given mask.
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*/
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void
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_cogl_blit_framebuffer (unsigned int src_x,
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unsigned int src_y,
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unsigned int dst_x,
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unsigned int dst_y,
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unsigned int width,
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unsigned int height);
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CoglOnscreen *
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_cogl_onscreen_new (void);
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#endif /* __COGL_FRAMEBUFFER_PRIVATE_H */
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