mutter/cogl/cogl-framebuffer-private.h
Robert Bragg 1a5a4df326 journal: Support per-framebuffer journals
Instead of having a single journal per context, we now have a
CoglJournal object for each CoglFramebuffer. This means we now don't
have to flush the journal when switching/pushing/popping between
different framebuffers so for example a Clutter scene that involves some
ClutterEffect actors that transiently redirect to an FBO can still be
batched.

This also allows us to track state in the journal that relates to the
current frame of its associated framebuffer which we'll need for our
optimization for using the CPU to handle reading a single pixel back
from a framebuffer when we know the whole scene is currently comprised
of simple rectangles in a journal.
2011-01-21 16:18:10 +00:00

218 lines
6.1 KiB
C

/*
* Cogl
*
* An object oriented GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
*
*/
#ifndef __COGL_FRAMEBUFFER_PRIVATE_H
#define __COGL_FRAMEBUFFER_PRIVATE_H
#include "cogl-handle.h"
#include "cogl-matrix-stack.h"
#include "cogl-clip-state.h"
#include "cogl-journal-private.h"
typedef enum _CoglFramebufferType {
COGL_FRAMEBUFFER_TYPE_ONSCREEN,
COGL_FRAMEBUFFER_TYPE_OFFSCREEN
} CoglFramebufferType;
struct _CoglFramebuffer
{
CoglObject _parent;
CoglFramebufferType type;
int width;
int height;
/* Format of the pixels in the framebuffer (including the expected
premult state) */
CoglPixelFormat format;
CoglMatrixStack *modelview_stack;
CoglMatrixStack *projection_stack;
int viewport_x;
int viewport_y;
int viewport_width;
int viewport_height;
CoglClipState clip_state;
gboolean dirty_bitmasks;
int red_bits;
int blue_bits;
int green_bits;
int alpha_bits;
/* We journal the textured rectangles we want to submit to OpenGL so
* we have an oppertunity to batch them together into less draw
* calls. */
CoglJournal *journal;
/* The scene of a given framebuffer may depend on images in other
* framebuffers... */
GList *deps;
};
#define COGL_FRAMEBUFFER(X) ((CoglFramebuffer *)(X))
typedef struct _CoglOffscreen
{
CoglFramebuffer _parent;
GLuint fbo_handle;
GSList *renderbuffers;
CoglHandle texture;
} CoglOffscreen;
/* Flags to pass to _cogl_offscreen_new_to_texture_full */
typedef enum
{
COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL = 1
} CoglOffscreenFlags;
#define COGL_OFFSCREEN(X) ((CoglOffscreen *)(X))
typedef struct _CoglOnscreen
{
CoglFramebuffer _parent;
} CoglOnscreen;
#define COGL_ONSCREEN(X) ((CoglOnscreen *)(X))
void
_cogl_framebuffer_state_init (void);
void
_cogl_clear4f (unsigned long buffers,
float red,
float green,
float blue,
float alpha);
void
_cogl_framebuffer_clear (CoglFramebuffer *framebuffer,
unsigned long buffers,
const CoglColor *color);
void
_cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer,
unsigned long buffers,
float red,
float green,
float blue,
float alpha);
int
_cogl_framebuffer_get_width (CoglFramebuffer *framebuffer);
int
_cogl_framebuffer_get_height (CoglFramebuffer *framebuffer);
CoglClipState *
_cogl_framebuffer_get_clip_state (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_set_viewport (CoglFramebuffer *framebuffer,
int x,
int y,
int width,
int height);
int
_cogl_framebuffer_get_viewport_x (CoglFramebuffer *framebuffer);
int
_cogl_framebuffer_get_viewport_y (CoglFramebuffer *framebuffer);
int
_cogl_framebuffer_get_viewport_width (CoglFramebuffer *framebuffer);
int
_cogl_framebuffer_get_viewport_height (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_get_viewport4fv (CoglFramebuffer *framebuffer,
int *viewport);
CoglMatrixStack *
_cogl_framebuffer_get_modelview_stack (CoglFramebuffer *framebuffer);
CoglMatrixStack *
_cogl_framebuffer_get_projection_stack (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_add_dependency (CoglFramebuffer *framebuffer,
CoglFramebuffer *dependency);
void
_cogl_framebuffer_remove_all_dependencies (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_flush_journal (CoglFramebuffer *framebuffer);
void
_cogl_framebuffer_flush_dependency_journals (CoglFramebuffer *framebuffer);
typedef enum _CoglFramebufferFlushFlags
{
/* XXX: When using this, that imples you are going to manually load the
* modelview matrix (via glLoadMatrix). _cogl_matrix_stack_flush_to_gl wont
* be called for framebuffer->modelview_stack, and the modelview_stack will
* also be marked as dirty. */
COGL_FRAMEBUFFER_FLUSH_SKIP_MODELVIEW = 1L<<0,
/* Similarly this flag implies you are going to flush the clip state
yourself */
COGL_FRAMEBUFFER_FLUSH_SKIP_CLIP_STATE = 1L<<1
} CoglFramebufferFlushFlags;
void
_cogl_framebuffer_flush_state (CoglFramebuffer *framebuffer,
CoglFramebufferFlushFlags flags);
CoglHandle
_cogl_onscreen_new (void);
CoglFramebuffer *
_cogl_get_framebuffer (void);
GSList *
_cogl_create_framebuffer_stack (void);
void
_cogl_free_framebuffer_stack (GSList *stack);
/*
* _cogl_offscreen_new_to_texture_full:
* @texhandle: A handle to the texture to target
* @create_flags: Flags specifying how to create the FBO
* @level: The mipmap level within the texture to target
*
* Creates a new offscreen buffer which will target the given
* texture. By default the buffer will have a depth and stencil
* buffer. This can be disabled by passing
* %COGL_OFFSCREEN_DISABLE_DEPTH_AND_STENCIL in @create_flags.
*
* Return value: the new CoglOffscreen object.
*/
CoglHandle
_cogl_offscreen_new_to_texture_full (CoglHandle texhandle,
CoglOffscreenFlags create_flags,
unsigned int level);
#endif /* __COGL_FRAMEBUFFER_PRIVATE_H */