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c6528c4b6c
Originally we decided to use #define tricks to rename all experimental symbols so that they had an _EXP suffix so it would be a bit clearer for those wanting to check for ABI changes that they shouldn't worry about these experimental symbols. We feel now though that the defines are a bit more hassle than they are really worth, since they are one extra thing to remember when coding, they make using gdb slightly more awkward since you have to use the real symbol name to set breakpoints and we already have a mechanism for declaring symbols as experimental via gtk-doc that can be used by anyone wanting to check for ABI changes. Instead of just using a script to remove all the #defines we are going to go through them manually because we need to make sure the symbols are marked as unstable via gtk-doc. This patch does a first batch of define removals and in fact some of the symbols didn't have any documentation at all so that needed to be added too. Reviewed-by: Neil Roberts <neil@linux.intel.com>
157 lines
4.6 KiB
C
157 lines
4.6 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) 2010 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
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* <http://www.gnu.org/licenses/>.
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*
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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_CONTEXT_H__
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#define __COGL_CONTEXT_H__
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#include <cogl/cogl-defines.h>
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#include <cogl/cogl-display.h>
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#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
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#include <android/native_window.h>
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#endif
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G_BEGIN_DECLS
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/**
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* SECTION:cogl-context
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* @short_description: The top level application context.
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*
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* A #CoglContext is the top most sandbox of Cogl state for an
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* application or toolkit. Its main purpose is to act as a sandbox
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* for the memory management of state objects. Normally an application
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* will only create a single context since there is no way to share
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* resources between contexts.
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*
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* For those familiar with OpenGL or perhaps Cairo it should be
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* understood that unlike these APIs a Cogl context isn't a rendering
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* context as such. In other words Cogl doesn't aim to provide a state
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* machine style model for configuring rendering parameters. Most
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* rendering state in Cogl is directly associated with user managed
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* objects called pipelines and geometry is drawn with a specific
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* pipeline object to a framebuffer object and those 3 things fully
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* define the state for drawing. This is an important part of Cogl's
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* design since it helps you write orthogonal rendering components
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* that can all access the same GPU without having to worry about
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* what state other components have left you with.
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*/
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typedef struct _CoglContext CoglContext;
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#define COGL_CONTEXT(OBJECT) ((CoglContext *)OBJECT)
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/**
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* cogl_context_new:
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* @display: A #CoglDisplay pointer
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* @error: A GError return location.
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*
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* Creates a new #CoglContext which acts as an application sandbox
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* for any state objects that are allocated.
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*
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* Return value: (transfer full): A newly allocated #CoglContext
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* Since: 1.8
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* Stability: unstable
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*/
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CoglContext *
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cogl_context_new (CoglDisplay *display,
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GError **error);
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/**
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* cogl_context_get_display:
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* @context: A #CoglContext pointer
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*
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* Retrieves the #CoglDisplay that is internally associated with the
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* given @context. This will return the same #CoglDisplay that was
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* passed to cogl_context_new() or if %NULL was passed to
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* cogl_context_new() then this function returns a pointer to the
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* display that was automatically setup internally.
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*
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* Return value: (transfer none): The #CoglDisplay associated with the
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* given @context.
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* Since: 1.8
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* Stability: unstable
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*/
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CoglDisplay *
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cogl_context_get_display (CoglContext *context);
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#ifdef COGL_HAS_EGL_SUPPORT
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/**
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* cogl_egl_context_get_egl_display:
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* @context: A #CoglContext pointer
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*
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* If you have done a runtime check to determine that Cogl is using
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* EGL internally then this API can be used to retrieve the EGLDisplay
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* handle that was setup internally. The result is undefined if Cogl
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* is not using EGL.
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*
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* Return value: The internally setup EGLDisplay handle.
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* Since: 1.8
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* Stability: unstable
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*/
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EGLDisplay
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cogl_egl_context_get_egl_display (CoglContext *context);
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#endif
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#ifdef COGL_HAS_EGL_PLATFORM_ANDROID_SUPPORT
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/**
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* cogl_android_set_native_window:
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* @window: A native Android window
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*
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* Allows Android applications to inform Cogl of the native window
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* that they have been given which Cogl can render too. On Android
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* this API must be used before creating a #CoglRenderer, #CoglDisplay
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* and #CoglContext.
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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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void
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cogl_android_set_native_window (ANativeWindow *window);
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#endif
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/**
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* cogl_is_context:
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* @object: An object or %NULL
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*
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* Gets whether the given object references an existing context object.
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*
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* Return value: %TRUE if the handle references a #CoglContext,
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* %FALSE otherwise
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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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gboolean
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cogl_is_context (void *object);
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G_END_DECLS
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#endif /* __COGL_CONTEXT_H__ */
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