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mutter-performance-source/cogl/cogl-framebuffer-private.h
Neil Roberts 47ccbf472e cogl-framebuffer: Try to track format of the framebuffer
Previously in cogl_read_pixels we assume the format of the framebuffer
is always premultiplied because that is the most likely format with
the default Cogl blend mode. However when the framebuffer is bound to
a texture we should be able to make a better guess at the format
because we know the texture keeps track of the premult status. This
patch adds an internal format member to CoglFramebuffer. For onscreen
framebuffers we still assume it is RGBA_8888_PRE but for offscreen to
textures we copy the texture format. cogl_read_pixels uses this to
determine whether the data returned by glReadPixels will be
premultiplied.

http://bugzilla.clutter-project.org/show_bug.cgi?id=2414
2010-11-24 15:56:35 +00:00

174 lines
4.9 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"
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;
};
#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);
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);
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 */