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mutter-performance-source/cogl/cogl-renderer.h
Marco Trevisan (Treviño) 672eff0c6c cogl: add Mir EGL platform
2014-11-17 15:49:20 +01:00

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C

/*
* Cogl
*
* A Low Level GPU Graphics and Utilities API
*
* Copyright (C) 2007,2008,2009 Intel Corporation.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use, copy,
* modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_RENDERER_H__
#define __COGL_RENDERER_H__
#include <cogl/cogl-types.h>
#include <cogl/cogl-onscreen-template.h>
#include <cogl/cogl-error.h>
#include <cogl/cogl-output.h>
#ifdef COGL_HAS_GTYPE_SUPPORT
#include <glib-object.h>
#endif
COGL_BEGIN_DECLS
/**
* SECTION:cogl-renderer
* @short_description: Choosing a means to render
*
* A #CoglRenderer represents a means to render. It encapsulates the
* selection of an underlying driver, such as OpenGL or OpenGL-ES and
* a selection of a window system binding API such as GLX, or EGL or
* WGL.
*
* A #CoglRenderer has two states, "unconnected" and "connected". When
* a renderer is first instantiated using cogl_renderer_new() it is
* unconnected so that it can be configured and constraints can be
* specified for how the backend driver and window system should be
* chosen.
*
* After configuration a #CoglRenderer can (optionally) be explicitly
* connected using cogl_renderer_connect() which allows for the
* handling of connection errors so that fallback configurations can
* be tried if necessary. Applications that don't support any
* fallbacks though can skip using cogl_renderer_connect() and leave
* Cogl to automatically connect the renderer.
*
* Once you have a configured #CoglRenderer it can be used to create a
* #CoglDisplay object using cogl_display_new().
*
* <note>Many applications don't need to explicitly use
* cogl_renderer_new() or cogl_display_new() and can just jump
* straight to cogl_context_new() and pass a %NULL display argument so
* Cogl will automatically connect and setup a renderer and
* display.</note>
*/
/**
* COGL_RENDERER_ERROR:
*
* An error domain for exceptions reported by Cogl
*/
#define COGL_RENDERER_ERROR cogl_renderer_error_quark ()
uint32_t
cogl_renderer_error_quark (void);
typedef struct _CoglRenderer CoglRenderer;
#ifdef COGL_HAS_GTYPE_SUPPORT
/**
* cogl_renderer_get_gtype:
*
* Returns: a #GType that can be used with the GLib type system.
*/
GType cogl_renderer_get_gtype (void);
#endif
/**
* cogl_is_renderer:
* @object: A #CoglObject pointer
*
* Determines if the given @object is a #CoglRenderer
*
* Return value: %TRUE if @object is a #CoglRenderer, else %FALSE.
* Since: 1.10
* Stability: unstable
*/
CoglBool
cogl_is_renderer (void *object);
/**
* cogl_renderer_new:
*
* Instantiates a new (unconnected) #CoglRenderer object. A
* #CoglRenderer represents a means to render. It encapsulates the
* selection of an underlying driver, such as OpenGL or OpenGL-ES and
* a selection of a window system binding API such as GLX, or EGL or
* WGL.
*
* While the renderer is unconnected it can be configured so that
* applications may specify backend constraints, such as "must use
* x11" for example via cogl_renderer_add_constraint().
*
* There are also some platform specific configuration apis such
* as cogl_xlib_renderer_set_foreign_display() that may also be
* used while the renderer is unconnected.
*
* Once the renderer has been configured, then it may (optionally) be
* explicitly connected using cogl_renderer_connect() which allows
* errors to be handled gracefully and potentially fallback
* configurations can be tried out if there are initial failures.
*
* If a renderer is not explicitly connected then cogl_display_new()
* will automatically connect the renderer for you. If you don't
* have any code to deal with error/fallback situations then its fine
* to just let Cogl do the connection for you.
*
* Once you have setup your renderer then the next step is to create a
* #CoglDisplay using cogl_display_new().
*
* <note>Many applications don't need to explicitly use
* cogl_renderer_new() or cogl_display_new() and can just jump
* straight to cogl_context_new() and pass a %NULL display argument
* so Cogl will automatically connect and setup a renderer and
* display.</note>
*
* Return value: (transfer full): A newly created #CoglRenderer.
*
* Since: 1.10
* Stability: unstable
*/
CoglRenderer *
cogl_renderer_new (void);
/* optional configuration APIs */
/**
* CoglWinsysID:
* @COGL_WINSYS_ID_ANY: Implies no preference for which backend is used
* @COGL_WINSYS_ID_STUB: Use the no-op stub backend
* @COGL_WINSYS_ID_GLX: Use the GLX window system binding API
* @COGL_WINSYS_ID_EGL_XLIB: Use EGL with the X window system via XLib
* @COGL_WINSYS_ID_EGL_NULL: Use EGL with the PowerVR NULL window system
* @COGL_WINSYS_ID_EGL_GDL: Use EGL with the GDL platform
* @COGL_WINSYS_ID_EGL_WAYLAND: Use EGL with the Wayland window system
* @COGL_WINSYS_ID_EGL_KMS: Use EGL with the KMS platform
* @COGL_WINSYS_ID_EGL_ANDROID: Use EGL with the Android platform
* @COGL_WINSYS_ID_EGL_MIR: Use EGL with the Mir server
* @COGL_WINSYS_ID_WGL: Use the Microsoft Windows WGL binding API
* @COGL_WINSYS_ID_SDL: Use the SDL window system
*
* Identifies specific window system backends that Cogl supports.
*
* These can be used to query what backend Cogl is using or to try and
* explicitly select a backend to use.
*/
typedef enum
{
COGL_WINSYS_ID_ANY,
COGL_WINSYS_ID_STUB,
COGL_WINSYS_ID_GLX,
COGL_WINSYS_ID_EGL_XLIB,
COGL_WINSYS_ID_EGL_NULL,
COGL_WINSYS_ID_EGL_GDL,
COGL_WINSYS_ID_EGL_WAYLAND,
COGL_WINSYS_ID_EGL_KMS,
COGL_WINSYS_ID_EGL_ANDROID,
COGL_WINSYS_ID_EGL_MIR,
COGL_WINSYS_ID_WGL,
COGL_WINSYS_ID_SDL
} CoglWinsysID;
/**
* cogl_renderer_set_winsys_id:
* @renderer: A #CoglRenderer
* @winsys_id: An ID of the winsys you explicitly want to use.
*
* This allows you to explicitly select a winsys backend to use instead
* of letting Cogl automatically select a backend.
*
* if you select an unsupported backend then cogl_renderer_connect()
* will fail and report an error.
*
* This may only be called on an un-connected #CoglRenderer.
*/
void
cogl_renderer_set_winsys_id (CoglRenderer *renderer,
CoglWinsysID winsys_id);
/**
* cogl_renderer_get_winsys_id:
* @renderer: A #CoglRenderer
*
* Queries which window system backend Cogl has chosen to use.
*
* This may only be called on a connected #CoglRenderer.
*
* Returns: The #CoglWinsysID corresponding to the chosen window
* system backend.
*/
CoglWinsysID
cogl_renderer_get_winsys_id (CoglRenderer *renderer);
/**
* cogl_renderer_get_n_fragment_texture_units:
* @renderer: A #CoglRenderer
*
* Queries how many texture units can be used from fragment programs
*
* Returns: the number of texture image units.
*
* Since: 1.8
* Stability: Unstable
*/
int
cogl_renderer_get_n_fragment_texture_units (CoglRenderer *renderer);
/**
* cogl_renderer_check_onscreen_template:
* @renderer: A #CoglRenderer
* @onscreen_template: A #CoglOnscreenTemplate
* @error: A pointer to a #CoglError for reporting exceptions
*
* Tests if a given @onscreen_template can be supported with the given
* @renderer.
*
* Return value: %TRUE if the @onscreen_template can be supported,
* else %FALSE.
* Since: 1.10
* Stability: unstable
*/
CoglBool
cogl_renderer_check_onscreen_template (CoglRenderer *renderer,
CoglOnscreenTemplate *onscreen_template,
CoglError **error);
/* Final connection API */
/**
* cogl_renderer_connect:
* @renderer: An unconnected #CoglRenderer
* @error: a pointer to a #CoglError for reporting exceptions
*
* Connects the configured @renderer. Renderer connection isn't a
* very active process, it basically just means validating that
* any given constraint criteria can be satisfied and that a
* usable driver and window system backend can be found.
*
* Return value: %TRUE if there was no error while connecting the
* given @renderer. %FALSE if there was an error.
* Since: 1.10
* Stability: unstable
*/
CoglBool
cogl_renderer_connect (CoglRenderer *renderer, CoglError **error);
/**
* CoglRendererConstraint:
* @COGL_RENDERER_CONSTRAINT_USES_X11: Require the renderer to be X11 based
* @COGL_RENDERER_CONSTRAINT_USES_XLIB: Require the renderer to be X11
* based and use Xlib
* @COGL_RENDERER_CONSTRAINT_USES_EGL: Require the renderer to be EGL based
* @COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2: Require that the
* renderer supports creating a #CoglGLES2Context via
* cogl_gles2_context_new(). This can be used to integrate GLES 2.0
* code into Cogl based applications.
*
* These constraint flags are hard-coded features of the different renderer
* backends. Sometimes a platform may support multiple rendering options which
* Cogl will usually choose from automatically. Some of these features are
* important to higher level applications and frameworks though, such as
* whether a renderer is X11 based because an application might only support
* X11 based input handling. An application might also need to ensure EGL is
* used internally too if they depend on access to an EGLDisplay for some
* purpose.
*
* Applications should ideally minimize how many of these constraints
* they depend on to ensure maximum portability.
*
* Since: 1.10
* Stability: unstable
*/
typedef enum
{
COGL_RENDERER_CONSTRAINT_USES_X11 = (1 << 0),
COGL_RENDERER_CONSTRAINT_USES_XLIB = (1 << 1),
COGL_RENDERER_CONSTRAINT_USES_EGL = (1 << 2),
COGL_RENDERER_CONSTRAINT_SUPPORTS_COGL_GLES2 = (1 << 3)
} CoglRendererConstraint;
/**
* cogl_renderer_add_constraint:
* @renderer: An unconnected #CoglRenderer
* @constraint: A #CoglRendererConstraint to add
*
* This adds a renderer selection @constraint.
*
* Applications should ideally minimize how many of these constraints they
* depend on to ensure maximum portability.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_renderer_add_constraint (CoglRenderer *renderer,
CoglRendererConstraint constraint);
/**
* cogl_renderer_remove_constraint:
* @renderer: An unconnected #CoglRenderer
* @constraint: A #CoglRendererConstraint to remove
*
* This removes a renderer selection @constraint.
*
* Applications should ideally minimize how many of these constraints they
* depend on to ensure maximum portability.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_renderer_remove_constraint (CoglRenderer *renderer,
CoglRendererConstraint constraint);
/**
* CoglDriver:
* @COGL_DRIVER_ANY: Implies no preference for which driver is used
* @COGL_DRIVER_NOP: A No-Op driver.
* @COGL_DRIVER_GL: An OpenGL driver.
* @COGL_DRIVER_GL3: An OpenGL driver using the core GL 3.1 profile
* @COGL_DRIVER_GLES1: An OpenGL ES 1.1 driver.
* @COGL_DRIVER_GLES2: An OpenGL ES 2.0 driver.
* @COGL_DRIVER_WEBGL: A WebGL driver.
*
* Identifiers for underlying hardware drivers that may be used by
* Cogl for rendering.
*
* Since: 1.10
* Stability: unstable
*/
typedef enum
{
COGL_DRIVER_ANY,
COGL_DRIVER_NOP,
COGL_DRIVER_GL,
COGL_DRIVER_GL3,
COGL_DRIVER_GLES1,
COGL_DRIVER_GLES2,
COGL_DRIVER_WEBGL
} CoglDriver;
/**
* cogl_renderer_set_driver:
* @renderer: An unconnected #CoglRenderer
*
* Requests that Cogl should try to use a specific underlying driver
* for rendering.
*
* If you select an unsupported driver then cogl_renderer_connect()
* will fail and report an error. Most applications should not
* explicitly select a driver and should rely on Cogl automatically
* choosing the driver.
*
* This may only be called on an un-connected #CoglRenderer.
*
* Since: 1.10
* Stability: unstable
*/
void
cogl_renderer_set_driver (CoglRenderer *renderer,
CoglDriver driver);
/**
* cogl_renderer_get_driver:
* @renderer: A connected #CoglRenderer
*
* Queries what underlying driver is being used by Cogl.
*
* This may only be called on a connected #CoglRenderer.
*
* Since: 1.10
* Stability: unstable
*/
CoglDriver
cogl_renderer_get_driver (CoglRenderer *renderer);
/**
* CoglOutputCallback:
* @output: The current display output being iterated
* @user_data: The user pointer passed to
* cogl_renderer_foreach_output()
*
* A callback type that can be passed to
* cogl_renderer_foreach_output() for iterating display outputs for a
* given renderer.
*
* Since: 1.14
* Stability: Unstable
*/
typedef void (*CoglOutputCallback) (CoglOutput *output, void *user_data);
/**
* cogl_renderer_foreach_output:
* @renderer: A connected #CoglRenderer
* @callback: (scope call): A #CoglOutputCallback to be called for
* each display output
* @user_data: A user pointer to be passed to @callback
*
* Iterates all known display outputs for the given @renderer and
* passes a corresponding #CoglOutput pointer to the given @callback
* for each one, along with the given @user_data.
*
* Since: 1.14
* Stability: Unstable
*/
void
cogl_renderer_foreach_output (CoglRenderer *renderer,
CoglOutputCallback callback,
void *user_data);
COGL_END_DECLS
#endif /* __COGL_RENDERER_H__ */