1
0
Fork 0
mutter-performance-source/cogl/cogl-pipeline.h
Tomeu Vizoso 93d0de1d9a Mass rename CLUTTER_COMPILATION to COGL_COMPILATION
Reviewed-by: Neil Roberts <neil@linux.intel.com>

(cherry picked from commit a99512e5798e48ffa3a9a1a7eb98bc55647ee1b6)
2012-08-06 14:27:45 +01:00

173 lines
5.1 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/>.
*
*
*/
#if !defined(__COGL_H_INSIDE__) && !defined(COGL_COMPILATION)
#error "Only <cogl/cogl.h> can be included directly."
#endif
#ifndef __COGL_PIPELINE_H__
#define __COGL_PIPELINE_H__
/* We forward declare the CoglPipeline type here to avoid some circular
* dependency issues with the following headers.
*/
typedef struct _CoglPipeline CoglPipeline;
#include <cogl/cogl-types.h>
#include <cogl/cogl-context.h>
#include <cogl/cogl-snippet.h>
G_BEGIN_DECLS
#ifdef COGL_ENABLE_EXPERIMENTAL_API
/**
* SECTION:cogl-pipeline
* @short_description: Functions for creating and manipulating the GPU
* pipeline
*
* Cogl allows creating and manipulating objects representing the full
* configuration of the GPU pipeline. In simplified terms the GPU
* pipeline takes primitive geometry as the input, it first performs
* vertex processing, allowing you to deform your geometry, then
* rasterizes that (turning it from pure geometry into fragments) then
* performs fragment processing including depth testing and texture
* mapping. Finally it blends the result with the framebuffer.
*/
#define COGL_PIPELINE(OBJECT) ((CoglPipeline *)OBJECT)
/**
* cogl_pipeline_new:
* @context: a #CoglContext
*
* Allocates and initializes a default simple pipeline that will color
* a primitive white.
*
* Return value: a pointer to a new #CoglPipeline
*
* Since: 2.0
* Stability: Unstable
*/
CoglPipeline *
cogl_pipeline_new (CoglContext *context);
/**
* cogl_pipeline_copy:
* @source: a #CoglPipeline object to copy
*
* Creates a new pipeline with the configuration copied from the
* source pipeline.
*
* We would strongly advise developers to always aim to use
* cogl_pipeline_copy() instead of cogl_pipeline_new() whenever there will
* be any similarity between two pipelines. Copying a pipeline helps Cogl
* keep track of a pipelines ancestry which we may use to help minimize GPU
* state changes.
*
* Returns: a pointer to the newly allocated #CoglPipeline
*
* Since: 2.0
* Stability: Unstable
*/
CoglPipeline *
cogl_pipeline_copy (CoglPipeline *source);
/**
* cogl_is_pipeline:
* @object: A #CoglObject
*
* Gets whether the given @object references an existing pipeline object.
*
* Return value: %TRUE if the @object references a #CoglPipeline,
* %FALSE otherwise
*
* Since: 2.0
* Stability: Unstable
*/
CoglBool
cogl_is_pipeline (void *object);
/**
* CoglPipelineLayerCallback:
* @pipeline: The #CoglPipeline whos layers are being iterated
* @layer_index: The current layer index
* @user_data: The private data passed to cogl_pipeline_foreach_layer()
*
* The callback prototype used with cogl_pipeline_foreach_layer() for
* iterating all the layers of a @pipeline.
*
* Since: 2.0
* Stability: Unstable
*/
typedef CoglBool (*CoglPipelineLayerCallback) (CoglPipeline *pipeline,
int layer_index,
void *user_data);
/**
* cogl_pipeline_foreach_layer:
* @pipeline: A #CoglPipeline object
* @callback: A #CoglPipelineLayerCallback to be called for each layer
* index
* @user_data: Private data that will be passed to the callback
*
* Iterates all the layer indices of the given @pipeline.
*
* Since: 2.0
* Stability: Unstable
*/
void
cogl_pipeline_foreach_layer (CoglPipeline *pipeline,
CoglPipelineLayerCallback callback,
void *user_data);
/**
* cogl_pipeline_get_uniform_location:
* @pipeline: A #CoglPipeline object
* @uniform_name: The name of a uniform
*
* This is used to get an integer representing the uniform with the
* name @uniform_name. The integer can be passed to functions such as
* cogl_pipeline_set_uniform_1f() to set the value of a uniform.
*
* This function will always return a valid integer. Ie, unlike
* OpenGL, it does not return -1 if the uniform is not available in
* this pipeline so it can not be used to test whether uniforms are
* present. It is not necessary to set the program on the pipeline
* before calling this function.
*
* Return value: A integer representing the location of the given uniform.
*
* Since: 2.0
* Stability: Unstable
*/
int
cogl_pipeline_get_uniform_location (CoglPipeline *pipeline,
const char *uniform_name);
#endif /* COGL_ENABLE_EXPERIMENTAL_API */
G_END_DECLS
#endif /* __COGL_PIPELINE_H__ */