/* * Cogl * * A Low-Level GPU Graphics and Utilities API * * Copyright (C) 2007,2008,2009,2012 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 can be included directly." #endif #ifndef __COGL_OFFSCREEN_H__ #define __COGL_OFFSCREEN_H__ #include #include COGL_BEGIN_DECLS /** * SECTION:cogl-offscreen * @short_description: Functions for creating and manipulating offscreen * framebuffers. * * Cogl allows creating and operating on offscreen framebuffers. */ typedef struct _CoglOffscreen CoglOffscreen; #define COGL_OFFSCREEN(X) ((CoglOffscreen *)X) /* Offscreen api */ /** * cogl_offscreen_new_with_texture: * @texture: A #CoglTexture pointer * * This creates an offscreen framebuffer object using the given * @texture as the primary color buffer. It doesn't just initialize * the contents of the offscreen buffer with the @texture; they are * tightly bound so that drawing to the offscreen buffer effectively * updates the contents of the given texture. You don't need to * destroy the offscreen buffer before you can use the @texture again. * * This api only works with low-level #CoglTexture types such as * #CoglTexture2D, #CoglTexture3D and #CoglTextureRectangle, and not * with meta-texture types such as #CoglTexture2DSliced. * * The storage for the framebuffer is actually allocated lazily * so this function will never return %NULL to indicate a runtime * error. This means it is still possible to configure the framebuffer * before it is really allocated. * * Simple applications without full error handling can simply rely on * Cogl to lazily allocate the storage of framebuffers but you should * be aware that if Cogl encounters an error (such as running out of * GPU memory) then your application will simply abort with an error * message. If you need to be able to catch such exceptions at runtime * then you can explicitly allocate your framebuffer when you have * finished configuring it by calling cogl_framebuffer_allocate() and * passing in a #CoglError argument to catch any exceptions. * * Return value: (transfer full): a newly instantiated #CoglOffscreen * framebuffer. */ CoglOffscreen * cogl_offscreen_new_with_texture (CoglTexture *texture); /** * cogl_is_offscreen: * @object: A pointer to a #CoglObject * * Determines whether the given #CoglObject references an offscreen * framebuffer object. * * Returns: %TRUE if @object is a #CoglOffscreen framebuffer, * %FALSE otherwise */ CoglBool cogl_is_offscreen (void *object); COGL_END_DECLS #endif /* __COGL_OFFSCREEN_H__ */