/* * 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 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 #include #include #include COGL_BEGIN_DECLS /** * 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_get_gtype: * * Returns: a #GType that can be used with the GLib type system. */ GType cogl_pipeline_get_gtype (void); /** * cogl_pipeline_new: * @context: a #CoglContext * * Allocates and initializes a default simple pipeline that will color * a primitive white. * * Return value: (transfer full): 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. * * Return value: (transfer full): 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: (scope call): A #CoglPipelineLayerCallback to be * called for each layer index * @user_data: (closure): 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); COGL_END_DECLS #endif /* __COGL_PIPELINE_H__ */