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author | Robert Bragg <robert@linux.intel.com> | 2013-08-20 00:54:34 +0100 |
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committer | Robert Bragg <robert@linux.intel.com> | 2013-08-20 01:06:25 +0100 |
commit | daa3a7d7b5511bd1a8e0e7636352575163995dce (patch) | |
tree | 72abd67a10c4809df498188e2724dd8a0c0f9902 /cogl/cogl-framebuffer.h | |
parent | aa878ddca6a0c1ef99367b5dcae00ce51b4e4b2b (diff) | |
download | cogl-daa3a7d7b5511bd1a8e0e7636352575163995dce.tar.gz |
framebuffer: restore api to maintain ABI for release
This restores the cogl_framebufer_[v]draw_*_attributes APIs for the 1.16
branch so we can avoid changing the soname for the 1.15.6 release
Diffstat (limited to 'cogl/cogl-framebuffer.h')
-rw-r--r-- | cogl/cogl-framebuffer.h | 227 |
1 files changed, 227 insertions, 0 deletions
diff --git a/cogl/cogl-framebuffer.h b/cogl/cogl-framebuffer.h index 554cc50b..b9f3bebd 100644 --- a/cogl/cogl-framebuffer.h +++ b/cogl/cogl-framebuffer.h @@ -1091,13 +1091,240 @@ cogl_framebuffer_clear4f (CoglFramebuffer *framebuffer, * * Stability: unstable * Since: 1.10 + * Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and + * cogl_primitive_draw() instead */ +COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw) void cogl_framebuffer_draw_primitive (CoglFramebuffer *framebuffer, CoglPipeline *pipeline, CoglPrimitive *primitive); /** + * cogl_framebuffer_vdraw_attributes: + * @framebuffer: A destination #CoglFramebuffer + * @pipeline: A #CoglPipeline state object + * @mode: The #CoglVerticesMode defining the topology of vertices + * @first_vertex: The vertex offset within the given attributes to draw from + * @n_vertices: The number of vertices to draw from the given attributes + * @...: A set of vertex #CoglAttribute<!-- -->s defining vertex geometry + * + * First defines a geometry primitive by grouping a set of vertex attributes; + * specifying a @first_vertex; a number of vertices (@n_vertices) and + * specifying what kind of topology the vertices have via @mode. + * + * Then the function draws the given @primitive geometry to the specified + * destination @framebuffer using the graphics processing pipeline described by + * @pipeline. + * + * The list of #CoglAttribute<!-- -->s define the attributes of the vertices to + * be drawn, such as positions, colors and normals and should be %NULL + * terminated. + * + * This drawing api doesn't support high-level meta texture types such + * as #CoglTexture2DSliced so it is the user's responsibility to + * ensure that only low-level textures that can be directly sampled by + * a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D + * are associated with layers of the given @pipeline. + * + * Stability: unstable + * Since: 1.10 + * Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and + * cogl_primitive_draw() instead + */ +COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw) +void +cogl_framebuffer_vdraw_attributes (CoglFramebuffer *framebuffer, + CoglPipeline *pipeline, + CoglVerticesMode mode, + int first_vertex, + int n_vertices, + ...) COGL_GNUC_NULL_TERMINATED; + +/** + * cogl_framebuffer_draw_attributes: + * @framebuffer: A destination #CoglFramebuffer + * @pipeline: A #CoglPipeline state object + * @mode: The #CoglVerticesMode defining the topology of vertices + * @first_vertex: The vertex offset within the given attributes to draw from + * @n_vertices: The number of vertices to draw from the given attributes + * @attributes: An array of pointers to #CoglAttribute<-- -->s defining vertex + * geometry + * @n_attributes: The number of attributes in the @attributes array. + * + * First defines a geometry primitive by grouping a set of vertex @attributes; + * specifying a @first_vertex; a number of vertices (@n_vertices) and + * specifying what kind of topology the vertices have via @mode. + * + * Then the function draws the given @primitive geometry to the specified + * destination @framebuffer using the graphics processing pipeline described by + * @pipeline. + * + * The list of #CoglAttribute<!-- -->s define the attributes of the vertices to + * be drawn, such as positions, colors and normals and the number of attributes + * is given as @n_attributes. + * + * This drawing api doesn't support high-level meta texture types such + * as #CoglTexture2DSliced so it is the user's responsibility to + * ensure that only low-level textures that can be directly sampled by + * a GPU such as #CoglTexture2D, #CoglTextureRectangle or #CoglTexture3D + * are associated with layers of the given @pipeline. + * + * <note>This api doesn't support any of the legacy global state options such + * as cogl_set_depth_test_enabled(), cogl_set_backface_culling_enabled() or + * cogl_program_use()</note> + * + * Stability: unstable + * Since: 1.10 + * Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and + * cogl_primitive_draw() instead + */ +COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw) +void +cogl_framebuffer_draw_attributes (CoglFramebuffer *framebuffer, + CoglPipeline *pipeline, + CoglVerticesMode mode, + int first_vertex, + int n_vertices, + CoglAttribute **attributes, + int n_attributes); + +/** + * cogl_framebuffer_vdraw_indexed_attributes: + * @framebuffer: A destination #CoglFramebuffer + * @pipeline: A #CoglPipeline state object + * @mode: The #CoglVerticesMode defining the topology of vertices + * @first_vertex: The vertex offset within the given attributes to draw from + * @n_vertices: The number of vertices to draw from the given attributes + * @indices: The array of indices used by the GPU to lookup attribute + * data for each vertex. + * @...: A set of vertex #CoglAttribute<!-- -->s defining vertex geometry + * + * Behaves the same as cogl_framebuffer_vdraw_attributes() except that + * instead of reading vertex data sequentially from the specified + * attributes the @indices provide an indirection for how the data + * should be indexed allowing a random access order to be + * specified. + * + * For example an indices array of [0, 1, 2, 0, 2, 3] could be used + * used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES + + * @n_vertices = 6) but only provide attribute data for the 4 corners + * of a rectangle. When the GPU needs to read in each of the 6 + * vertices it will read the @indices array for each vertex in + * sequence and use the index to look up the vertex attribute data. So + * here you can see that first and fourth vertex will point to the + * same data and third and fifth vertex will also point to shared + * data. + * + * Drawing with indices can be a good way of minimizing the size of a + * mesh by allowing you to avoid data for duplicate vertices because + * multiple entries in the index array can refer back to a single + * shared vertex. + * + * <note>The @indices array must be at least as long as @first_vertex + * + @n_vertices otherwise the GPU will overrun the indices array when + * looking up vertex data.</note> + * + * Since it's very common to want to draw a run of rectangles using + * indices to avoid duplicating vertex data you can use + * cogl_get_rectangle_indices() to get a set of indices that can be + * shared. + * + * This drawing api doesn't support high-level meta texture types such + * as #CoglTexture2DSliced so it is the user's responsibility to + * ensure that only low-level textures that can be directly sampled by + * a GPU such as #CoglTexture2D, #CoglTextureRectangle or + * #CoglTexture3D are associated with layers of the given @pipeline. + * + * <note>This api doesn't support any of the legacy global state + * options such as cogl_set_depth_test_enabled(), + * cogl_set_backface_culling_enabled() or cogl_program_use()</note> + * + * Stability: unstable + * Since: 1.10 + * Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and + * cogl_primitive_draw() instead + */ +COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw) +void +cogl_framebuffer_vdraw_indexed_attributes (CoglFramebuffer *framebuffer, + CoglPipeline *pipeline, + CoglVerticesMode mode, + int first_vertex, + int n_vertices, + CoglIndices *indices, + ...) COGL_GNUC_NULL_TERMINATED; + +/** + * cogl_framebuffer_draw_indexed_attributes: + * @framebuffer: A destination #CoglFramebuffer + * @pipeline: A #CoglPipeline state object + * @mode: The #CoglVerticesMode defining the topology of vertices + * @first_vertex: The vertex offset within the given attributes to draw from + * @n_vertices: The number of vertices to draw from the given attributes + * @indices: The array of indices used by the GPU to lookup attribute + * data for each vertex. + * @attributes: An array of pointers to #CoglAttribute<-- -->s defining vertex + * geometry + * @n_attributes: The number of attributes in the @attributes array. + * + * Behaves the same as cogl_framebuffer_draw_attributes() except that + * instead of reading vertex data sequentially from the specified + * @attributes the @indices provide an indirection for how the data + * should be indexed allowing a random access order to be + * specified. + * + * For example an indices array of [0, 1, 2, 0, 2, 3] could be used + * used to draw two triangles (@mode = %COGL_VERTICES_MODE_TRIANGLES + + * @n_vertices = 6) but only provide attribute data for the 4 corners + * of a rectangle. When the GPU needs to read in each of the 6 + * vertices it will read the @indices array for each vertex in + * sequence and use the index to look up the vertex attribute data. So + * here you can see that first and fourth vertex will point to the + * same data and third and fifth vertex will also point to shared + * data. + * + * Drawing with indices can be a good way of minimizing the size of a + * mesh by allowing you to avoid data for duplicate vertices because + * multiple entries in the index array can refer back to a single + * shared vertex. + * + * <note>The @indices array must be at least as long as @first_vertex + * + @n_vertices otherwise the GPU will overrun the indices array when + * looking up vertex data.</note> + * + * Since it's very common to want to draw a run of rectangles using + * indices to avoid duplicating vertex data you can use + * cogl_get_rectangle_indices() to get a set of indices that can be + * shared. + * + * This drawing api doesn't support high-level meta texture types such + * as #CoglTexture2DSliced so it is the user's responsibility to + * ensure that only low-level textures that can be directly sampled by + * a GPU such as #CoglTexture2D, #CoglTextureRectangle or + * #CoglTexture3D are associated with layers of the given @pipeline. + * + * <note>This api doesn't support any of the legacy global state + * options such as cogl_set_depth_test_enabled(), + * cogl_set_backface_culling_enabled() or cogl_program_use()</note> + * + * Stability: unstable + * Since: 1.10 + * Deprecated: 1.16: Use #CoglPrimitive<!-- -->s and + * cogl_primitive_draw() instead + */ +COGL_DEPRECATED_IN_1_16_FOR (cogl_primitive_draw) +void +cogl_framebuffer_draw_indexed_attributes (CoglFramebuffer *framebuffer, + CoglPipeline *pipeline, + CoglVerticesMode mode, + int first_vertex, + int n_vertices, + CoglIndices *indices, + CoglAttribute **attributes, + int n_attributes); + +/** * cogl_framebuffer_draw_rectangle: * @framebuffer: A destination #CoglFramebuffer * @pipeline: A #CoglPipeline state object |