这篇教程C++ COGL_FRAMEBUFFER函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中COGL_FRAMEBUFFER函数的典型用法代码示例。如果您正苦于以下问题:C++ COGL_FRAMEBUFFER函数的具体用法?C++ COGL_FRAMEBUFFER怎么用?C++ COGL_FRAMEBUFFER使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了COGL_FRAMEBUFFER函数的28个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: _cogl_winsys_onscreen_bindstatic void_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen){ CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); CoglContext *context = fb->context; CoglContextSdl2 *sdl_context = context->winsys; CoglDisplaySdl2 *sdl_display = context->display->winsys; CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys; if (sdl_context->current_window == sdl_onscreen->window) return; SDL_GL_MakeCurrent (sdl_onscreen->window, sdl_display->context); sdl_context->current_window = sdl_onscreen->window; /* It looks like SDL just directly calls a glXSwapInterval function * when this is called. This may be provided by either the EXT * extension, the SGI extension or the Mesa extension. The SGI * extension is per context so we can't just do this once when the * framebuffer is allocated. See the comments in the GLX winsys for * more info. */ if (COGL_FLAGS_GET (context->winsys_features, COGL_WINSYS_FEATURE_SWAP_REGION_THROTTLE)) { CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); SDL_GL_SetSwapInterval (fb->config.swap_throttled ? 1 : 0); }}
开发者ID:djdeath,项目名称:cogl-android,代码行数:30,
示例2: handle_eventstatic voidhandle_event (Data *data, SDL_Event *event){ switch (event->type) { case SDL_VIDEOEXPOSE: data->redraw_queued = TRUE; break; case SDL_MOUSEMOTION: { int width = cogl_framebuffer_get_width (COGL_FRAMEBUFFER (data->fb)); int height = cogl_framebuffer_get_height (COGL_FRAMEBUFFER (data->fb)); data->center_x = event->motion.x * 2.0f / width - 1.0f; data->center_y = event->motion.y * 2.0f / height - 1.0f; data->redraw_queued = TRUE; } break; case SDL_QUIT: data->quit = TRUE; break; }}
开发者ID:djdeath,项目名称:cogl-android,代码行数:28,
示例3: _cogl_winsys_onscreen_deinitstatic void_cogl_winsys_onscreen_deinit (CoglOnscreen *onscreen){ CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys; if (sdl_onscreen->window != NULL) { CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context; CoglContextSdl2 *sdl_context = context->winsys; if (sdl_context->current_window == sdl_onscreen->window) { CoglDisplaySdl2 *sdl_display = context->display->winsys; /* SDL explicitly unbinds the context when the currently * bound window is destroyed. Cogl always needs a context * bound so that for example it can create texture resources * at any time even without flushing a framebuffer. * Therefore we'll bind the dummy window. */ SDL_GL_MakeCurrent (sdl_display->dummy_window, sdl_display->context); sdl_context->current_window = sdl_display->dummy_window; } SDL_DestroyWindow (sdl_onscreen->window); sdl_onscreen->window = NULL; } g_slice_free (CoglOnscreenSdl2, sdl_onscreen); onscreen->winsys = NULL;}
开发者ID:djdeath,项目名称:cogl-android,代码行数:31,
示例4: clutter_stage_win32_get_active_framebufferstatic CoglFramebuffer *clutter_stage_win32_get_active_framebuffer (ClutterStageWindow *stage_window){ ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (stage_window); return COGL_FRAMEBUFFER (stage_win32->onscreen);}
开发者ID:ChrisCummins,项目名称:clutter,代码行数:7,
示例5: _cogl_winsys_egl_onscreen_initstatic CoglBool_cogl_winsys_egl_onscreen_init (CoglOnscreen *onscreen, EGLConfig egl_config, CoglError **error){ CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglDisplay *display = context->display; CoglDisplayEGL *egl_display = display->winsys; CoglDisplayGDL *gdl_display = egl_display->platform; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; if (gdl_display->have_onscreen) { _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_ONSCREEN, "EGL platform only supports a single onscreen window"); return FALSE; } egl_onscreen->egl_surface = egl_display->egl_surface; _cogl_framebuffer_winsys_update_size (framebuffer, gdl_display->egl_surface_width, gdl_display->egl_surface_height); gdl_display->have_onscreen = TRUE; return TRUE;}
开发者ID:gcampax,项目名称:cogl,代码行数:29,
示例6: test_backface_cullingvoidtest_backface_culling (void){ TestState state; CoglTexture *tex; state.width = cogl_framebuffer_get_width (test_fb); state.height = cogl_framebuffer_get_height (test_fb); state.offscreen = NULL; state.texture = make_texture (); tex = cogl_texture_new_with_size (state.width, state.height, COGL_TEXTURE_NO_SLICING, COGL_PIXEL_FORMAT_ANY); /* internal fmt */ state.offscreen = COGL_FRAMEBUFFER (cogl_offscreen_new_to_texture (tex)); state.offscreen_tex = tex; paint (&state); cogl_object_unref (state.offscreen); cogl_object_unref (state.offscreen_tex); cogl_object_unref (state.texture); if (cogl_test_verbose ()) g_print ("OK/n");}
开发者ID:ChrisCummins,项目名称:cogl,代码行数:28,
示例7: test_color_maskvoidtest_color_mask (void){ TestState state; int i; state.width = cogl_framebuffer_get_width (test_fb); state.height = cogl_framebuffer_get_height (test_fb); for (i = 0; i < NUM_FBOS; i++) { state.tex[i] = test_utils_texture_new_with_size (test_ctx, 128, 128, TEST_UTILS_TEXTURE_NO_ATLAS, COGL_PIXEL_FORMAT_RGB_888); state.fbo[i] = COGL_FRAMEBUFFER ( cogl_offscreen_new_to_texture (state.tex[i])); /* Clear the texture color bits */ cogl_framebuffer_clear4f (state.fbo[i], COGL_BUFFER_BIT_COLOR, 0, 0, 0, 1); cogl_framebuffer_set_color_mask (state.fbo[i], i == 0 ? COGL_COLOR_MASK_RED : i == 1 ? COGL_COLOR_MASK_GREEN : COGL_COLOR_MASK_BLUE); } paint (&state); if (cogl_test_verbose ()) g_print ("OK/n");}
开发者ID:gcampax,项目名称:cogl,代码行数:34,
示例8: _cogl_winsys_onscreen_deinitstatic void_cogl_winsys_onscreen_deinit (CoglOnscreen *onscreen){ CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; /* If we never successfully allocated then there's nothing to do */ if (egl_onscreen == NULL) return; if (egl_onscreen->egl_surface != EGL_NO_SURFACE) { if (eglDestroySurface (egl_renderer->edpy, egl_onscreen->egl_surface) == EGL_FALSE) g_warning ("Failed to destroy EGL surface"); egl_onscreen->egl_surface = EGL_NO_SURFACE; } if (egl_renderer->platform_vtable->onscreen_deinit) egl_renderer->platform_vtable->onscreen_deinit (onscreen); g_slice_free (CoglOnscreenEGL, onscreen->winsys); onscreen->winsys = NULL;}
开发者ID:collects,项目名称:cogl,代码行数:26,
示例9: _cogl_winsys_onscreen_bindstatic void_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen){ CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); CoglContext *context = fb->context; CoglDisplayEGL *egl_display = context->display->winsys; CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; CoglContextEGL *egl_context = context->winsys; if (egl_context->current_surface == egl_onscreen->egl_surface) return; eglMakeCurrent (egl_renderer->edpy, egl_onscreen->egl_surface, egl_onscreen->egl_surface, egl_display->egl_context); egl_context->current_surface = egl_onscreen->egl_surface; if (fb->config.swap_throttled) eglSwapInterval (egl_renderer->edpy, 1); else eglSwapInterval (egl_renderer->edpy, 0);}
开发者ID:collects,项目名称:cogl,代码行数:25,
示例10: flush_pending_resizestatic voidflush_pending_resize (CoglOnscreen *onscreen){ CoglOnscreenEGL *egl_onscreen = onscreen->winsys; CoglOnscreenWayland *wayland_onscreen = egl_onscreen->platform; if (wayland_onscreen->has_pending) { wl_egl_window_resize (wayland_onscreen->wayland_egl_native_window, wayland_onscreen->pending_width, wayland_onscreen->pending_height, wayland_onscreen->pending_dx, wayland_onscreen->pending_dy); _cogl_framebuffer_winsys_update_size (COGL_FRAMEBUFFER (onscreen), wayland_onscreen->pending_width, wayland_onscreen->pending_height); _cogl_onscreen_queue_full_dirty (onscreen); wayland_onscreen->pending_dx = 0; wayland_onscreen->pending_dy = 0; wayland_onscreen->has_pending = FALSE; }}
开发者ID:Distrotech,项目名称:cogl,代码行数:25,
示例11: bind_onscreen_with_contextstatic CoglBoolbind_onscreen_with_context (CoglOnscreen *onscreen, EGLContext egl_context){ CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); CoglContext *context = fb->context; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; CoglBool status = _cogl_winsys_egl_make_current (context->display, egl_onscreen->egl_surface, egl_onscreen->egl_surface, egl_context); if (status) { CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; if (fb->config.swap_throttled) eglSwapInterval (egl_renderer->edpy, 1); else eglSwapInterval (egl_renderer->edpy, 0); } return status;}
开发者ID:gcampax,项目名称:cogl,代码行数:25,
示例12: cogl_wayland_onscreen_resizevoidcogl_wayland_onscreen_resize (CoglOnscreen *onscreen, int width, int height, int offset_x, int offset_y){ CoglFramebuffer *fb; fb = COGL_FRAMEBUFFER (onscreen); if (fb->allocated) { CoglOnscreenEGL *egl_onscreen = onscreen->winsys; CoglOnscreenWayland *wayland_onscreen = egl_onscreen->platform; if (cogl_framebuffer_get_width (fb) != width || cogl_framebuffer_get_height (fb) != height || offset_x || offset_y) { wayland_onscreen->pending_width = width; wayland_onscreen->pending_height = height; wayland_onscreen->pending_dx += offset_x; wayland_onscreen->pending_dy += offset_y; wayland_onscreen->has_pending = TRUE; } } else _cogl_framebuffer_winsys_update_size (fb, width, height);}
开发者ID:collects,项目名称:cogl,代码行数:30,
示例13: _cogl_winsys_egl_onscreen_initstatic CoglBool_cogl_winsys_egl_onscreen_init (CoglOnscreen *onscreen, EGLConfig egl_config, CoglError **error){ CoglOnscreenEGL *egl_onscreen = onscreen->winsys; CoglOnscreenWayland *wayland_onscreen; CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglRendererWayland *wayland_renderer = egl_renderer->platform; wayland_onscreen = g_slice_new0 (CoglOnscreenWayland); egl_onscreen->platform = wayland_onscreen; _cogl_list_init (&wayland_onscreen->frame_callbacks); if (onscreen->foreign_surface) wayland_onscreen->wayland_surface = onscreen->foreign_surface; else wayland_onscreen->wayland_surface = wl_compositor_create_surface (wayland_renderer->wayland_compositor); if (!wayland_onscreen->wayland_surface) { _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_ONSCREEN, "Error while creating wayland surface for CoglOnscreen"); return FALSE; } wayland_onscreen->wayland_egl_native_window = wl_egl_window_create (wayland_onscreen->wayland_surface, cogl_framebuffer_get_width (framebuffer), cogl_framebuffer_get_height (framebuffer)); if (!wayland_onscreen->wayland_egl_native_window) { _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_ONSCREEN, "Error while creating wayland egl native window " "for CoglOnscreen"); return FALSE; } egl_onscreen->egl_surface = eglCreateWindowSurface (egl_renderer->edpy, egl_config, (EGLNativeWindowType) wayland_onscreen->wayland_egl_native_window, NULL); if (!onscreen->foreign_surface) wayland_onscreen->wayland_shell_surface = wl_shell_get_shell_surface (wayland_renderer->wayland_shell, wayland_onscreen->wayland_surface); return TRUE;}
开发者ID:Distrotech,项目名称:cogl,代码行数:59,
示例14: cogl_android_onscreen_update_sizevoidcogl_android_onscreen_update_size (CoglOnscreen *onscreen, int width, int height){ CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); _cogl_framebuffer_winsys_update_size (fb, width, height);}
开发者ID:3v1n0,项目名称:cogl,代码行数:8,
示例15: _cogl_winsys_onscreen_initstatic CoglBool_cogl_winsys_onscreen_init (CoglOnscreen *onscreen, CoglError **error){ CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglDisplay *display = context->display; CoglDisplayEGL *egl_display = display->winsys; CoglDisplayKMS *kms_display = egl_display->platform; CoglRenderer *renderer = display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglRendererKMS *kms_renderer = egl_renderer->platform; CoglOnscreenEGL *egl_onscreen; CoglOnscreenKMS *kms_onscreen; _COGL_RETURN_VAL_IF_FAIL (egl_display->egl_context, FALSE); onscreen->winsys = g_slice_new0 (CoglOnscreenEGL); egl_onscreen = onscreen->winsys; kms_onscreen = g_slice_new0 (CoglOnscreenKMS); egl_onscreen->platform = kms_onscreen; kms_onscreen->surface = gbm_surface_create (kms_renderer->gbm, kms_display->width, kms_display->height, GBM_BO_FORMAT_XRGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING); if (!kms_onscreen->surface) { _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_ONSCREEN, "Failed to allocate surface"); return FALSE; } egl_onscreen->egl_surface = eglCreateWindowSurface (egl_renderer->edpy, egl_display->egl_config, (NativeWindowType) kms_onscreen->surface, NULL); if (egl_onscreen->egl_surface == EGL_NO_SURFACE) { _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_ONSCREEN, "Failed to allocate surface"); return FALSE; } _cogl_framebuffer_winsys_update_size (framebuffer, kms_display->width, kms_display->height); return TRUE;}
开发者ID:djdeath,项目名称:cogl-android,代码行数:58,
示例16: _cogl_winsys_onscreen_initstatic CoglBool_cogl_winsys_onscreen_init (CoglOnscreen *onscreen, CoglError **error){ CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglDisplay *display = context->display; CoglDisplayEGL *egl_display = display->winsys; CoglRenderer *renderer = display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; EGLint attributes[MAX_EGL_CONFIG_ATTRIBS]; EGLConfig egl_config; EGLint config_count = 0; EGLBoolean status; _COGL_RETURN_VAL_IF_FAIL (egl_display->egl_context, FALSE); egl_attributes_from_framebuffer_config (display, &framebuffer->config, attributes); status = eglChooseConfig (egl_renderer->edpy, attributes, &egl_config, 1, &config_count); if (status != EGL_TRUE || config_count == 0) { _cogl_set_error (error, COGL_WINSYS_ERROR, COGL_WINSYS_ERROR_CREATE_ONSCREEN, "Failed to find a suitable EGL configuration"); return FALSE; } /* Update the real number of samples_per_pixel now that we have * found an egl_config... */ if (framebuffer->config.samples_per_pixel) { EGLint samples; status = eglGetConfigAttrib (egl_renderer->edpy, egl_config, EGL_SAMPLES, &samples); g_return_val_if_fail (status == EGL_TRUE, TRUE); framebuffer->samples_per_pixel = samples; } onscreen->winsys = g_slice_new0 (CoglOnscreenEGL); if (egl_renderer->platform_vtable->onscreen_init && !egl_renderer->platform_vtable->onscreen_init (onscreen, egl_config, error)) { g_slice_free (CoglOnscreenEGL, onscreen->winsys); return FALSE; } return TRUE;}
开发者ID:gcampax,项目名称:cogl,代码行数:58,
示例17: clutter_backend_win32_ensure_contextstatic voidclutter_backend_win32_ensure_context (ClutterBackend *backend, ClutterStage *stage){ ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (_clutter_stage_get_window (stage)); cogl_set_framebuffer (COGL_FRAMEBUFFER (stage_win32->onscreen));}
开发者ID:spatulasnout,项目名称:clutter,代码行数:9,
示例18: bind_onscreenstatic CoglBoolbind_onscreen (CoglOnscreen *onscreen){ CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); CoglContext *context = fb->context; CoglDisplayEGL *egl_display = context->display->winsys; return bind_onscreen_with_context (onscreen, egl_display->egl_context);}
开发者ID:gcampax,项目名称:cogl,代码行数:9,
示例19: _cogl_winsys_onscreen_swap_buffersstatic void_cogl_winsys_onscreen_swap_buffers (CoglOnscreen *onscreen){ CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context; CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; /* The specification for EGL (at least in 1.4) says that the surface needs to be bound to the current context for the swap to work although it may change in future. Mesa explicitly checks for this and just returns an error if this is not the case so we can't just pretend this isn't in the spec. */ _cogl_framebuffer_flush_state (COGL_FRAMEBUFFER (onscreen), COGL_FRAMEBUFFER (onscreen), COGL_FRAMEBUFFER_STATE_BIND); eglSwapBuffers (egl_renderer->edpy, egl_onscreen->egl_surface);}
开发者ID:collects,项目名称:cogl,代码行数:19,
示例20: _cogl_winsys_onscreen_swap_buffers_with_damagestatic void_cogl_winsys_onscreen_swap_buffers_with_damage (CoglOnscreen *onscreen, const int *rectangles, int n_rectangles){ CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context; CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; CoglOnscreenEGL *egl_onscreen = onscreen->winsys; /* The specification for EGL (at least in 1.4) says that the surface needs to be bound to the current context for the swap to work although it may change in future. Mesa explicitly checks for this and just returns an error if this is not the case so we can't just pretend this isn't in the spec. */ _cogl_framebuffer_flush_state (COGL_FRAMEBUFFER (onscreen), COGL_FRAMEBUFFER (onscreen), COGL_FRAMEBUFFER_STATE_BIND); if (n_rectangles && egl_renderer->pf_eglSwapBuffersWithDamage) { CoglFramebuffer *fb = COGL_FRAMEBUFFER (onscreen); size_t size = n_rectangles * sizeof (int) * 4; int *flipped = alloca (size); int i; memcpy (flipped, rectangles, size); for (i = 0; i < n_rectangles; i++) { const int *rect = rectangles + 4 * i; int *flip_rect = flipped + 4 * i; flip_rect[1] = fb->height - rect[1] - rect[3]; } if (egl_renderer->pf_eglSwapBuffersWithDamage (egl_renderer->edpy, egl_onscreen->egl_surface, flipped, n_rectangles) == EGL_FALSE) g_warning ("Error reported by eglSwapBuffersWithDamage"); } else eglSwapBuffers (egl_renderer->edpy, egl_onscreen->egl_surface);}
开发者ID:gcampax,项目名称:cogl,代码行数:43,
示例21: _cogl_winsys_egl_onscreen_deinitstatic void_cogl_winsys_egl_onscreen_deinit (CoglOnscreen *onscreen){ CoglFramebuffer *framebuffer = COGL_FRAMEBUFFER (onscreen); CoglContext *context = framebuffer->context; CoglDisplay *display = context->display; CoglDisplayEGL *egl_display = display->winsys; CoglDisplayNull *null_display = egl_display->platform; null_display->have_onscreen = FALSE;}
开发者ID:djdeath,项目名称:cogl-android,代码行数:11,
示例22: _clutter_backend_reset_cogl_framebuffervoid_clutter_backend_reset_cogl_framebuffer (ClutterBackend *backend){ if (backend->dummy_onscreen == COGL_INVALID_HANDLE) { CoglError *internal_error = NULL; backend->dummy_onscreen = cogl_onscreen_new (backend->cogl_context, 1, 1); if (!cogl_framebuffer_allocate (COGL_FRAMEBUFFER (backend->dummy_onscreen), &internal_error)) { g_critical ("Unable to create dummy onscreen: %s", internal_error->message); cogl_error_free (internal_error); return; } } cogl_set_framebuffer (COGL_FRAMEBUFFER (backend->dummy_onscreen));}
开发者ID:Distrotech,项目名称:clutter,代码行数:20,
示例23: cogl_wayland_onscreen_set_foreign_surfacevoidcogl_wayland_onscreen_set_foreign_surface (CoglOnscreen *onscreen, struct wl_surface *surface){ CoglFramebuffer *fb; fb = COGL_FRAMEBUFFER (onscreen); _COGL_RETURN_IF_FAIL (!fb->allocated); onscreen->foreign_surface = surface;}
开发者ID:Distrotech,项目名称:cogl,代码行数:11,
示例24: clutter_stage_win32_redrawstatic voidclutter_stage_win32_redraw (ClutterStageWindow *stage_window){ ClutterStageWin32 *stage_win32 = CLUTTER_STAGE_WIN32 (stage_window); /* this will cause the stage implementation to be painted */ _clutter_stage_do_paint (stage_win32->wrapper, NULL); cogl_flush (); if (stage_win32->onscreen) cogl_onscreen_swap_buffers (COGL_FRAMEBUFFER (stage_win32->onscreen));}
开发者ID:ChrisCummins,项目名称:clutter,代码行数:12,
示例25: cogland_compositor_create_outputstatic voidcogland_compositor_create_output (CoglandCompositor *compositor, int x, int y, int width_mm, int height_mm){ CoglandOutput *output = g_slice_new0 (CoglandOutput); CoglFramebuffer *fb; GError *error = NULL; CoglandMode *mode; output->x = x; output->y = y; output->width_mm = width_mm; output->height_mm = height_mm; output->wayland_output.interface = &wl_output_interface; wl_display_add_global (compositor->wayland_display, &wl_output_interface, output, bind_output); output->onscreen = cogl_onscreen_new (compositor->cogl_context, width_mm, height_mm); /* Eventually there will be an implicit allocate on first use so this * will become optional... */ fb = COGL_FRAMEBUFFER (output->onscreen); if (!cogl_framebuffer_allocate (fb, &error)) g_error ("Failed to allocate framebuffer: %s/n", error->message); cogl_onscreen_show (output->onscreen);#if 0 cogl_framebuffer_set_viewport (fb, x, y, width, height);#else cogl_push_framebuffer (fb); cogl_set_viewport (-x, -y, compositor->virtual_width, compositor->virtual_height); cogl_pop_framebuffer ();#endif mode = g_slice_new0 (CoglandMode); mode->flags = 0; mode->width = width_mm; mode->height = height_mm; mode->refresh = 60; output->modes = g_list_prepend (output->modes, mode); compositor->outputs = g_list_prepend (compositor->outputs, output);}
开发者ID:collects,项目名称:cogl,代码行数:53,
示例26: _cogl_winsys_onscreen_update_swap_throttledstatic void_cogl_winsys_onscreen_update_swap_throttled (CoglOnscreen *onscreen){ CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context; CoglContextSdl2 *sdl_context = context->winsys; CoglOnscreenSdl2 *sdl_onscreen = onscreen->winsys; if (sdl_context->current_window != sdl_onscreen->window) return; sdl_context->current_window = NULL; _cogl_winsys_onscreen_bind (onscreen);}
开发者ID:djdeath,项目名称:cogl-android,代码行数:13,
示例27: cogl_wayland_onscreen_get_shell_surfacestruct wl_shell_surface *cogl_wayland_onscreen_get_shell_surface (CoglOnscreen *onscreen){ CoglOnscreenEGL *egl_onscreen; CoglOnscreenWayland *wayland_onscreen; cogl_framebuffer_allocate (COGL_FRAMEBUFFER (onscreen), NULL); egl_onscreen = onscreen->winsys; wayland_onscreen = egl_onscreen->platform; return wayland_onscreen->wayland_shell_surface;}
开发者ID:Distrotech,项目名称:cogl,代码行数:13,
示例28: _cogl_winsys_onscreen_bindstatic void_cogl_winsys_onscreen_bind (CoglOnscreen *onscreen){ CoglContext *context = COGL_FRAMEBUFFER (onscreen)->context; CoglDisplayEGL *egl_display = context->display->winsys; CoglRenderer *renderer = context->display->renderer; CoglRendererEGL *egl_renderer = renderer->winsys; eglMakeCurrent (egl_renderer->edpy, EGL_NO_SURFACE, EGL_NO_SURFACE, egl_display->egl_context);}
开发者ID:collects,项目名称:cogl,代码行数:13,
注:本文中的COGL_FRAMEBUFFER函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ COGL_TEXTURE函数代码示例 C++ CODEC_THROW函数代码示例 |