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自学教程:C++ COGL_FRAMEBUFFER函数代码示例

51自学网 2021-06-01 20:03:27
  C++
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_bind

static 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_event

static 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_deinit

static 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_framebuffer

static 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_init

static 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_culling

voidtest_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_mask

voidtest_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_deinit

static 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_bind

static 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_resize

static 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_context

static 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_resize

voidcogl_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_init

static 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_size

voidcogl_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_init

static 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_init

static 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_context

static 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_onscreen

static 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_buffers

static 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_damage

static 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_deinit

static 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_framebuffer

void_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_surface

voidcogl_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_redraw

static 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_output

static 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_throttled

static 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_surface

struct 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_bind

static 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。


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