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  • Committer: Package Import Robot
  • Author(s): Reinhard Tartler
  • Date: 2014-02-22 18:15:00 UTC
  • mfrom: (1.2.2) (3.1.6 sid)
  • Revision ID: package-import@ubuntu.com-20140222181500-b4phupo05gjpmopa
Tags: 0.5.0+svn5104~dfsg1-1
* New  upstream version 0.5.0+svn5104~dfsg1:
  - src/utils/sha1.c is relicensed under LGPLv2.1, Closes: #730759
* Don't install modules in multi-arch directories, Closes: #730497
* Add libusb-1.0.0-dev headers because libfreenect requires this
* Fix install rule
* Follow upstream soname bump
  - Drop the symbols file for now until it has been revised thourougly
* Let binaries produce the correct svn revision
* Refresh patches
* Patch and build against libav10, Closes: #739321
* Bump standards version, no changes necessary

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        u32 type_3d;
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#endif
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#ifndef GPAC_DISABLE_VRML
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        /*background stack*/
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        GF_List *back_stack;
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        /*the one and only dirty rect collector for this visual manager*/
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        GF_RectArray to_redraw;
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#ifdef TRACK_OPAQUE_REGIONS
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        u32 draw_node_index;
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#endif
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        /*display list (list of drawable context). The first context with no drawable attached to 
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        it (ctx->drawable==NULL) marks the end of the display list*/
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        /*top clipper (may be different than surf_rect when a viewport is active)*/
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        GF_IRect top_clipper;
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        Bool last_had_back;
 
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        u32 last_had_back;
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        /*signals that the hardware surface is attached to buffer/device/stencil*/
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        Bool is_attached;
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        u32 num_clips;
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        u32 max_clips;
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        //when using 2D layering in opengl, we store the bounding rect of drawn objects betwwen GL calls, so we
 
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        //can flush only the minimum part of the texture
 
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        GF_RectArray hybgl_drawn;
 
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        u32 nb_objects_on_canvas_since_last_ogl_flush;
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        u32 nb_views, current_view, autostereo_type, camera_layout;
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        Bool reverse_views;
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        GF_SHADERID glsl_program;
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        GF_SHADERID glsl_vertex;
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        GF_SHADERID glsl_fragment;
 
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        GF_SHADERID yuv_glsl_program;
 
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        GF_SHADERID yuv_glsl_fragment;
 
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        GF_SHADERID yuv_rect_glsl_program;
 
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        GF_SHADERID yuv_rect_glsl_fragment;
 
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        GF_SHADERID current_texture_glsl_program;
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#endif
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#ifdef GF_SR_USE_DEPTH