Commit ffe458fd authored by Ryan Pavlik's avatar Ryan Pavlik Committed by Jakob Bornecrantz
Browse files

c/main: Add comp_layer_renderer docs.

parent 80da6fe3
// Copyright 2020, Collabora, Ltd.
// Copyright 2020-2021, Collabora, Ltd.
// SPDX-License-Identifier: BSL-1.0
/*!
* @file
......@@ -7,16 +7,15 @@
* @ingroup comp_main
*/
#pragma once
#include "comp_layer.h"
/*!
* Holds associated vulkan objects and state to render quads.
*
* @ingroup comp_main
*/
#pragma once
#include "comp_layer.h"
struct comp_layer_renderer
{
struct vk_bundle *vk;
......@@ -63,26 +62,72 @@ struct comp_layer_renderer
uint32_t texture_binding;
};
/*!
* Create a layer renderer.
*
* @public @memberof comp_layer_renderer
*/
struct comp_layer_renderer *
comp_layer_renderer_create(struct vk_bundle *vk, struct comp_shaders *s, VkExtent2D extent, VkFormat format);
void
comp_layer_renderer_destroy(struct comp_layer_renderer *self);
/*!
* Perform draw calls for the layers.
*
* @param self Self pointer.
*
* @public @memberof comp_layer_renderer
*/
void
comp_layer_renderer_draw(struct comp_layer_renderer *self);
/*!
* Update the internal members derived from the field of view.
*
* @param self Self pointer.
* @param fov Field of view data
* @param eye Eye index: 0 or 1
*
* @public @memberof comp_layer_renderer
*/
void
comp_layer_renderer_set_fov(struct comp_layer_renderer *self, const struct xrt_fov *fov, uint32_t eye);
/*!
* Update the internal members derived from the eye and world poses.
*
* @param self Self pointer.
* @param eye_pose Pose of eye in view
* @param world_pose Pose of eye in world
* @param eye Eye index: 0 or 1
*
* @public @memberof comp_layer_renderer
*/
void
comp_layer_renderer_set_pose(struct comp_layer_renderer *self,
const struct xrt_pose *eye_pose,
const struct xrt_pose *world_pose,
uint32_t eye);
/*!
* Allocate the array comp_layer_renderer::layers with the given number of elements.
*
* @param self Self pointer.
* @param num_layers The number of layers to support
*
* @public @memberof comp_layer_renderer
*/
void
comp_layer_renderer_allocate_layers(struct comp_layer_renderer *self, uint32_t num_layers);
/*!
* De-initialize and free comp_layer_renderer::layers array.
*
* @param self Self pointer.
*
* @public @memberof comp_layer_renderer
*/
void
comp_layer_renderer_destroy_layers(struct comp_layer_renderer *self);
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