Skip to content
GitLab
Menu
Projects
Groups
Snippets
Loading...
Help
Help
Support
Community forum
Keyboard shortcuts
?
Submit feedback
Sign in / Register
Toggle navigation
Menu
Open sidebar
adam.huang
Libvdpau
Commits
4e2b6f38
Commit
4e2b6f38
authored
Jan 28, 2010
by
Stephen Warren
Committed by
Aaron Plattner
Jan 28, 2010
Browse files
Documentation enhancements for Uoti from ffmpeg.
Signed-off-by:
Aaron Plattner
<
aplattner@nvidia.com
>
parent
97331f1c
Changes
1
Hide whitespace changes
Inline
Side-by-side
include/vdpau/vdpau.h
View file @
4e2b6f38
...
@@ -2144,6 +2144,22 @@ typedef enum {
...
@@ -2144,6 +2144,22 @@ typedef enum {
/**
/**
* \brief Complete blending operation definition.
* \brief Complete blending operation definition.
*
* A "blend state" operation controls the math behind certain rendering
* operations.
*
* The blend math is the familiar OpenGL blend math:
* \f[
* dst.a = equation(blendFactorDstAlpha*dst.a,
* blendFactorSrcAlpha*src.a);
* \f]
* \f[
* dst.rgb = equation(blendFactorDstColor*dst.rgb,
* blendFactorSrcColor*src.rgb);
* \f]
*
* Note that when equation is MIN or MAX, the blend factors and constants
* are ignored, and are treated as if they were 1.0.
*/
*/
typedef
struct
{
typedef
struct
{
/**
/**
...
@@ -2237,16 +2253,9 @@ typedef struct {
...
@@ -2237,16 +2253,9 @@ typedef struct {
* blend state will be used for the composite operation. If
* blend state will be used for the composite operation. If
* NULL, blending is effectively disabled, which is
* NULL, blending is effectively disabled, which is
* equivalent to a blend equation of ADD, source blend
* equivalent to a blend equation of ADD, source blend
* factors of ONE and destination blend factors of ZERO. The
* factors of ONE and destination blend factors of ZERO.
* blend math is the familiar OpenGL blend math:
* See \ref VdpOutputSurfaceRenderBlendState for details
* \f[
* regarding the mathematics of the blending operation.
* dst.a = equation(blendFactorDstAlpha*dst.a,
* blendFactorSrcAlpha*src.a);
* \f]
* \f[
* dst.rgb = equation(blendFactorDstColor*dst.rgb,
* blendFactorSrcColor*src.rgb);
* \f]
* \param[in] flags A set of flags influencing how the
* \param[in] flags A set of flags influencing how the
* compositing operation works.
* compositing operation works.
* \arg \ref VDP_OUTPUT_SURFACE_RENDER_ROTATE_0
* \arg \ref VDP_OUTPUT_SURFACE_RENDER_ROTATE_0
...
@@ -2324,16 +2333,9 @@ typedef VdpStatus VdpOutputSurfaceRenderOutputSurface(
...
@@ -2324,16 +2333,9 @@ typedef VdpStatus VdpOutputSurfaceRenderOutputSurface(
* blend state will be used for the composite operation. If
* blend state will be used for the composite operation. If
* NULL, blending is effectively disabled, which is
* NULL, blending is effectively disabled, which is
* equivalent to a blend equation of ADD, source blend
* equivalent to a blend equation of ADD, source blend
* factors of ONE and destination blend factors of ZERO. The
* factors of ONE and destination blend factors of ZERO.
* blend math is the familiar OpenGL blend math:
* See \ref VdpOutputSurfaceRenderBlendState for details
* \f[
* regarding the mathematics of the blending operation.
* dst.a = equation(blendFactorDstAlpha*dst.a,
* blendFactorSrcAlpha*src.a);
* \f]
* \f[
* dst.rgb = equation(blendFactorDstColor*dst.rgb,
* blendFactorSrcColor*src.rgb);
* \f]
* \param[in] flags A set of flags influencing how the
* \param[in] flags A set of flags influencing how the
* compositing operation works.
* compositing operation works.
* \arg \ref VDP_OUTPUT_SURFACE_RENDER_ROTATE_0
* \arg \ref VDP_OUTPUT_SURFACE_RENDER_ROTATE_0
...
@@ -3990,6 +3992,14 @@ typedef VdpStatus VdpPresentationQueueGetTime(
...
@@ -3990,6 +3992,14 @@ typedef VdpStatus VdpPresentationQueueGetTime(
* Using this technique, an application's response to window resizing may
* Using this technique, an application's response to window resizing may
* simply be to render to, and display, a different region of the surface,
* simply be to render to, and display, a different region of the surface,
* rather than de-/re-allocation of surfaces to match the updated window size.
* rather than de-/re-allocation of surfaces to match the updated window size.
*
* Implementations may impose an upper bound on the number of entries
* contained by the presentation queue at a given time. This limit is likely
* different to the number of \ref VdpOutputSurface "VdpOutputSurface"s that
* may be allocated at a given time. This limit applies to entries in the
* QUEUED or VISIBLE state only. In other words, entries that have
* transitioned from a QUEUED or VISIBLE state to an IDLE state do not count
* toward this limit.
*/
*/
typedef
VdpStatus
VdpPresentationQueueDisplay
(
typedef
VdpStatus
VdpPresentationQueueDisplay
(
VdpPresentationQueue
presentation_queue
,
VdpPresentationQueue
presentation_queue
,
...
@@ -4008,10 +4018,11 @@ typedef VdpStatus VdpPresentationQueueDisplay(
...
@@ -4008,10 +4018,11 @@ typedef VdpStatus VdpPresentationQueueDisplay(
* that 0 means the surface was never displayed.
* that 0 means the surface was never displayed.
* \return VdpStatus The completion status of the operation.
* \return VdpStatus The completion status of the operation.
*
*
* Note that this API will block indefinitely if queried about
* Note that this API would block forever if queried about the surface most
* the surface most recently added to a presentation queue,
* recently added to a presentation queue. That is because there would be no
* since there is no other surface that could possibly replace
* other surface that could possibly replace that surface as the currently
* the queried surface.
* displayed surface, and hence that surface would never become idle. For
* that reason, this function will return an error in that case.
*/
*/
typedef
VdpStatus
VdpPresentationQueueBlockUntilSurfaceIdle
(
typedef
VdpStatus
VdpPresentationQueueBlockUntilSurfaceIdle
(
VdpPresentationQueue
presentation_queue
,
VdpPresentationQueue
presentation_queue
,
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
.
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment