class FrameBufferImage;
}
+/**
+ * @brief Render Buffer formats
+ * @since_tizen 2.4
+ */
namespace RenderBuffer
{
/**
* @brief Render Buffer formats
+ *
* The default format for framebuffer creation is COLOR, so If a depth buffer for 3D rendering is required use
* COLOR_DEPTH instead
* @since_tizen 2.4
*/
-enum Format ///< Framebuffer format, default color depth is RGBA 32 bit with alpha
+enum Format ///< Framebuffer format, default color depth is RGBA 32 bit with alpha @since_tizen 2.4
{
- COLOR, ///< Framebuffer will be created with color buffer.
- COLOR_DEPTH, ///< Framebuffer will be created with color and depth buffer
- COLOR_STENCIL, ///< Framebuffer will be created with color and stencil buffer
- COLOR_DEPTH_STENCIL ///< Framebuffer will be created with color, depth and stencil buffer. NOTE: May be not supported in all devices
+ COLOR, ///< Framebuffer will be created with color buffer. @since_tizen 2.4
+ COLOR_DEPTH, ///< Framebuffer will be created with color and depth buffer @since_tizen 2.4
+ COLOR_STENCIL, ///< Framebuffer will be created with color and stencil buffer @since_tizen 2.4
+ COLOR_DEPTH_STENCIL ///< Framebuffer will be created with color, depth and stencil buffer. @note May be not supported in all devices @since_tizen 2.4
};
}
/**
* @brief FrameBufferImage represents a GLES Frame Buffer Object and contains the result
* of an 'off screen' render pass of a RenderTask.
- * The FrameBufferImage can then be used with an ImageView (with optional shader
+ *
+ * The FrameBufferImage can then be used with an @ref Dali::Toolkit::ImageView (with optional shader
* effects) and rendered to the screen.
* @since_tizen 2.4
*/
/**
* @brief Constructor which creates an uninitialized FrameBufferImage object.
*
- * Use Image::New(...) to create an initialised object.
+ * Use @ref Image::New to create an initialised object.
* @since_tizen 2.4
*/
FrameBufferImage();
* @brief Create a new FrameBufferImage.
*
* The maximum size of the image is limited by GL_MAX_TEXTURE_SIZE.
- * The ReleasePolicy defaults to Dali::Image::Never.
* @since_tizen 2.4
* @param [in] width The width in pixels. Setting to zero will use the width of the stage.
* @param [in] height The height in pixels. Setting to zero will use the height of the stage.
*
* The maximum size of the image is limited by GL_MAX_TEXTURE_SIZE.
* @since_tizen 2.4
+ * @remarks Image::ReleasePolicy is an experimental feature and might not be supported in the next release.
+ * We do recommend not to use this method.
+ * Please refer the Remarks of ReleasePolicy for more information.
* @param [in] width The width in pixels. Setting to zero will use the width of the stage.
* @param [in] height The height in pixels. Setting to zero will use the height of the stage.
* @param [in] pixelFormat The pixel format.
- * @param [in] releasePolicy The ReleasePolicy to apply to the FrameBufferImage.
+ * @param [in] releasePolicy The releasePolicy to apply to the FrameBufferImage.
* @param [in] bufferFormat The format of the buffers that are going to be created for the FBO, (COLOR and DEPTH buffer as default)
*
- * Note that there is no need for a LoadPolicy - by definition it is always OnDemand, since there is no point in the FrameBufferImage existing unless someone is rendering to
- * it, or it is being used as an input (e.g. ShaderEffect / ImageView).
- *
* @return A handle to a new instance of a FrameBufferImage.
* @post When the FrameBufferImage is first used as a render target, an exception may be thrown if pixelFormat is not supported on the hardware platform.
*/
* @since_tizen 2.4
* @param [in] image The native image.
*
- * Note that there is no need for a LoadPolicy - by definition it is always OnDemand, since there is no point in the FrameBufferImage existing unless someone is rendering to
- * it, or it is being used as an input (e.g. ShaderEffect / ImageView).
- *
* @return A handle to a new instance of a FrameBufferImage.
* @post When the FrameBufferImage is first used as a render target, an exception may be thrown if the NativeImage cannot be mapped to a texture.
*/
*
* The maximum size of the image is limited by GL_MAX_TEXTURE_SIZE.
* @since_tizen 2.4
+ * @remarks Image::ReleasePolicy is an experimental feature and might not be supported in the next release.
+ * We do recommend not to use this method.
+ * Please refer the remarks of ReleasePolicy for more information.
* @param [in] image The native image.
- * @param [in] releasePolicy The ReleasePolicy to apply to the FrameBufferImage.
- *
- * Note that there is no need for a LoadPolicy - by definition it is always OnDemand, since there is no point in the FrameBufferImage existing unless someone is rendering to
- * it, or it is being used as an input (e.g. ShaderEffect / ImageView).
+ * @param [in] releasePolicy The releasePolicy to apply to the FrameBufferImage.
*
* @return A handle to a new instance of a FrameBufferImage.
* @post When the FrameBufferImage is first used as a render target, an exception may be thrown if the NativeImage cannot be mapped to a texture.
static FrameBufferImage New(NativeImageInterface& image, ReleasePolicy releasePolicy);
/**
- * @brief Downcast an Object handle to FrameBufferImage handle.
+ * @brief Downcast a handle to FrameBufferImage handle.
*
* If handle points to a FrameBufferImage object the
* downcast produces valid handle. If not the returned handle is left uninitialized.
* @since_tizen 2.4
- * @param[in] handle to An object
- * @return handle to a FrameBufferImage object or an uninitialized handle
+ * @param[in] handle Handle to an object
+ * @return Handle to a FrameBufferImage object or an uninitialized handle
*/
static FrameBufferImage DownCast( BaseHandle handle );