From: Jean-Philippe Andre Date: Mon, 16 Mar 2015 06:06:55 +0000 (+0900) Subject: elm_config: Add doc for the new depth/stencil/msaa preference X-Git-Tag: v1.14.0-alpha1~102 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=786878b3c6939a423584b86e77c6f591ee3e2dbe;p=platform%2Fupstream%2Felementary.git elm_config: Add doc for the new depth/stencil/msaa preference --- diff --git a/src/lib/elm_config.h b/src/lib/elm_config.h index 6b625b8..0e15d53 100644 --- a/src/lib/elm_config.h +++ b/src/lib/elm_config.h @@ -908,13 +908,32 @@ EAPI const char *elm_config_accel_preference_get(void); * Note that it will take effect only to Elementary windows created after * this is called. The @p pref string is a freeform C string that indicates * what kind of acceleration is preferred. Here "acceleration" majorly - * means to rendering and which hardware unit application renders guis with. + * means to rendering and which hardware unit application renders GUIs with. * This may or may not be honored, but a best attempt will * be made. Known strings are as follows: * - * "gl", "opengl" - try use opengl. + * "gl", "opengl" - try use OpenGL. * "3d" - try and use a 3d acceleration unit. * "hw", "hardware", "accel" - try any acceleration unit (best possible) + * + * Since 1.14, it is also possible to specify some GL properties for the GL + * window surface. This allows applications to use GLView with depth, stencil + * and MSAA buffers with direct rendering. The new accel preference string + * format is thus "{HW Accel}[:depth{value}[:stencil{value}[:msaa{str}]]]". + * + * Accepted values for depth are for instance "depth", "depth16", "depth24". + * Accepted values for stencil are "stencil", "stencil1", "stencil8". + * For MSAA, only predefined strings are accepted: "msaa", "msaa_low", + * "msaa_mid" and "msaa_high". The selected configuration is not garanteed + * and is only valid in case of GL acceleration. Only the base acceleration + * string will be saved (e.g. "gl" or "hw"). + * + * Full examples include: + * + * "gl", - try to use OpenGL + * "hw:depth:stencil", - use HW acceleration with default depth and stencil buffers + * "opengl:depth24:stencil8:msaa_mid" - use OpenGL with 24-bit depth, + * 8-bit stencil and a medium number of MSAA samples in the backbuffer. * * This takes precedence over engine preferences set with * elm_config_preferred_engine_set().