added GL subsystem prototypes

master
jp9000 2013-10-02 23:14:15 -07:00
parent 817044721b
commit 7002821245
2 changed files with 528 additions and 0 deletions

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@ -0,0 +1,524 @@
#include "gl-subsystem.h"
#include "gl-exports.h"
device_t device_create(struct gs_init_data *info)
{
struct gs_device *device = bmalloc(sizeof(struct gs_device));
memset(device, 0, sizeof(struct gs_device));
device->plat = gl_platform_create(info);
if (!device->plat) {
bfree(device);
return NULL;
}
return device;
}
void device_destroy(device_t device)
{
if (device) {
gl_platform_destroy(device->plat);
bfree(device);
}
}
swapchain_t device_create_swapchain(device_t device,
struct gs_init_data *data)
{
}
void device_resize(device_t device, uint32_t x, uint32_t y)
{
}
void device_getsize(device_t device, uint32_t *x, uint32_t *y)
{
}
uint32_t device_getwidth(device_t device)
{
}
uint32_t device_getheight(device_t device)
{
}
texture_t device_create_texture(device_t device, uint32_t width,
uint32_t height, enum gs_color_format color_format, void *data,
uint32_t flags)
{
}
texture_t device_create_cubetexture(device_t device, uint32_t size,
enum gs_color_format color_format, void *data[6],
uint32_t flags)
{
}
texture_t device_create_volumetexture(device_t device, uint32_t width,
uint32_t height, uint32_t depth,
enum gs_color_format color_format, void *data, uint32_t flags)
{
}
zstencil_t device_create_zstencil(device_t device, uint32_t width,
uint32_t height, enum gs_zstencil_format format)
{
}
stagesurf_t device_create_stagesurface(device_t device, uint32_t width,
uint32_t height, enum gs_color_format color_format)
{
}
samplerstate_t device_create_samplerstate(device_t device,
struct gs_sampler_info *info)
{
}
shader_t device_create_vertexshader(device_t device,
const char *shader, const char *file,
char **error_string)
{
}
shader_t device_create_pixelshader(device_t device,
const char *shader, const char *file,
char **error_string)
{
}
vertbuffer_t device_create_vertexbuffer(device_t device,
struct vb_data *data, uint32_t flags)
{
}
indexbuffer_t device_create_indexbuffer(device_t device,
enum gs_index_type type, void *indices, size_t num,
uint32_t flags)
{
}
enum gs_texture_type device_gettexturetype(device_t device,
texture_t texture)
{
}
void device_load_vertexbuffer(device_t device, vertbuffer_t vertbuffer)
{
}
void device_load_indexbuffer(device_t device, indexbuffer_t indexbuffer)
{
}
void device_load_texture(device_t device, texture_t tex, int unit)
{
}
void device_load_cubetexture(device_t device, texture_t cubetex,
int unit)
{
}
void device_load_volumetexture(device_t device, texture_t voltex,
int unit)
{
}
void device_load_samplerstate(device_t device,
samplerstate_t samplerstate, int unit)
{
}
void device_load_vertexshader(device_t device, shader_t vertshader)
{
}
void device_load_pixelshader(device_t device, shader_t pixelshader)
{
}
void device_load_defaultsamplerstate(device_t device, bool b_3d,
int unit)
{
}
shader_t device_getvertexshader(device_t device)
{
}
shader_t device_getpixelshader(device_t device)
{
}
texture_t device_getrendertarget(device_t device)
{
}
zstencil_t device_getzstenciltarget(device_t device)
{
}
void device_setrendertarget(device_t device, texture_t tex,
zstencil_t zstencil)
{
}
void device_setcuberendertarget(device_t device, texture_t cubetex,
int side, zstencil_t zstencil)
{
}
void device_copy_texture(device_t device, texture_t dst, texture_t src)
{
}
void device_stage_texture(device_t device, stagesurf_t dst,
texture_t src)
{
}
void device_beginscene(device_t device)
{
}
void device_draw(device_t device, enum gs_draw_mode draw_mode,
uint32_t start_vert, uint32_t num_verts)
{
}
void device_endscene(device_t device)
{
}
void device_load_swapchain(device_t device, swapchain_t swapchain)
{
}
void device_clear(device_t device, uint32_t clear_flags,
struct vec4 *color, float depth, uint8_t stencil)
{
}
void device_present(device_t device)
{
}
void device_setcullmode(device_t device, enum gs_cull_mode mode)
{
}
enum gs_cull_mode device_getcullmode(device_t device)
{
}
void device_enable_blending(device_t device, bool enable)
{
}
void device_enable_depthtest(device_t device, bool enable)
{
}
void device_enable_stenciltest(device_t device, bool enable)
{
}
void device_enable_stencilwrite(device_t device, bool enable)
{
}
void device_enable_color(device_t device, bool red, bool blue,
bool green, bool alpha)
{
}
void device_blendfunction(device_t device, enum gs_blend_type src,
enum gs_blend_type dest)
{
}
void device_depthfunction(device_t device, enum gs_depth_test test)
{
}
void device_stencilfunction(device_t device, enum gs_stencil_side side,
enum gs_depth_test test)
{
}
void device_stencilop(device_t device, enum gs_stencil_side side,
enum gs_stencil_op fail, enum gs_stencil_op zfail,
enum gs_stencil_op zpass)
{
}
void device_enable_fullscreen(device_t device, bool enable)
{
}
int device_fullscreen_enabled(device_t device)
{
}
void device_setdisplaymode(device_t device,
const struct gs_display_mode *mode)
{
}
void device_getdisplaymode(device_t device,
struct gs_display_mode *mode)
{
}
void device_setcolorramp(device_t device, float gamma, float brightness,
float contrast)
{
}
void device_setviewport(device_t device, int x, int y, int width,
int height)
{
}
void device_getviewport(device_t device, struct gs_rect *rect)
{
}
void device_setscissorrect(device_t device, struct gs_rect *rect)
{
}
void device_ortho(device_t device, float left, float right,
float top, float bottom, float znear, float zfar)
{
}
void device_frustum(device_t device, float left, float right,
float top, float bottom, float znear, float zfar)
{
}
void device_perspective(device_t device, float fovy, float aspect,
float znear, float zfar)
{
}
void device_set_view_matrix(device_t device, struct matrix3 *mat)
{
}
void device_projection_push(device_t device)
{
}
void device_projection_pop(device_t device)
{
}
void swapchain_destroy(swapchain_t swapchain)
{
}
void texture_destroy(texture_t tex)
{
}
uint32_t texture_getwidth(texture_t tex)
{
}
uint32_t texture_getheight(texture_t tex)
{
}
enum gs_color_format texture_getcolorformat(texture_t tex)
{
}
bool texture_map(texture_t tex, void **ptr, uint32_t *byte_width)
{
}
void texture_unmap(texture_t tex)
{
}
void cubetexture_destroy(texture_t cubetex)
{
}
uint32_t cubetexture_getsize(texture_t cubetex)
{
}
enum gs_color_format cubetexture_getcolorformat(texture_t cubetex)
{
}
void volumetexture_destroy(texture_t voltex)
{
}
uint32_t volumetexture_getwidth(texture_t voltex)
{
}
uint32_t volumetexture_getheight(texture_t voltex)
{
}
uint32_t volumetexture_getdepth(texture_t voltex)
{
}
enum gs_color_format volumetexture_getcolorformat(texture_t voltex)
{
}
void stagesurface_destroy(stagesurf_t stagesurf)
{
}
uint32_t stagesurface_getwidth(stagesurf_t stagesurf)
{
}
uint32_t stagesurface_getheight(stagesurf_t stagesurf)
{
}
enum gs_color_format stagesurface_getcolorformat(stagesurf_t stagesurf)
{
}
bool stagesurface_map(stagesurf_t stagesurf, const void **data,
uint32_t *byte_width)
{
}
void stagesurface_unmap(stagesurf_t stagesurf)
{
}
void zstencil_destroy(zstencil_t zstencil)
{
}
void samplerstate_destroy(samplerstate_t samplerstate)
{
}
void vertexbuffer_destroy(vertbuffer_t vertbuffer)
{
}
void vertexbuffer_flush(vertbuffer_t vertbuffer, bool rebuild)
{
}
struct vb_data *vertexbuffer_getdata(vertbuffer_t vertbuffer)
{
}
void indexbuffer_destroy(indexbuffer_t indexbuffer)
{
}
void indexbuffer_flush(indexbuffer_t indexbuffer)
{
}
void *indexbuffer_getdata(indexbuffer_t indexbuffer)
{
}
size_t indexbuffer_numindices(indexbuffer_t indexbuffer)
{
}
enum gs_index_type indexbuffer_gettype(indexbuffer_t indexbuffer)
{
}
void shader_destroy(shader_t shader)
{
}
int shader_numparams(shader_t shader)
{
}
sparam_t shader_getparambyidx(shader_t shader, int param)
{
}
sparam_t shader_getparambyname(shader_t shader, const char *name)
{
}
void shader_getparaminfo(shader_t shader, sparam_t param,
struct shader_param_info *info)
{
}
sparam_t shader_getviewprojmatrix(shader_t shader)
{
}
sparam_t shader_getworldmatrix(shader_t shader)
{
}
void shader_setbool(shader_t shader, sparam_t param, bool val)
{
}
void shader_setfloat(shader_t shader, sparam_t param, float val)
{
}
void shader_setint(shader_t shader, sparam_t param, int val)
{
}
void shader_setmatrix3(shader_t shader, sparam_t param,
const struct matrix3 *val)
{
}
void shader_setmatrix4(shader_t shader, sparam_t param,
const struct matrix4 *val)
{
}
void shader_setvec2(shader_t shader, sparam_t param,
const struct vec2 *val)
{
}
void shader_setvec3(shader_t shader, sparam_t param,
const struct vec3 *val)
{
}
void shader_setvec4(shader_t shader, sparam_t param,
const struct vec4 *val)
{
}
void shader_settexture(shader_t shader, sparam_t param, texture_t val)
{
}
void shader_setval(shader_t shader, sparam_t param, const void *val,
size_t size)
{
}
void shader_setdefault(shader_t shader, sparam_t param)
{
}

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@ -83,6 +83,7 @@
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;LIBOBSOPENGL_EXPORTS;GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../../../libobs</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -100,6 +101,7 @@
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;_USRDLL;LIBOBSOPENGL_EXPORTS;GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../../../libobs</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -119,6 +121,7 @@
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;LIBOBSOPENGL_EXPORTS;GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../../../libobs</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
@ -140,6 +143,7 @@
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;_USRDLL;LIBOBSOPENGL_EXPORTS;GLEW_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>../../../libobs</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<ExceptionHandling>false</ExceptionHandling>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>