/****************************************************************************** Copyright (C) 2013 by Hugh Bailey This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . ******************************************************************************/ #pragma once #include "../util/bmem.h" #include "input.h" #ifdef __APPLE__ #include #endif /* * This is an API-independent graphics subsystem wrapper. * * This allows the use of OpenGL and different Direct3D versions through * one shared interface. */ #ifdef __cplusplus extern "C" { #endif #define GS_MAX_TEXTURES 8 struct vec2; struct vec3; struct vec4; struct quat; struct axisang; struct plane; struct matrix3; struct matrix4; enum gs_draw_mode { GS_POINTS, GS_LINES, GS_LINESTRIP, GS_TRIS, GS_TRISTRIP }; enum gs_color_format { GS_UNKNOWN, GS_A8, GS_R8, GS_RGBA, GS_BGRX, GS_BGRA, GS_R10G10B10A2, GS_RGBA16, GS_R16, GS_RGBA16F, GS_RGBA32F, GS_RG16F, GS_RG32F, GS_R16F, GS_R32F, GS_DXT1, GS_DXT3, GS_DXT5 }; enum gs_zstencil_format { GS_ZS_NONE, GS_Z16, GS_Z24_S8, GS_Z32F, GS_Z32F_S8X24 }; enum gs_index_type { GS_UNSIGNED_SHORT, GS_UNSIGNED_LONG }; enum gs_cull_mode { GS_BACK, GS_FRONT, GS_NEITHER }; enum gs_blend_type { GS_BLEND_ZERO, GS_BLEND_ONE, GS_BLEND_SRCCOLOR, GS_BLEND_INVSRCCOLOR, GS_BLEND_SRCALPHA, GS_BLEND_INVSRCALPHA, GS_BLEND_DSTCOLOR, GS_BLEND_INVDSTCOLOR, GS_BLEND_DSTALPHA, GS_BLEND_INVDSTALPHA, GS_BLEND_SRCALPHASAT }; enum gs_depth_test { GS_NEVER, GS_LESS, GS_LEQUAL, GS_EQUAL, GS_GEQUAL, GS_GREATER, GS_NOTEQUAL, GS_ALWAYS }; enum gs_stencil_side { GS_STENCIL_FRONT=1, GS_STENCIL_BACK, GS_STENCIL_BOTH }; enum gs_stencil_op_type { GS_KEEP, GS_ZERO, GS_REPLACE, GS_INCR, GS_DECR, GS_INVERT }; enum gs_cube_sides { GS_POSITIVE_X, GS_NEGATIVE_X, GS_POSITIVE_Y, GS_NEGATIVE_Y, GS_POSITIVE_Z, GS_NEGATIVE_Z }; enum gs_sample_filter { GS_FILTER_POINT, GS_FILTER_LINEAR, GS_FILTER_ANISOTROPIC, GS_FILTER_MIN_MAG_POINT_MIP_LINEAR, GS_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT, GS_FILTER_MIN_POINT_MAG_MIP_LINEAR, GS_FILTER_MIN_LINEAR_MAG_MIP_POINT, GS_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR, GS_FILTER_MIN_MAG_LINEAR_MIP_POINT, }; enum gs_address_mode { GS_ADDRESS_CLAMP, GS_ADDRESS_WRAP, GS_ADDRESS_MIRROR, GS_ADDRESS_BORDER, GS_ADDRESS_MIRRORONCE }; enum gs_texture_type { GS_TEXTURE_2D, GS_TEXTURE_3D, GS_TEXTURE_CUBE }; struct gs_monitor_info { int rotation_degrees; long x; long y; long cx; long cy; }; struct gs_tvertarray { size_t width; void *array; }; struct gs_vb_data { size_t num; struct vec3 *points; struct vec3 *normals; struct vec3 *tangents; uint32_t *colors; size_t num_tex; struct gs_tvertarray *tvarray; }; static inline struct gs_vb_data *gs_vbdata_create(void) { return (struct gs_vb_data*)bzalloc(sizeof(struct gs_vb_data)); } static inline void gs_vbdata_destroy(struct gs_vb_data *data) { uint32_t i; if (!data) return; bfree(data->points); bfree(data->normals); bfree(data->tangents); bfree(data->colors); for (i = 0; i < data->num_tex; i++) bfree(data->tvarray[i].array); bfree(data->tvarray); bfree(data); } struct gs_sampler_info { enum gs_sample_filter filter; enum gs_address_mode address_u; enum gs_address_mode address_v; enum gs_address_mode address_w; int max_anisotropy; uint32_t border_color; }; struct gs_display_mode { uint32_t width; uint32_t height; uint32_t bits; uint32_t freq; }; struct gs_rect { int x; int y; int cx; int cy; }; /* wrapped opaque data types */ struct gs_texture; struct gs_stage_surface; struct gs_zstencil_buffer; struct gs_vertex_buffer; struct gs_index_buffer; struct gs_sampler_state; struct gs_shader; struct gs_swap_chain; struct gs_texrender; struct gs_shader_param; struct gs_effect; struct gs_effect_technique; struct gs_effect_pass; struct gs_effect_param; struct gs_device; struct graphics_subsystem; typedef struct gs_texture gs_texture_t; typedef struct gs_stage_surface gs_stagesurf_t; typedef struct gs_zstencil_buffer gs_zstencil_t; typedef struct gs_vertex_buffer gs_vertbuffer_t; typedef struct gs_index_buffer gs_indexbuffer_t; typedef struct gs_sampler_state gs_samplerstate_t; typedef struct gs_swap_chain gs_swapchain_t; typedef struct gs_texture_render gs_texrender_t; typedef struct gs_shader gs_shader_t; typedef struct gs_shader_param gs_sparam_t; typedef struct gs_effect gs_effect_t; typedef struct gs_effect_technique gs_technique_t; typedef struct gs_effect_param gs_eparam_t; typedef struct gs_device gs_device_t; typedef struct graphics_subsystem graphics_t; /* --------------------------------------------------- * shader functions * --------------------------------------------------- */ enum gs_shader_param_type { GS_SHADER_PARAM_UNKNOWN, GS_SHADER_PARAM_BOOL, GS_SHADER_PARAM_FLOAT, GS_SHADER_PARAM_INT, GS_SHADER_PARAM_STRING, GS_SHADER_PARAM_VEC2, GS_SHADER_PARAM_VEC3, GS_SHADER_PARAM_VEC4, GS_SHADER_PARAM_MATRIX4X4, GS_SHADER_PARAM_TEXTURE, }; struct gs_shader_param_info { enum gs_shader_param_type type; const char *name; }; enum gs_shader_type { GS_SHADER_VERTEX, GS_SHADER_PIXEL, }; EXPORT void gs_shader_destroy(gs_shader_t *shader); EXPORT int gs_shader_get_num_params(const gs_shader_t *shader); EXPORT gs_sparam_t *gs_shader_get_param_by_idx(gs_shader_t *shader, uint32_t param); EXPORT gs_sparam_t *gs_shader_get_param_by_name(gs_shader_t *shader, const char *name); EXPORT gs_sparam_t *gs_shader_get_viewproj_matrix(const gs_shader_t *shader); EXPORT gs_sparam_t *gs_shader_get_world_matrix(const gs_shader_t *shader); EXPORT void gs_shader_get_param_info(const gs_sparam_t *param, struct gs_shader_param_info *info); EXPORT void gs_shader_set_bool(gs_sparam_t *param, bool val); EXPORT void gs_shader_set_float(gs_sparam_t *param, float val); EXPORT void gs_shader_set_int(gs_sparam_t *param, int val); EXPORT void gs_shader_setmatrix3(gs_sparam_t *param, const struct matrix3 *val); EXPORT void gs_shader_set_matrix4(gs_sparam_t *param, const struct matrix4 *val); EXPORT void gs_shader_set_vec2(gs_sparam_t *param, const struct vec2 *val); EXPORT void gs_shader_set_vec3(gs_sparam_t *param, const struct vec3 *val); EXPORT void gs_shader_set_vec4(gs_sparam_t *param, const struct vec4 *val); EXPORT void gs_shader_set_texture(gs_sparam_t *param, gs_texture_t *val); EXPORT void gs_shader_set_val(gs_sparam_t *param, const void *val, size_t size); EXPORT void gs_shader_set_default(gs_sparam_t *param); /* --------------------------------------------------- * effect functions * --------------------------------------------------- */ /*enum gs_effect_property_type { GS_EFFECT_NONE, GS_EFFECT_BOOL, GS_EFFECT_FLOAT, GS_EFFECT_COLOR, GS_EFFECT_TEXTURE };*/ struct gs_effect_param_info { const char *name; enum gs_shader_param_type type; /* const char *full_name; enum gs_effect_property_type prop_type; float min, max, inc, mul; */ }; EXPORT void gs_effect_destroy(gs_effect_t *effect); EXPORT gs_technique_t *gs_effect_get_technique(const gs_effect_t *effect, const char *name); EXPORT gs_technique_t *gs_effect_get_current_technique( const gs_effect_t *effect); EXPORT size_t gs_technique_begin(gs_technique_t *technique); EXPORT void gs_technique_end(gs_technique_t *technique); EXPORT bool gs_technique_begin_pass(gs_technique_t *technique, size_t pass); EXPORT bool gs_technique_begin_pass_by_name(gs_technique_t *technique, const char *name); EXPORT void gs_technique_end_pass(gs_technique_t *technique); EXPORT size_t gs_effect_get_num_params(const gs_effect_t *effect); EXPORT gs_eparam_t *gs_effect_get_param_by_idx(const gs_effect_t *effect, size_t param); EXPORT gs_eparam_t *gs_effect_get_param_by_name(const gs_effect_t *effect, const char *name); /** Helper function to simplify effect usage. Use with a while loop that * contains drawing functions. Automatically handles techniques, passes, and * unloading. */ EXPORT bool gs_effect_loop(gs_effect_t *effect, const char *name); /** used internally */ EXPORT void gs_effect_update_params(gs_effect_t *effect); EXPORT gs_eparam_t *gs_effect_get_viewproj_matrix(const gs_effect_t *effect); EXPORT gs_eparam_t *gs_effect_get_world_matrix(const gs_effect_t *effect); EXPORT void gs_effect_get_param_info(const gs_eparam_t *param, struct gs_effect_param_info *info); EXPORT void gs_effect_set_bool(gs_eparam_t *param, bool val); EXPORT void gs_effect_set_float(gs_eparam_t *param, float val); EXPORT void gs_effect_set_int(gs_eparam_t *param, int val); EXPORT void gs_effect_set_matrix4(gs_eparam_t *param, const struct matrix4 *val); EXPORT void gs_effect_set_vec2(gs_eparam_t *param, const struct vec2 *val); EXPORT void gs_effect_set_vec3(gs_eparam_t *param, const struct vec3 *val); EXPORT void gs_effect_set_vec4(gs_eparam_t *param, const struct vec4 *val); EXPORT void gs_effect_set_texture(gs_eparam_t *param, gs_texture_t *val); EXPORT void gs_effect_set_val(gs_eparam_t *param, const void *val, size_t size); EXPORT void gs_effect_set_default(gs_eparam_t *param); /* --------------------------------------------------- * texture render helper functions * --------------------------------------------------- */ EXPORT gs_texrender_t *gs_texrender_create(enum gs_color_format format, enum gs_zstencil_format zsformat); EXPORT void gs_texrender_destroy(gs_texrender_t *texrender); EXPORT bool gs_texrender_begin(gs_texrender_t *texrender, uint32_t cx, uint32_t cy); EXPORT void gs_texrender_end(gs_texrender_t *texrender); EXPORT void gs_texrender_reset(gs_texrender_t *texrender); EXPORT gs_texture_t *gs_texrender_get_texture(const gs_texrender_t *texrender); /* --------------------------------------------------- * graphics subsystem * --------------------------------------------------- */ #define GS_BUILD_MIPMAPS (1<<0) #define GS_DYNAMIC (1<<1) #define GS_RENDER_TARGET (1<<2) #define GS_GL_DUMMYTEX (1<<3) /**<< texture with no allocated texture data */ /* ---------------- */ /* global functions */ #define GS_SUCCESS 0 #define GS_ERROR_FAIL -1 #define GS_ERROR_MODULE_NOT_FOUND -2 #define GS_ERROR_NOT_SUPPORTED -3 struct gs_window { #if defined(_WIN32) void *hwnd; #elif defined(__APPLE__) __unsafe_unretained id view; #elif defined(__linux__) /* I'm not sure how portable defining id to uint32_t is. */ uint32_t id; void* display; #endif }; struct gs_init_data { struct gs_window window; uint32_t cx, cy; uint32_t num_backbuffers; enum gs_color_format format; enum gs_zstencil_format zsformat; uint32_t adapter; }; #define GS_DEVICE_OPENGL 1 #define GS_DEVICE_DIRECT3D_11 2 EXPORT const char *gs_get_device_name(void); EXPORT int gs_get_device_type(void); EXPORT void gs_enum_adapters( bool (*callback)(void *param, const char *name, uint32_t id), void *param); EXPORT int gs_create(graphics_t **graphics, const char *module, const struct gs_init_data *data); EXPORT void gs_destroy(graphics_t *graphics); EXPORT void gs_enter_context(graphics_t *graphics); EXPORT void gs_leave_context(void); EXPORT graphics_t *gs_get_context(void); EXPORT void gs_matrix_push(void); EXPORT void gs_matrix_pop(void); EXPORT void gs_matrix_identity(void); EXPORT void gs_matrix_transpose(void); EXPORT void gs_matrix_set(const struct matrix4 *matrix); EXPORT void gs_matrix_get(struct matrix4 *dst); EXPORT void gs_matrix_mul(const struct matrix4 *matrix); EXPORT void gs_matrix_rotquat(const struct quat *rot); EXPORT void gs_matrix_rotaa(const struct axisang *rot); EXPORT void gs_matrix_translate(const struct vec3 *pos); EXPORT void gs_matrix_scale(const struct vec3 *scale); EXPORT void gs_matrix_rotaa4f(float x, float y, float z, float angle); EXPORT void gs_matrix_translate3f(float x, float y, float z); EXPORT void gs_matrix_scale3f(float x, float y, float z); EXPORT void gs_render_start(bool b_new); EXPORT void gs_render_stop(enum gs_draw_mode mode); EXPORT gs_vertbuffer_t *gs_render_save(void); EXPORT void gs_vertex2f(float x, float y); EXPORT void gs_vertex3f(float x, float y, float z); EXPORT void gs_normal3f(float x, float y, float z); EXPORT void gs_color(uint32_t color); EXPORT void gs_texcoord(float x, float y, int unit); EXPORT void gs_vertex2v(const struct vec2 *v); EXPORT void gs_vertex3v(const struct vec3 *v); EXPORT void gs_normal3v(const struct vec3 *v); EXPORT void gs_color4v(const struct vec4 *v); EXPORT void gs_texcoord2v(const struct vec2 *v, int unit); EXPORT input_t *gs_get_input(void); EXPORT gs_effect_t *gs_get_effect(void); EXPORT gs_effect_t *gs_effect_create_from_file(const char *file, char **error_string); EXPORT gs_effect_t *gs_effect_create(const char *effect_string, const char *filename, char **error_string); EXPORT gs_shader_t *gs_vertexshader_create_from_file(const char *file, char **error_string); EXPORT gs_shader_t *gs_pixelshader_create_from_file(const char *file, char **error_string); EXPORT gs_texture_t *gs_texture_create_from_file(const char *file); #define GS_FLIP_U (1<<0) #define GS_FLIP_V (1<<1) /** * Draws a 2D sprite * * If width or height is 0, the width or height of the texture will be used. * The flip value specifies whether the texture shoudl be flipped on the U or V * axis with GS_FLIP_U and GS_FLIP_V. */ EXPORT void gs_draw_sprite(gs_texture_t *tex, uint32_t flip, uint32_t width, uint32_t height); EXPORT void gs_draw_cube_backdrop(gs_texture_t *cubetex, const struct quat *rot, float left, float right, float top, float bottom, float znear); /** sets the viewport to current swap chain size */ EXPORT void gs_reset_viewport(void); /** sets default screen-sized orthographich mode */ EXPORT void gs_set_2d_mode(void); /** sets default screen-sized perspective mode */ EXPORT void gs_set_3d_mode(double fovy, double znear, double zvar); EXPORT void gs_viewport_push(void); EXPORT void gs_viewport_pop(void); EXPORT void gs_texture_set_image(gs_texture_t *tex, const uint8_t *data, uint32_t linesize, bool invert); EXPORT void gs_cubetexture_set_image(gs_texture_t *cubetex, uint32_t side, const void *data, uint32_t linesize, bool invert); EXPORT void gs_perspective(float fovy, float aspect, float znear, float zfar); EXPORT void gs_reset_blend_state(void); /* -------------------------- */ /* library-specific functions */ EXPORT gs_swapchain_t *gs_swapchain_create(const struct gs_init_data *data); EXPORT void gs_resize(uint32_t x, uint32_t y); EXPORT void gs_get_size(uint32_t *x, uint32_t *y); EXPORT uint32_t gs_get_width(void); EXPORT uint32_t gs_get_height(void); EXPORT gs_texture_t *gs_texture_create(uint32_t width, uint32_t height, enum gs_color_format color_format, uint32_t levels, const uint8_t **data, uint32_t flags); EXPORT gs_texture_t *gs_cubetexture_create(uint32_t size, enum gs_color_format color_format, uint32_t levels, const uint8_t **data, uint32_t flags); EXPORT gs_texture_t *gs_voltexture_create(uint32_t width, uint32_t height, uint32_t depth, enum gs_color_format color_format, uint32_t levels, const uint8_t **data, uint32_t flags); EXPORT gs_zstencil_t *gs_zstencil_create(uint32_t width, uint32_t height, enum gs_zstencil_format format); EXPORT gs_stagesurf_t *gs_stagesurface_create(uint32_t width, uint32_t height, enum gs_color_format color_format); EXPORT gs_samplerstate_t *gs_samplerstate_create( const struct gs_sampler_info *info); EXPORT gs_shader_t *gs_vertexshader_create(const char *shader, const char *file, char **error_string); EXPORT gs_shader_t *gs_pixelshader_create(const char *shader, const char *file, char **error_string); EXPORT gs_vertbuffer_t *gs_vertexbuffer_create(struct gs_vb_data *data, uint32_t flags); EXPORT gs_indexbuffer_t *gs_indexbuffer_create(enum gs_index_type type, void *indices, size_t num, uint32_t flags); EXPORT enum gs_texture_type gs_get_texture_type(const gs_texture_t *texture); EXPORT void gs_load_vertexbuffer(gs_vertbuffer_t *vertbuffer); EXPORT void gs_load_indexbuffer(gs_indexbuffer_t *indexbuffer); EXPORT void gs_load_texture(gs_texture_t *tex, int unit); EXPORT void gs_load_samplerstate(gs_samplerstate_t *samplerstate, int unit); EXPORT void gs_load_vertexshader(gs_shader_t *vertshader); EXPORT void gs_load_pixelshader(gs_shader_t *pixelshader); EXPORT void gs_load_default_samplerstate(bool b_3d, int unit); EXPORT gs_shader_t *gs_get_vertex_shader(void); EXPORT gs_shader_t *gs_get_pixel_shader(void); EXPORT gs_texture_t *gs_get_render_target(void); EXPORT gs_zstencil_t *gs_get_zstencil_target(void); EXPORT void gs_set_render_target(gs_texture_t *tex, gs_zstencil_t *zstencil); EXPORT void gs_set_cube_render_target(gs_texture_t *cubetex, int side, gs_zstencil_t *zstencil); EXPORT void gs_copy_texture(gs_texture_t *dst, gs_texture_t *src); EXPORT void gs_copy_texture_region( gs_texture_t *dst, uint32_t dst_x, uint32_t dst_y, gs_texture_t *src, uint32_t src_x, uint32_t src_y, uint32_t src_w, uint32_t src_h); EXPORT void gs_stage_texture(gs_stagesurf_t *dst, gs_texture_t *src); EXPORT void gs_begin_scene(void); EXPORT void gs_draw(enum gs_draw_mode draw_mode, uint32_t start_vert, uint32_t num_verts); EXPORT void gs_end_scene(void); #define GS_CLEAR_COLOR (1<<0) #define GS_CLEAR_DEPTH (1<<1) #define GS_CLEAR_STENCIL (1<<2) EXPORT void gs_load_swapchain(gs_swapchain_t *swapchain); EXPORT void gs_clear(uint32_t clear_flags, const struct vec4 *color, float depth, uint8_t stencil); EXPORT void gs_present(void); EXPORT void gs_flush(void); EXPORT void gs_set_cull_mode(enum gs_cull_mode mode); EXPORT enum gs_cull_mode gs_get_cull_mode(void); EXPORT void gs_enable_blending(bool enable); EXPORT void gs_enable_depth_test(bool enable); EXPORT void gs_enable_stencil_test(bool enable); EXPORT void gs_enable_stencil_write(bool enable); EXPORT void gs_enable_color(bool red, bool green, bool blue, bool alpha); EXPORT void gs_blend_function(enum gs_blend_type src, enum gs_blend_type dest); EXPORT void gs_depth_function(enum gs_depth_test test); EXPORT void gs_stencil_function(enum gs_stencil_side side, enum gs_depth_test test); EXPORT void gs_stencil_op(enum gs_stencil_side side, enum gs_stencil_op_type fail, enum gs_stencil_op_type zfail, enum gs_stencil_op_type zpass); EXPORT void gs_set_viewport(int x, int y, int width, int height); EXPORT void gs_get_viewport(struct gs_rect *rect); EXPORT void gs_set_scissor_rect(const struct gs_rect *rect); EXPORT void gs_ortho(float left, float right, float top, float bottom, float znear, float zfar); EXPORT void gs_frustum(float left, float right, float top, float bottom, float znear, float zfar); EXPORT void gs_projection_push(void); EXPORT void gs_projection_pop(void); EXPORT void gs_swapchain_destroy(gs_swapchain_t *swapchain); EXPORT void gs_texture_destroy(gs_texture_t *tex); EXPORT uint32_t gs_texture_get_width(const gs_texture_t *tex); EXPORT uint32_t gs_texture_get_height(const gs_texture_t *tex); EXPORT enum gs_color_format gs_texture_get_color_format( const gs_texture_t *tex); EXPORT bool gs_texture_map(gs_texture_t *tex, uint8_t **ptr, uint32_t *linesize); EXPORT void gs_texture_unmap(gs_texture_t *tex); /** special-case function (GL only) - specifies whether the texture is a * GL_TEXTURE_RECTANGLE type, which doesn't use normalized texture * coordinates, doesn't support mipmapping, and requires address clamping */ EXPORT bool gs_texture_is_rect(const gs_texture_t *tex); /** * Gets a pointer to the context-specific object associated with the texture. * For example, for GL, this is a GLuint*. For D3D11, ID3D11Texture2D*. */ EXPORT void *gs_texture_get_obj(gs_texture_t *tex); EXPORT void gs_cubetexture_destroy(gs_texture_t *cubetex); EXPORT uint32_t gs_cubetexture_get_size(const gs_texture_t *cubetex); EXPORT enum gs_color_format gs_cubetexture_get_color_format( const gs_texture_t *cubetex); EXPORT void gs_voltexture_destroy(gs_texture_t *voltex); EXPORT uint32_t gs_voltexture_get_width(const gs_texture_t *voltex); EXPORT uint32_t gs_voltexture_get_height(const gs_texture_t *voltex); EXPORT uint32_t gs_voltexture_getdepth(const gs_texture_t *voltex); EXPORT enum gs_color_format gs_voltexture_get_color_format( const gs_texture_t *voltex); EXPORT void gs_stagesurface_destroy(gs_stagesurf_t *stagesurf); EXPORT uint32_t gs_stagesurface_get_width(const gs_stagesurf_t *stagesurf); EXPORT uint32_t gs_stagesurface_get_height(const gs_stagesurf_t *stagesurf); EXPORT enum gs_color_format gs_stagesurface_get_color_format( const gs_stagesurf_t *stagesurf); EXPORT bool gs_stagesurface_map(gs_stagesurf_t *stagesurf, uint8_t **data, uint32_t *linesize); EXPORT void gs_stagesurface_unmap(gs_stagesurf_t *stagesurf); EXPORT void gs_zstencil_destroy(gs_zstencil_t *zstencil); EXPORT void gs_samplerstate_destroy(gs_samplerstate_t *samplerstate); EXPORT void gs_vertexbuffer_destroy(gs_vertbuffer_t *vertbuffer); EXPORT void gs_vertexbuffer_flush(gs_vertbuffer_t *vertbuffer); EXPORT struct gs_vb_data *gs_vertexbuffer_get_data( const gs_vertbuffer_t *vertbuffer); EXPORT void gs_indexbuffer_destroy(gs_indexbuffer_t *indexbuffer); EXPORT void gs_indexbuffer_flush(gs_indexbuffer_t *indexbuffer); EXPORT void *gs_indexbuffer_get_data(const gs_indexbuffer_t *indexbuffer); EXPORT size_t gs_indexbuffer_get_num_indices( const gs_indexbuffer_t *indexbuffer); EXPORT enum gs_index_type gs_indexbuffer_get_type( const gs_indexbuffer_t *indexbuffer); #ifdef __APPLE__ /** platform specific function for creating (GL_TEXTURE_RECTANGLE) textures * from shared surface resources */ EXPORT gs_texture_t *gs_texture_create_from_iosurface(void *iosurf); EXPORT bool gs_texture_rebind_iosurface(gs_texture_t *texture, void *iosurf); #elif _WIN32 EXPORT bool gs_gdi_texture_available(void); EXPORT bool gs_shared_texture_available(void); struct gs_duplicator; typedef struct gs_duplicator gs_duplicator_t; /** * Gets information about the monitor at the specific index, returns false * when there is no monitor at the specified index */ EXPORT bool gs_get_duplicator_monitor_info(int monitor_idx, struct gs_monitor_info *monitor_info); /** creates a windows 8+ output duplicator (monitor capture) */ EXPORT gs_duplicator_t *gs_duplicator_create(int monitor_idx); EXPORT void gs_duplicator_destroy(gs_duplicator_t *duplicator); EXPORT bool gs_duplicator_update_frame(gs_duplicator_t *duplicator); EXPORT gs_texture_t *gs_duplicator_get_texture(gs_duplicator_t *duplicator); /** creates a windows GDI-lockable texture */ EXPORT gs_texture_t *gs_texture_create_gdi(uint32_t width, uint32_t height); EXPORT void *gs_texture_get_dc(gs_texture_t *gdi_tex); EXPORT void gs_texture_release_dc(gs_texture_t *gdi_tex); /** creates a windows shared texture from a texture handle */ EXPORT gs_texture_t *gs_texture_open_shared(uint32_t handle); #endif /* inline functions used by modules */ static inline uint32_t gs_get_format_bpp(enum gs_color_format format) { switch (format) { case GS_A8: return 8; case GS_R8: return 8; case GS_RGBA: return 32; case GS_BGRX: return 32; case GS_BGRA: return 32; case GS_R10G10B10A2: return 32; case GS_RGBA16: return 64; case GS_R16: return 16; case GS_RGBA16F: return 64; case GS_RGBA32F: return 128; case GS_RG16F: return 32; case GS_RG32F: return 64; case GS_R16F: return 16; case GS_R32F: return 32; case GS_DXT1: return 4; case GS_DXT3: return 8; case GS_DXT5: return 8; case GS_UNKNOWN: return 0; } return 0; } static inline bool gs_is_compressed_format(enum gs_color_format format) { return (format == GS_DXT1 || format == GS_DXT3 || format == GS_DXT5); } static inline uint32_t gs_get_total_levels(uint32_t width, uint32_t height) { uint32_t size = width > height ? width : height; uint32_t num_levels = 0; while (size > 1) { size /= 2; num_levels++; } return num_levels; } #ifdef __cplusplus } #endif