obs-studio/libobs/graphics/graphics.h

807 lines
24 KiB
C

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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 <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
#include "../util/bmem.h"
#include "input.h"
#ifdef __APPLE__
#include <objc/objc-runtime.h>
#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__) || defined(__FreeBSD__)
/* 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,
uint32_t adapter);
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_blend_state_push(void);
EXPORT void gs_blend_state_pop(void);
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_blend_function_separate(
enum gs_blend_type src_c, enum gs_blend_type dest_c,
enum gs_blend_type src_a, enum gs_blend_type dest_a);
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