be52fa26f9
This allows the ability to separate the blend states of color and alpha. The default blend state has also changed so that alpha is always added together to ensure that the destination image always gets an alpha value that is actually usable after the operation (for render targets). Old default state: color source: GS_BLEND_SRCALPHA, color dest: GS_BLEND_INVSRCALPHA alpha source: GS_BLEND_SRCALPHA, alpha dest: GS_BLEND_INVSRCALPHA New default state: color source: GS_BLEND_SRCALPHA, color dest: GS_BLEND_INVSRCALPHA alpha source: GS_BLEND_ONE, alpha dest: GS_BLEND_ONE
193 lines
7.0 KiB
C
193 lines
7.0 KiB
C
/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "../util/base.h"
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#include "../util/dstr.h"
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#include "../util/platform.h"
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#include "graphics-internal.h"
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#define GRAPHICS_IMPORT(func) \
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do { \
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exports->func = os_dlsym(module, #func); \
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if (!exports->func) { \
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success = false; \
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blog(LOG_ERROR, "Could not load function '%s' from " \
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"module '%s'", #func, module_name); \
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} \
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} while (false)
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#define GRAPHICS_IMPORT_OPTIONAL(func) \
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do { \
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exports->func = os_dlsym(module, #func); \
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} while (false)
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bool load_graphics_imports(struct gs_exports *exports, void *module,
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const char *module_name)
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{
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bool success = true;
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GRAPHICS_IMPORT(device_get_name);
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GRAPHICS_IMPORT(device_get_type);
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GRAPHICS_IMPORT_OPTIONAL(device_enum_adapters);
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GRAPHICS_IMPORT(device_preprocessor_name);
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GRAPHICS_IMPORT(device_create);
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GRAPHICS_IMPORT(device_destroy);
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GRAPHICS_IMPORT(device_enter_context);
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GRAPHICS_IMPORT(device_leave_context);
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GRAPHICS_IMPORT(device_swapchain_create);
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GRAPHICS_IMPORT(device_resize);
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GRAPHICS_IMPORT(device_get_size);
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GRAPHICS_IMPORT(device_get_width);
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GRAPHICS_IMPORT(device_get_height);
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GRAPHICS_IMPORT(device_texture_create);
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GRAPHICS_IMPORT(device_cubetexture_create);
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GRAPHICS_IMPORT(device_voltexture_create);
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GRAPHICS_IMPORT(device_zstencil_create);
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GRAPHICS_IMPORT(device_stagesurface_create);
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GRAPHICS_IMPORT(device_samplerstate_create);
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GRAPHICS_IMPORT(device_vertexshader_create);
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GRAPHICS_IMPORT(device_pixelshader_create);
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GRAPHICS_IMPORT(device_vertexbuffer_create);
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GRAPHICS_IMPORT(device_indexbuffer_create);
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GRAPHICS_IMPORT(device_get_texture_type);
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GRAPHICS_IMPORT(device_load_vertexbuffer);
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GRAPHICS_IMPORT(device_load_indexbuffer);
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GRAPHICS_IMPORT(device_load_texture);
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GRAPHICS_IMPORT(device_load_samplerstate);
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GRAPHICS_IMPORT(device_load_vertexshader);
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GRAPHICS_IMPORT(device_load_pixelshader);
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GRAPHICS_IMPORT(device_load_default_samplerstate);
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GRAPHICS_IMPORT(device_get_vertex_shader);
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GRAPHICS_IMPORT(device_get_pixel_shader);
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GRAPHICS_IMPORT(device_get_render_target);
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GRAPHICS_IMPORT(device_get_zstencil_target);
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GRAPHICS_IMPORT(device_set_render_target);
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GRAPHICS_IMPORT(device_set_cube_render_target);
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GRAPHICS_IMPORT(device_copy_texture_region);
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GRAPHICS_IMPORT(device_copy_texture);
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GRAPHICS_IMPORT(device_stage_texture);
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GRAPHICS_IMPORT(device_begin_scene);
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GRAPHICS_IMPORT(device_draw);
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GRAPHICS_IMPORT(device_load_swapchain);
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GRAPHICS_IMPORT(device_end_scene);
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GRAPHICS_IMPORT(device_clear);
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GRAPHICS_IMPORT(device_present);
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GRAPHICS_IMPORT(device_flush);
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GRAPHICS_IMPORT(device_set_cull_mode);
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GRAPHICS_IMPORT(device_get_cull_mode);
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GRAPHICS_IMPORT(device_enable_blending);
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GRAPHICS_IMPORT(device_enable_depth_test);
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GRAPHICS_IMPORT(device_enable_stencil_test);
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GRAPHICS_IMPORT(device_enable_stencil_write);
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GRAPHICS_IMPORT(device_enable_color);
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GRAPHICS_IMPORT(device_blend_function);
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GRAPHICS_IMPORT(device_blend_function_separate);
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GRAPHICS_IMPORT(device_depth_function);
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GRAPHICS_IMPORT(device_stencil_function);
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GRAPHICS_IMPORT(device_stencil_op);
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GRAPHICS_IMPORT(device_set_viewport);
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GRAPHICS_IMPORT(device_get_viewport);
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GRAPHICS_IMPORT(device_set_scissor_rect);
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GRAPHICS_IMPORT(device_ortho);
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GRAPHICS_IMPORT(device_frustum);
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GRAPHICS_IMPORT(device_projection_push);
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GRAPHICS_IMPORT(device_projection_pop);
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GRAPHICS_IMPORT(gs_swapchain_destroy);
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GRAPHICS_IMPORT(gs_texture_destroy);
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GRAPHICS_IMPORT(gs_texture_get_width);
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GRAPHICS_IMPORT(gs_texture_get_height);
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GRAPHICS_IMPORT(gs_texture_get_color_format);
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GRAPHICS_IMPORT(gs_texture_map);
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GRAPHICS_IMPORT(gs_texture_unmap);
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GRAPHICS_IMPORT_OPTIONAL(gs_texture_is_rect);
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GRAPHICS_IMPORT(gs_texture_get_obj);
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GRAPHICS_IMPORT(gs_cubetexture_destroy);
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GRAPHICS_IMPORT(gs_cubetexture_get_size);
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GRAPHICS_IMPORT(gs_cubetexture_get_color_format);
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GRAPHICS_IMPORT(gs_voltexture_destroy);
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GRAPHICS_IMPORT(gs_voltexture_get_width);
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GRAPHICS_IMPORT(gs_voltexture_get_height);
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GRAPHICS_IMPORT(gs_voltexture_getdepth);
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GRAPHICS_IMPORT(gs_voltexture_get_color_format);
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GRAPHICS_IMPORT(gs_stagesurface_destroy);
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GRAPHICS_IMPORT(gs_stagesurface_get_width);
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GRAPHICS_IMPORT(gs_stagesurface_get_height);
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GRAPHICS_IMPORT(gs_stagesurface_get_color_format);
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GRAPHICS_IMPORT(gs_stagesurface_map);
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GRAPHICS_IMPORT(gs_stagesurface_unmap);
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GRAPHICS_IMPORT(gs_zstencil_destroy);
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GRAPHICS_IMPORT(gs_samplerstate_destroy);
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GRAPHICS_IMPORT(gs_vertexbuffer_destroy);
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GRAPHICS_IMPORT(gs_vertexbuffer_flush);
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GRAPHICS_IMPORT(gs_vertexbuffer_get_data);
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GRAPHICS_IMPORT(gs_indexbuffer_destroy);
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GRAPHICS_IMPORT(gs_indexbuffer_flush);
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GRAPHICS_IMPORT(gs_indexbuffer_get_data);
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GRAPHICS_IMPORT(gs_indexbuffer_get_num_indices);
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GRAPHICS_IMPORT(gs_indexbuffer_get_type);
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GRAPHICS_IMPORT(gs_shader_destroy);
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GRAPHICS_IMPORT(gs_shader_get_num_params);
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GRAPHICS_IMPORT(gs_shader_get_param_by_idx);
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GRAPHICS_IMPORT(gs_shader_get_param_by_name);
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GRAPHICS_IMPORT(gs_shader_get_viewproj_matrix);
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GRAPHICS_IMPORT(gs_shader_get_world_matrix);
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GRAPHICS_IMPORT(gs_shader_get_param_info);
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GRAPHICS_IMPORT(gs_shader_set_bool);
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GRAPHICS_IMPORT(gs_shader_set_float);
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GRAPHICS_IMPORT(gs_shader_set_int);
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GRAPHICS_IMPORT(gs_shader_setmatrix3);
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GRAPHICS_IMPORT(gs_shader_set_matrix4);
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GRAPHICS_IMPORT(gs_shader_set_vec2);
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GRAPHICS_IMPORT(gs_shader_set_vec3);
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GRAPHICS_IMPORT(gs_shader_set_vec4);
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GRAPHICS_IMPORT(gs_shader_set_texture);
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GRAPHICS_IMPORT(gs_shader_set_val);
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GRAPHICS_IMPORT(gs_shader_set_default);
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/* OSX/Cocoa specific functions */
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#ifdef __APPLE__
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GRAPHICS_IMPORT_OPTIONAL(device_texture_create_from_iosurface);
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GRAPHICS_IMPORT_OPTIONAL(gs_texture_rebind_iosurface);
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/* win32 specific functions */
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#elif _WIN32
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GRAPHICS_IMPORT(device_gdi_texture_available);
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GRAPHICS_IMPORT(device_shared_texture_available);
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GRAPHICS_IMPORT_OPTIONAL(device_get_duplicator_monitor_info);
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GRAPHICS_IMPORT_OPTIONAL(device_duplicator_create);
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GRAPHICS_IMPORT_OPTIONAL(gs_duplicator_destroy);
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GRAPHICS_IMPORT_OPTIONAL(gs_duplicator_update_frame);
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GRAPHICS_IMPORT_OPTIONAL(gs_duplicator_get_texture);
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GRAPHICS_IMPORT_OPTIONAL(device_texture_create_gdi);
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GRAPHICS_IMPORT_OPTIONAL(gs_texture_get_dc);
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GRAPHICS_IMPORT_OPTIONAL(gs_texture_release_dc);
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GRAPHICS_IMPORT_OPTIONAL(device_texture_open_shared);
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#endif
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return success;
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}
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