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fteqw/engine/client/vr.h

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#include "merged.h"
typedef struct vrsetup_s
{
//engine-set
size_t structsize;
enum
{
VR_HEADLESS, //not to be confused with decapitation
VR_EGL,
VR_X11_GLX,
// VR_ANDROID_EGL,
VR_WIN_WGL,
VR_VULKAN, //vulkan has no platform variation
VR_D3D11, //d3d11 only works on windows, so no platform variation
} vrplatform; //the type of renderer/args getting inited. abort if unknown.
void *userctx; //for use in callbacks.
qboolean (*createinstance)(struct vrsetup_s *, char *instanceextensions, void *result); //used by vulkan, can be null for other renderers
//vr-set (by preinit)
struct
{
int major, minor;
} minver, maxver;
unsigned int deviceid[2];
char *deviceextensions;
//engine-set (for full init)
//this stuff is intentionally at the end
union {
struct
{
void *display;
int visualid;
void *glxfbconfig;
unsigned long drawable; //really int32
void *glxcontext;
} x11_glx;
struct
{
void *(*getprocaddr)(const char *name);
void *egldisplay;
void *eglconfig;
void *eglcontext;
} egl;
struct
{
void *hdc;
void *hglrc;
} wgl;
struct
{
void *device;
} d3d;
struct
{ //these are ALWAYS pointers in vulkan (annoyingly unlike many of its typedefs).
void *instance;
void *physicaldevice;
void *device;
unsigned int queuefamily;
unsigned int queueindex;
} vk;
};
} vrsetup_t;
//interface registered by plugins for VR stuff.
typedef struct plugvrfuncs_s
{
const char *description;
qboolean (*Prepare) (vrsetup_t *setupinfo); //called before graphics context init
qboolean (*Init) (vrsetup_t *setupinfo, rendererstate_t *info); //called after graphics context init
qboolean (*SyncFrame)(double *frametime); //called in the client's main loop, to block/tweak frame times. True means the game should render as fast as possible.
qboolean (*Render) (void(*rendereye)(texid_t tex, vec4_t fovoverride, vec3_t angorg[2]));
void (*Shutdown) (void);
#define plugvrfuncs_name "VR"
} plugvrfuncs_t;