ioq3/code/renderervk/tr_backend.h
Trung Lê 15ff484715
Add vulkan renderer
Copied from vkQuake3 which is in turn based on Quake III Kenny Edition
2025-03-14 00:31:15 +11:00

39 lines
860 B
C

#ifndef TR_BACKEND_H_
#define TR_BACKEND_H_
#include "tr_local.h"
typedef struct {
int c_surfaces;
int c_shaders;
int c_vertexes;
int c_indexes;
int c_totalIndexes;
int c_dlightVertexes;
int c_dlightIndexes;
int msec; // total msec for backend run
} backEndCounters_t;
// all state modified by the back end is seperated
// from the front end state
typedef struct {
trRefdef_t refdef;
viewParms_t viewParms;
orientationr_t or;
backEndCounters_t pc;
trRefEntity_t entity2D; // currentEntity will point at this when doing 2D rendering
trRefEntity_t* currentEntity;
unsigned char Color2D[4];
qboolean projection2D; // if qtrue, drawstretchpic doesn't need to change modes
qboolean isHyperspace;
} backEndState_t;
extern backEndState_t backEnd;
void R_ClearBackendState(void);
void R_PrintBackEnd_OR_f(void);
#endif