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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
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{ //these are ALWAYS pointers in vulkan (annoyingly unlike many of its typedefs).
void * instance ;
void * physicaldevice ;
void * device ;
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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.
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qboolean ( * Render ) ( void ( * rendereye ) ( texid_t tex , vec4_t fovoverride , vec3_t angorg [ 2 ] ) ) ;
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void ( * Shutdown ) ( void ) ;
# define plugvrfuncs_name "VR"
} plugvrfuncs_t ;