mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-25 21:31:37 +00:00
f35928f4fd
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5850 fc73d0e0-1445-4013-8a0c-d673dee63da5
80 lines
2 KiB
C
80 lines
2 KiB
C
#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;
|