quakeforge/include/vid_sw.h
Bill Currie af0c66dff9 [renderer] Move frame rendering out a layer.
This is a step towards high-level unification of the renderers, as far
as possible keeping only actual low-level implementation details in the
individual renderers (some higher level stuff, eg shadows, is expected
to be per-renderer as some things are just not feasible to implement in
all renderers). However, the idea is to move the high-level
functionality into scene rendering.
2022-03-08 01:04:40 +09:00

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C

#ifndef __vid_sw_h
#define __vid_sw_h
struct vrect_s;
typedef struct sw_ctx_s {
int pixbytes;
void (*choose_visual) (struct sw_ctx_s *ctx);
void (*create_context) (struct sw_ctx_s *ctx);
void (*set_palette) (struct sw_ctx_s *ctx, const byte *palette);
void (*update) (struct sw_ctx_s *ctx, struct vrect_s *rects);
} sw_ctx_t;
extern sw_ctx_t *sw_ctx;
extern sw_ctx_t *sw32_ctx;
struct tex_s *sw_SCR_CaptureBGR (void);
struct tex_s *sw32_SCR_CaptureBGR (void);
#endif//__vid_sw_h