video_defines.h 7.4 KB

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  1. /* RetroArch - A frontend for libretro.
  2. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen
  3. * Copyright (C) 2011-2017 - Daniel De Matteis
  4. *
  5. * RetroArch is free software: you can redistribute it and/or modify it under the terms
  6. * of the GNU General Public License as published by the Free Software Found-
  7. * ation, either version 3 of the License, or (at your option) any later version.
  8. *
  9. * RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
  10. * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
  11. * PURPOSE. See the GNU General Public License for more details.
  12. *
  13. * You should have received a copy of the GNU General Public License along with RetroArch.
  14. * If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef __VIDEO_DEFINES__H
  17. #define __VIDEO_DEFINES__H
  18. #include <retro_common_api.h>
  19. RETRO_BEGIN_DECLS
  20. enum
  21. {
  22. TEXTURES = 8,
  23. TEXTURESMASK = TEXTURES - 1
  24. };
  25. enum texture_filter_type
  26. {
  27. TEXTURE_FILTER_LINEAR = 0,
  28. TEXTURE_FILTER_NEAREST,
  29. TEXTURE_FILTER_MIPMAP_LINEAR,
  30. TEXTURE_FILTER_MIPMAP_NEAREST
  31. };
  32. enum aspect_ratio
  33. {
  34. ASPECT_RATIO_4_3 = 0,
  35. ASPECT_RATIO_16_9 = 1,
  36. ASPECT_RATIO_16_10 = 2,
  37. ASPECT_RATIO_16_15 = 3,
  38. ASPECT_RATIO_21_9 = 4,
  39. ASPECT_RATIO_1_1 = 5,
  40. ASPECT_RATIO_2_1 = 6,
  41. ASPECT_RATIO_3_2 = 7,
  42. ASPECT_RATIO_3_4 = 8,
  43. ASPECT_RATIO_4_1 = 9,
  44. ASPECT_RATIO_4_4 = 10,
  45. ASPECT_RATIO_5_4 = 11,
  46. ASPECT_RATIO_6_5 = 12,
  47. ASPECT_RATIO_7_9 = 13,
  48. ASPECT_RATIO_8_3 = 14,
  49. ASPECT_RATIO_8_7 = 15,
  50. ASPECT_RATIO_19_12 = 16,
  51. ASPECT_RATIO_19_14 = 17,
  52. ASPECT_RATIO_30_17 = 18,
  53. ASPECT_RATIO_32_9 = 19,
  54. ASPECT_RATIO_CONFIG = 20,
  55. ASPECT_RATIO_SQUARE = 21,
  56. ASPECT_RATIO_CORE = 22,
  57. ASPECT_RATIO_CUSTOM = 23,
  58. ASPECT_RATIO_FULL = 24,
  59. ASPECT_RATIO_END
  60. };
  61. enum rotation
  62. {
  63. ORIENTATION_NORMAL = 0,
  64. ORIENTATION_VERTICAL,
  65. ORIENTATION_FLIPPED,
  66. ORIENTATION_FLIPPED_ROTATED,
  67. ORIENTATION_END
  68. };
  69. enum video_rotation_type
  70. {
  71. VIDEO_ROTATION_NORMAL = 0,
  72. VIDEO_ROTATION_90_DEG,
  73. VIDEO_ROTATION_180_DEG,
  74. VIDEO_ROTATION_270_DEG
  75. };
  76. enum autoswitch_refresh_rate
  77. {
  78. AUTOSWITCH_REFRESH_RATE_EXCLUSIVE_FULLSCREEN = 0,
  79. AUTOSWITCH_REFRESH_RATE_WINDOWED_FULLSCREEN,
  80. AUTOSWITCH_REFRESH_RATE_ALL_FULLSCREEN,
  81. AUTOSWITCH_REFRESH_RATE_OFF,
  82. AUTOSWITCH_REFRESH_RATE_LAST
  83. };
  84. enum rarch_display_type
  85. {
  86. /* Non-bindable types like consoles, KMS, VideoCore, etc. */
  87. RARCH_DISPLAY_NONE = 0,
  88. /* video_display => Display*, video_window => Window */
  89. RARCH_DISPLAY_X11,
  90. /* video_display => N/A, video_window => HWND */
  91. RARCH_DISPLAY_WIN32,
  92. RARCH_DISPLAY_WAYLAND,
  93. RARCH_DISPLAY_OSX,
  94. RARCH_DISPLAY_KMS
  95. };
  96. enum font_driver_render_api
  97. {
  98. FONT_DRIVER_RENDER_DONT_CARE,
  99. FONT_DRIVER_RENDER_OPENGL_API,
  100. FONT_DRIVER_RENDER_OPENGL_CORE_API,
  101. FONT_DRIVER_RENDER_OPENGL1_API,
  102. FONT_DRIVER_RENDER_D3D8_API,
  103. FONT_DRIVER_RENDER_D3D9_API,
  104. FONT_DRIVER_RENDER_D3D10_API,
  105. FONT_DRIVER_RENDER_D3D11_API,
  106. FONT_DRIVER_RENDER_D3D12_API,
  107. FONT_DRIVER_RENDER_PS2,
  108. FONT_DRIVER_RENDER_VITA2D,
  109. FONT_DRIVER_RENDER_CTR,
  110. FONT_DRIVER_RENDER_WIIU,
  111. FONT_DRIVER_RENDER_VULKAN_API,
  112. FONT_DRIVER_RENDER_METAL_API,
  113. FONT_DRIVER_RENDER_CACA,
  114. FONT_DRIVER_RENDER_SIXEL,
  115. FONT_DRIVER_RENDER_NETWORK_VIDEO,
  116. FONT_DRIVER_RENDER_GDI,
  117. FONT_DRIVER_RENDER_VGA,
  118. FONT_DRIVER_RENDER_SWITCH,
  119. FONT_DRIVER_RENDER_RSX
  120. };
  121. enum text_alignment
  122. {
  123. TEXT_ALIGN_LEFT = 0,
  124. TEXT_ALIGN_RIGHT,
  125. TEXT_ALIGN_CENTER
  126. };
  127. #ifndef COLOR_ABGR
  128. #define COLOR_ABGR(r, g, b, a) (((unsigned)(a) << 24) | ((b) << 16) | ((g) << 8) | ((r) << 0))
  129. #endif
  130. #define LAST_ASPECT_RATIO ASPECT_RATIO_FULL
  131. /* ABGR color format defines */
  132. #define WHITE 0xffffffffu
  133. #define RED 0xff0000ffu
  134. #define GREEN 0xff00ff00u
  135. #define BLUE 0xffff0000u
  136. #define YELLOW 0xff00ffffu
  137. #define PURPLE 0xffff00ffu
  138. #define CYAN 0xffffff00u
  139. #define ORANGE 0xff0063ffu
  140. #define SILVER 0xff8c848cu
  141. #define LIGHTBLUE 0xFFFFE0E0U
  142. #define LIGHTORANGE 0xFFE0EEFFu
  143. #define FONT_COLOR_RGBA(r, g, b, a) (((unsigned)(r) << 24) | ((g) << 16) | ((b) << 8) | ((a) << 0))
  144. #define FONT_COLOR_GET_RED(col) (((col) >> 24) & 0xff)
  145. #define FONT_COLOR_GET_GREEN(col) (((col) >> 16) & 0xff)
  146. #define FONT_COLOR_GET_BLUE(col) (((col) >> 8) & 0xff)
  147. #define FONT_COLOR_GET_ALPHA(col) (((col) >> 0) & 0xff)
  148. #define FONT_COLOR_ARGB_TO_RGBA(col) ( (((col) >> 24) & 0xff) | (((unsigned)(col) << 8) & 0xffffff00) )
  149. typedef struct video_viewport
  150. {
  151. int x;
  152. int y;
  153. unsigned width;
  154. unsigned height;
  155. unsigned full_width;
  156. unsigned full_height;
  157. } video_viewport_t;
  158. typedef struct gfx_ctx_flags
  159. {
  160. uint32_t flags;
  161. } gfx_ctx_flags_t;
  162. struct Size2D
  163. {
  164. unsigned width, height;
  165. };
  166. enum gfx_ctx_api
  167. {
  168. GFX_CTX_NONE = 0,
  169. GFX_CTX_OPENGL_API,
  170. GFX_CTX_OPENGL_ES_API,
  171. GFX_CTX_DIRECT3D8_API,
  172. GFX_CTX_DIRECT3D9_API,
  173. GFX_CTX_DIRECT3D10_API,
  174. GFX_CTX_DIRECT3D11_API,
  175. GFX_CTX_DIRECT3D12_API,
  176. GFX_CTX_OPENVG_API,
  177. GFX_CTX_VULKAN_API,
  178. GFX_CTX_METAL_API,
  179. GFX_CTX_RSX_API
  180. };
  181. enum display_metric_types
  182. {
  183. DISPLAY_METRIC_NONE = 0,
  184. DISPLAY_METRIC_MM_WIDTH,
  185. DISPLAY_METRIC_MM_HEIGHT,
  186. DISPLAY_METRIC_DPI,
  187. DISPLAY_METRIC_PIXEL_WIDTH,
  188. DISPLAY_METRIC_PIXEL_HEIGHT
  189. };
  190. enum display_flags
  191. {
  192. GFX_CTX_FLAGS_NONE = 0,
  193. GFX_CTX_FLAGS_GL_CORE_CONTEXT,
  194. GFX_CTX_FLAGS_MULTISAMPLING,
  195. GFX_CTX_FLAGS_CUSTOMIZABLE_SWAPCHAIN_IMAGES,
  196. GFX_CTX_FLAGS_CUSTOMIZABLE_FRAME_LATENCY,
  197. GFX_CTX_FLAGS_HARD_SYNC,
  198. GFX_CTX_FLAGS_BLACK_FRAME_INSERTION,
  199. GFX_CTX_FLAGS_MENU_FRAME_FILTERING,
  200. GFX_CTX_FLAGS_ADAPTIVE_VSYNC,
  201. GFX_CTX_FLAGS_SHADERS_GLSL,
  202. GFX_CTX_FLAGS_SHADERS_CG,
  203. GFX_CTX_FLAGS_SHADERS_HLSL,
  204. GFX_CTX_FLAGS_SHADERS_SLANG,
  205. GFX_CTX_FLAGS_SCREENSHOTS_SUPPORTED,
  206. GFX_CTX_FLAGS_OVERLAY_BEHIND_MENU_SUPPORTED,
  207. GFX_CTX_FLAGS_CRT_SWITCHRES
  208. };
  209. enum shader_uniform_type
  210. {
  211. UNIFORM_1F = 0,
  212. UNIFORM_2F,
  213. UNIFORM_3F,
  214. UNIFORM_4F,
  215. UNIFORM_1FV,
  216. UNIFORM_2FV,
  217. UNIFORM_3FV,
  218. UNIFORM_4FV,
  219. UNIFORM_1I
  220. };
  221. enum shader_program_type
  222. {
  223. SHADER_PROGRAM_VERTEX = 0,
  224. SHADER_PROGRAM_FRAGMENT,
  225. SHADER_PROGRAM_COMBINED
  226. };
  227. /* All coordinates and offsets are top-left oriented.
  228. *
  229. * This is a texture-atlas approach which allows text to
  230. * be drawn in a single draw call.
  231. *
  232. * It is up to the code using this interface to actually
  233. * generate proper vertex buffers and upload the atlas texture to GPU. */
  234. struct font_glyph
  235. {
  236. unsigned width;
  237. unsigned height;
  238. /* Texel coordinate offset for top-left pixel of this glyph. */
  239. unsigned atlas_offset_x;
  240. unsigned atlas_offset_y;
  241. /* When drawing this glyph, apply an offset to
  242. * current X/Y draw coordinate. */
  243. int draw_offset_x;
  244. int draw_offset_y;
  245. /* Advance X/Y draw coordinates after drawing this glyph. */
  246. int advance_x;
  247. int advance_y;
  248. };
  249. struct font_atlas
  250. {
  251. uint8_t *buffer; /* Alpha channel. */
  252. unsigned width;
  253. unsigned height;
  254. bool dirty;
  255. };
  256. struct font_params
  257. {
  258. /* Drop shadow offset.
  259. * If both are 0, no drop shadow will be rendered. */
  260. int drop_x, drop_y;
  261. /* ABGR. Use the macros. */
  262. uint32_t color;
  263. float x;
  264. float y;
  265. float scale;
  266. /* Drop shadow color multiplier. */
  267. float drop_mod;
  268. /* Drop shadow alpha */
  269. float drop_alpha;
  270. enum text_alignment text_align;
  271. bool full_screen;
  272. };
  273. struct font_line_metrics
  274. {
  275. float height;
  276. float ascender;
  277. float descender;
  278. };
  279. RETRO_END_DECLS
  280. #endif