Hardware framebuffer stream data
Typedefs | |
typedef void(* | game_proc_address_t) (void) |
Hardware framebuffer process function address | |
struct game_hw_rendering_properties |
Hardware rendering properties
These properties are needed early on, so instead of passing them when the stream is opened, they are passed in EnableHardwareRendering(). As a result, the struct passed to OpenStream() is empty.
Class Members | ||
---|---|---|
GAME_HW_CONTEXT_TYPE | context_type | The API to use. |
bool | depth |
Set to true if render buffers should have a depth component attached.
|
bool | stencil |
Set to true if stencil buffers should be attached. If depth and stencil are true, a packed 24/8 buffer will be added. Only attaching stencil is invalid and will be ignored.
|
bool | bottom_left_origin |
Use the conventional bottom-left origin. If false, standard top-left origin semantics are used.
|
unsigned int | version_major | Major version number for the core GL context or GLES 3.1+. |
unsigned int | version_minor | Minor version number for the core GL context or GLES 3.1+. |
bool | cache_context |
If true, the frontend will go to great lengths to avoid resetting the context in scenarios like toggling fullscreen, etc.
The reset callback might still be called in extreme situations such as if the context is lost beyond recovery. For optimal stability, set this to false, and allow context to be reset at any time. |
bool | debug_context | Creates a debug context. |
struct game_stream_hw_framebuffer_buffer |
struct game_stream_hw_framebuffer_packet |
struct game_stream_hw_framebuffer_properties |
typedef void(* game_proc_address_t) (void) |
Hardware framebuffer process function address
enum GAME_HW_CONTEXT_TYPE |
Hardware framebuffer type