1 #ifndef _GPU_RENDERERIMPL_H__
2 #define _GPU_RENDERERIMPL_H__
11 DECLSPEC
void SDLCALL GPU_AddWindowMapping(
GPU_Target* target);
12 DECLSPEC
void SDLCALL GPU_RemoveWindowMapping(Uint32 windowID);
13 DECLSPEC
void SDLCALL GPU_RemoveWindowMappingByTarget(
GPU_Target* target);
44 void (SDLCALL *SetVirtualResolution)(
GPU_Renderer* renderer, GPU_Target* target, Uint16 w, Uint16 h);
47 void (SDLCALL *UnsetVirtualResolution)(
GPU_Renderer* renderer, GPU_Target* target);
113 void (SDLCALL *BlitTransform)(
GPU_Renderer* renderer,
GPU_Image* image,
GPU_Rect* src_rect, GPU_Target* target,
float x,
float y,
float degrees,
float scaleX,
float scaleY);
116 void (SDLCALL *BlitTransformX)(
GPU_Renderer* renderer,
GPU_Image* image,
GPU_Rect* src_rect, GPU_Target* target,
float x,
float y,
float pivot_x,
float pivot_y,
float degrees,
float scaleX,
float scaleY);
119 void (SDLCALL *TriangleBatchX)(
GPU_Renderer* renderer,
GPU_Image* image, GPU_Target* target,
unsigned short num_vertices,
void* values,
unsigned int num_indices,
unsigned short* indices,
GPU_BatchFlagEnum flags);
125 GPU_Rect (SDLCALL *SetClip)(
GPU_Renderer* renderer, GPU_Target* target, Sint16 x, Sint16 y, Uint16 w, Uint16 h);
140 void (SDLCALL *ClearRGBA)(
GPU_Renderer* renderer, GPU_Target* target, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
181 int (SDLCALL *GetAttributeLocation)(
GPU_Renderer* renderer,
Uint32 program_object,
const char* attrib_name);
184 int (SDLCALL *GetUniformLocation)(
GPU_Renderer* renderer,
Uint32 program_object,
const char* uniform_name);
187 GPU_ShaderBlock (SDLCALL *LoadShaderBlock)(
GPU_Renderer* renderer,
Uint32 program_object,
const char* position_name,
const char* texcoord_name,
const char* color_name,
const char* modelViewMatrix_name);
199 void (SDLCALL *SetUniformi)(
GPU_Renderer* renderer,
int location,
int value);
202 void (SDLCALL *SetUniformiv)(
GPU_Renderer* renderer,
int location,
int num_elements_per_value,
int num_values,
int* values);
205 void (SDLCALL *GetUniformuiv)(
GPU_Renderer* renderer,
Uint32 program_object,
int location,
unsigned int* values);
208 void (SDLCALL *SetUniformui)(
GPU_Renderer* renderer,
int location,
unsigned int value);
211 void (SDLCALL *SetUniformuiv)(
GPU_Renderer* renderer,
int location,
int num_elements_per_value,
int num_values,
unsigned int* values);
217 void (SDLCALL *SetUniformf)(
GPU_Renderer* renderer,
int location,
float value);
220 void (SDLCALL *SetUniformfv)(
GPU_Renderer* renderer,
int location,
int num_elements_per_value,
int num_values,
float* values);
223 void (SDLCALL *SetUniformMatrixfv)(
GPU_Renderer* renderer,
int location,
int num_matrices,
int num_rows,
int num_columns,
GPU_bool transpose,
float* values);
226 void (SDLCALL *SetAttributef)(
GPU_Renderer* renderer,
int location,
float value);
229 void (SDLCALL *SetAttributei)(
GPU_Renderer* renderer,
int location,
int value);
232 void (SDLCALL *SetAttributeui)(
GPU_Renderer* renderer,
int location,
unsigned int value);
235 void (SDLCALL *SetAttributefv)(
GPU_Renderer* renderer,
int location,
int num_elements,
float* value);
238 void (SDLCALL *SetAttributeiv)(
GPU_Renderer* renderer,
int location,
int num_elements,
int* value);
241 void (SDLCALL *SetAttributeuiv)(
GPU_Renderer* renderer,
int location,
int num_elements,
unsigned int* value);
259 void (SDLCALL *Line)(
GPU_Renderer* renderer, GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
SDL_Color color);
262 void (SDLCALL *Arc)(
GPU_Renderer* renderer, GPU_Target* target,
float x,
float y,
float radius,
float start_angle,
float end_angle,
SDL_Color color);
265 void (SDLCALL *ArcFilled)(
GPU_Renderer* renderer, GPU_Target* target,
float x,
float y,
float radius,
float start_angle,
float end_angle,
SDL_Color color);
271 void (SDLCALL *CircleFilled)(
GPU_Renderer* renderer, GPU_Target* target,
float x,
float y,
float radius,
SDL_Color color);
274 void (SDLCALL *Ellipse)(
GPU_Renderer* renderer, GPU_Target* target,
float x,
float y,
float rx,
float ry,
float degrees,
SDL_Color color);
277 void (SDLCALL *EllipseFilled)(
GPU_Renderer* renderer, GPU_Target* target,
float x,
float y,
float rx,
float ry,
float degrees,
SDL_Color color);
280 void (SDLCALL *Sector)(
GPU_Renderer* renderer, GPU_Target* target,
float x,
float y,
float inner_radius,
float outer_radius,
float start_angle,
float end_angle,
SDL_Color color);
283 void (SDLCALL *SectorFilled)(
GPU_Renderer* renderer, GPU_Target* target,
float x,
float y,
float inner_radius,
float outer_radius,
float start_angle,
float end_angle,
SDL_Color color);
286 void (SDLCALL *Tri)(
GPU_Renderer* renderer, GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3,
SDL_Color color);
289 void (SDLCALL *TriFilled)(
GPU_Renderer* renderer, GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
float x3,
float y3,
SDL_Color color);
292 void (SDLCALL *Rectangle)(
GPU_Renderer* renderer, GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
SDL_Color color);
295 void (SDLCALL *RectangleFilled)(
GPU_Renderer* renderer, GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
SDL_Color color);
298 void (SDLCALL *RectangleRound)(
GPU_Renderer* renderer, GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
float radius,
SDL_Color color);
301 void (SDLCALL *RectangleRoundFilled)(
GPU_Renderer* renderer, GPU_Target* target,
float x1,
float y1,
float x2,
float y2,
float radius,
SDL_Color color);
304 void (SDLCALL *Polygon)(
GPU_Renderer* renderer, GPU_Target* target,
unsigned int num_vertices,
float* vertices,
SDL_Color color);
307 void (SDLCALL *PolygonFilled)(
GPU_Renderer* renderer, GPU_Target* target,
unsigned int num_vertices,
float* vertices,
SDL_Color color);
Definition: SDL_gpu.h:119
GPU_Camera(SDLCALL *SetCamera)(GPU_Renderer *renderer
Definition: SDL_gpu.h:570
GPU_Image *SDLCALL * CopyImage(GPU_Renderer *renderer, GPU_Image *image)
Definition: SDL_gpu.h:300
int(SDLCALL *GetAttributeLocation)(GPU_Renderer *renderer
GPU_Target *SDLCALL * CreateTargetFromWindow(GPU_Renderer *renderer, Uint32 windowID, GPU_Target *target)
Definition: SDL_gpu_RendererImpl.h:16
GPU_FileFormatEnum
Definition: SDL_gpu.h:244
Uint32 GPU_BatchFlagEnum
Definition: SDL_gpu.h:477
Definition: SDL_gpu.h:313
SDL_Surface *SDLCALL * CopySurfaceFromTarget(GPU_Renderer *renderer, GPU_Target *target)
GPU_bool(SDLCALL *SetWindowResolution)(GPU_Renderer *renderer
GPU_WrapEnum
Definition: SDL_gpu.h:216
Definition: SDL_gpu.h:645
GPU_FilterEnum
Definition: SDL_gpu.h:193
SDL_Surface *SDLCALL * CopySurfaceFromImage(GPU_Renderer *renderer, GPU_Image *image)
const char *SDLCALL * GetShaderMessage(GPU_Renderer *renderer)
GPU_Image *SDLCALL * CopyImageFromSurface(GPU_Renderer *renderer, SDL_Surface *surface)
GPU_FormatEnum
Definition: SDL_gpu.h:226
GPU_Image *SDLCALL * CreateImage(GPU_Renderer *renderer, Uint16 w, Uint16 h, GPU_FormatEnum format)
void(SDLCALL *MakeCurrent)(GPU_Renderer *renderer
GPU_Rect(SDLCALL *SetClip)(GPU_Renderer *renderer
GPU_ShaderEnum
Definition: SDL_gpu.h:537
GPU_Target *SDLCALL * LoadTarget(GPU_Renderer *renderer, GPU_Image *image)
GPU_ShaderBlock(SDLCALL *LoadShaderBlock)(GPU_Renderer *renderer
Definition: SDL_gpu.h:398
Uint32(SDLCALL *CreateShaderProgram)(GPU_Renderer *renderer)
GPU_Image *SDLCALL * CopyImageFromTarget(GPU_Renderer *renderer, GPU_Target *target)
GPU_Target *SDLCALL * CreateAliasTarget(GPU_Renderer *renderer, GPU_Target *target)
GPU_Target *SDLCALL * Init(GPU_Renderer *renderer, GPU_RendererID renderer_request, Uint16 w, Uint16 h, GPU_WindowFlagEnum SDL_flags)
float(SDLCALL *SetLineThickness)(GPU_Renderer *renderer
Definition: SDL_gpu.h:263
GPU_Image *SDLCALL * CreateAliasImage(GPU_Renderer *renderer, GPU_Image *image)
GPU_Image *SDLCALL * CreateImageUsingTexture(GPU_Renderer *renderer, Uint32 handle, GPU_bool take_ownership)
SDL_Color(SDLCALL *GetPixel)(GPU_Renderer *renderer