Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// TOGL CODE LICENSE
//
// Copyright 2011-2014 Valve Corporation
// All Rights Reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// glbase.h
//
//===============================================================================
#ifndef GLBASE_H
#define GLBASE_H
#ifdef DX_TO_GL_ABSTRACTION
#undef HAVE_GL_ARB_SYNC
#ifndef OSX
#define HAVE_GL_ARB_SYNC 1
#endif
#ifdef USE_SDL
#include "SDL_opengl.h"
#endif
#ifdef OSX
#include <OpenGL/CGLCurrent.h>
#include <ApplicationServices/ApplicationServices.h>
#endif
#ifdef DX_TO_GL_ABSTRACTION
#ifndef WIN32
#define Debugger DebuggerBreak
#endif
#undef CurrentTime
#if defined( USE_SDL )
#include "SDL.h"
#endif
#endif
//===============================================================================
// glue to call out to Obj-C land (these are in glmgrcocoa.mm)
#ifdef OSX
typedef void _PseudoNSGLContext; // aka NSOpenGLContext
typedef _PseudoNSGLContext *PseudoNSGLContextPtr;
CGLContextObj GetCGLContextFromNSGL( PseudoNSGLContextPtr nsglCtx );
#endif
// Set TOGL_SUPPORT_NULL_DEVICE to 1 to support the NULL ref device
#define TOGL_SUPPORT_NULL_DEVICE 0
#if TOGL_SUPPORT_NULL_DEVICE
#define TOGL_NULL_DEVICE_CHECK if( m_params.m_deviceType == D3DDEVTYPE_NULLREF ) return S_OK;
#define TOGL_NULL_DEVICE_CHECK_RET_VOID if( m_params.m_deviceType == D3DDEVTYPE_NULLREF ) return;
#else
#define TOGL_NULL_DEVICE_CHECK
#define TOGL_NULL_DEVICE_CHECK_RET_VOID
#endif
// GL_ENABLE_INDEX_VERIFICATION enables index range verification on all dynamic IB/VB's (obviously slow)
#define GL_ENABLE_INDEX_VERIFICATION 0
// GL_ENABLE_UNLOCK_BUFFER_OVERWRITE_DETECTION (currently win32 only) - If 1, VirtualAlloc/VirtualProtect is used to detect cases where the app locks a buffer, copies the ptr away, unlocks, then tries to later write to the buffer.
#define GL_ENABLE_UNLOCK_BUFFER_OVERWRITE_DETECTION 0
#define GL_BATCH_TELEMETRY_ZONES 0
// GL_BATCH_PERF_ANALYSIS - Enables gl_batch_vis, and various per-batch telemetry statistics messages.
#define GL_BATCH_PERF_ANALYSIS 0
#define GL_BATCH_PERF_ANALYSIS_WRITE_PNGS 0
// GL_TELEMETRY_ZONES - Causes every single OpenGL call to generate a telemetry event
#define GL_TELEMETRY_ZONES 0
// GL_DUMP_ALL_API_CALLS - Causes a debug message to be printed for every API call if s_bDumpCalls bool is set to 1
#define GL_DUMP_ALL_API_CALLS 0
// Must also enable PIX_ENABLE to use GL_TELEMETRY_GPU_ZONES.
#define GL_TELEMETRY_GPU_ZONES 0
// Records global # of OpenGL calls/total cycles spent inside GL
#define GL_TRACK_API_TIME GL_BATCH_PERF_ANALYSIS
#define GL_USE_EXECUTE_HELPER_FOR_ALL_API_CALLS ( GL_TELEMETRY_ZONES || GL_TRACK_API_TIME || GL_DUMP_ALL_API_CALLS )
#if GL_BATCH_PERF_ANALYSIS
#define GL_BATCH_PERF(...) __VA_ARGS__
#else
#define GL_BATCH_PERF(...)
#endif
#define kGLMUserClipPlanes 2
#define kGLMScratchFBOCount 4
#endif // DX_TO_GL_ABSTRACTION
#endif // GLBASE_H