X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=init.h;h=7cee8587758331566d1b5b7e57db20e6f25aa2ab;hp=a1e71dd54053b3f168f3c47267eba1512bd2096b;hb=7702ea7f05b7a3ffc625e054b14b784d0029f561;hpb=38fca90c6ffde05e3459c7021e823cef0b3b27ac diff --git a/init.h b/init.h index a1e71dd..7cee858 100644 --- a/init.h +++ b/init.h @@ -1,21 +1,47 @@ #ifndef _INIT_H #define _INIT_H +#include + +enum MovitDebugLevel { + MOVIT_DEBUG_OFF = 0, + MOVIT_DEBUG_ON = 1, +}; + // Initialize the library; in particular, will query the GPU for information // that is needed by various components. For instance, it verifies that // we have all the OpenGL extensions we need. -void init_movit(); +// +// The first parameter gives which directory to read .frag files from. +// This is a temporary hack until we add something more solid. +// +// The second parameter specifies whether debugging is on or off. +// If it is on, Movit will write intermediate graphs and the final +// generated shaders to the current directory. +// +// If you call init_movit() twice with different parameters, +// only the first will count. +void init_movit(const std::string& data_directory, MovitDebugLevel debug_level); // GPU features. These are not intended for end-user use. // Whether init_movit() has been called. extern bool movit_initialized; -// An estimate on the number of different levels the linear texture interpolation -// of the GPU can deliver. My Intel card seems to be limited to 2^6 levels here, -// while a modern nVidia card (GTX 550 Ti) seem to use 2^8. +// The current debug level. +extern MovitDebugLevel movit_debug_level; + +// An estimate on the smallest values the linear texture interpolation +// of the GPU can distinguish between, i.e., for a GPU with N-bit +// texture subpixel precision, this value will be 2^-N. +// +// From reading the little specs that exist and through practical tests, +// the broad picture seems to be that Intel cards have 6-bit precision, +// nVidia cards have 8-bit, and Radeon cards have 6-bit before R6xx +// (at least when not using trilinear sampling), but can reach +// 8-bit precision on R6xx or newer in some (unspecified) cases. // -// We currently don't bother to test above 2^10. +// We currently don't bother to test for more than 1024 levels. extern float movit_texel_subpixel_precision; // Whether the GPU in use supports GL_EXT_texture_sRGB.