/usr/include/movit/init.h is in libmovit-dev 1.1.2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 | #ifndef _MOVIT_INIT_H
#define _MOVIT_INIT_H
#include "defs.h"
#include <string>
namespace movit {
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. Returns true if initialization
// succeeded.
//
// 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, and the second will always return true.
bool init_movit(const std::string& data_directory, MovitDebugLevel debug_level) MUST_CHECK_RESULT;
// GPU features. These are not intended for end-user use.
// Whether init_movit() has been called.
extern bool movit_initialized;
// 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 for more than 1024 levels.
extern float movit_texel_subpixel_precision;
// Some GPUs use very inaccurate fixed-function circuits for rounding
// floating-point values to 8-bit outputs, leading to absurdities like
// the roundoff point between 128 and 129 being 128.62 instead of 128.6.
// We test, for every integer, x+0.48 and x+0.52 and check that they
// round the right way (giving some leeway, but not a lot); the number
// of errors are stored here.
//
// If this value is above 0, the extension GL_EXT_gpu_shader4 is available
// (giving round()) and you have enabled dithering, we will round off
// explicitly at the very end of the shader.
//
// Note: I don't know of any cards that round off wrong (well, outside
// our tolerance) and do not have this extension.
extern int movit_num_wrongly_rounded;
extern bool movit_shader_rounding_supported;
// Whether the GPU in use supports GL_EXT_texture_sRGB.
extern bool movit_srgb_textures_supported;
// What shader model we are compiling for. This only affects the choice
// of a few files (like header.frag); most of the shaders are the same.
enum MovitShaderModel {
MOVIT_GLSL_110,
MOVIT_GLSL_130,
MOVIT_ESSL_300
};
extern MovitShaderModel movit_shader_model;
} // namespace movit
#endif // !defined(_MOVIT_INIT_H)
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