Kodi Development  20.0
for Binary and Script based Add-Ons

Detailed Description

Hardware framebuffer stream data

Typedefs

typedef void(* game_proc_address_t) (void)
 Hardware framebuffer process function address More...
 

Class Documentation

◆ game_stream_hw_framebuffer_buffer

struct game_stream_hw_framebuffer_buffer

Hardware framebuffer buffer

Class Members
uintptr_t framebuffer

◆ game_stream_hw_framebuffer_packet

struct game_stream_hw_framebuffer_packet

Hardware framebuffer packet

Class Members
uintptr_t framebuffer

◆ game_stream_hw_framebuffer_properties

struct game_stream_hw_framebuffer_properties

Hardware framebuffer properties

Class Members
GAME_HW_CONTEXT_TYPE context_type The API to use.
bool depth Set if render buffers should have depth component attached.
Todo:
: Obsolete
bool stencil Set 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.

Todo:
: Obsolete.
bool bottom_left_origin Use conventional bottom-left origin convention.

If false, standard top-left origin semantics are used.

Todo:
: Move to GL specific interface
unsigned int version_major Major version number for core GL context or GLES 3.1+.
unsigned int version_minor Minor version number for core GL context or GLES 3.1+.
bool cache_context If this is true, the frontend will go very far to avoid resetting context in scenarios like toggling fullscreen, etc.
Todo:
: Obsolete? Maybe frontend should just always assume this...

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.

Typedef Documentation

◆ game_proc_address_t

typedef void(* game_proc_address_t) (void)

Hardware framebuffer process function address

Enumeration Type Documentation

◆ GAME_HW_CONTEXT_TYPE

Hardware framebuffer type

Enumerator
GAME_HW_CONTEXT_NONE 

None context.

GAME_HW_CONTEXT_OPENGL 

OpenGL 2.x. Driver can choose to use latest compatibility context.

GAME_HW_CONTEXT_OPENGLES2 

OpenGL ES 2.0.

GAME_HW_CONTEXT_OPENGL_CORE 

Modern desktop core GL context. Use major/minor fields to set GL version.

GAME_HW_CONTEXT_OPENGLES3 

OpenGL ES 3.0.

GAME_HW_CONTEXT_OPENGLES_VERSION 

OpenGL ES 3.1+. Set major/minor fields.

GAME_HW_CONTEXT_VULKAN 

Vulkan.