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/*
* PsychToolbox3/Source/Common/Screen/ScreenTypes.h
*
* PLATFORMS: All
*
* AUTHORS:
* Allen Ingling awi Allen.Ingling@nyu.edu
* Mario Kleiner mk mario.kleiner.de@gmail.com
*
* HISTORY:
* 09/06/02 awi wrote it.
* 11/26/02 awi turned PsychDepthType into an int from enum.
* 01/06/07 mk Change data type for Color type from int to double to accomodate all the HDR stuff and
* get rid of most color conversion routines, which were useless and a bad idea from day 1.
*
* DESCRIPTION:
*
* Platform-neutral Typedefs for the Screen Psychtoolbox project. This file should appear ahead of all
* other files on the Screen.h include list.
*
* This file should contain only platform-neutral typedefs. Platform specfic stuff all goes into
* files within PsychToolbox3/Source/PLATFORMNAME/Screen/. Currently those files are PsychSurfaceGlue.c
* and PsychSurfaceGlue.h
*
* TO DO:
*
* -The depth stuff is stupid. Fix it: break out the number of values and an array from that dumb structure and abolish the structure.
*
* -PsychColorModeType seems mostly useless, it contains no more information than the depth alone. If it is always the case that:
* 8-bits = indexed mode
* 16-bits = 5 bits of red , 5 bits of green 5 bits of blue.
* 24-bits = 8 bits of red, 8 bits of green, 8 bits of blue.
* 32-bits = 8 bits of red, 8 bits of green, 8 bits of blue.
* Then we don't need the mode as a seperate and purely redundant representation. However, I think somewhere a DirectX structure defined an 8-bit direct mode,
* so we might want to consider verifying that before abolishing PsychColorModeType. Still, it might be better to have the depth and like PsychIsColorModeIndexed
* instead of PsychColorModeType and depth, because the former is more orthagonal.
*/
//begin include once
#ifndef PSYCH_IS_INCLUDED_ScreenTypes
#define PSYCH_IS_INCLUDED_ScreenTypes
//constants
#define kPsychMaxPossiblePixelDepths 10
#define kPsychMaxPossibleDisplays 10
#define kPsychMaxPossibleCrtcs 10 // Maximum number of physical display scanout engines (crtc's) per screen.
#define kPsychMaxNumberWindowBuffers 2 // The maximum upper bound. Really it depends on display hardware and should be probed.
//includes
#include "Screen.h"
//project typedefs
typedef int PsychWindowIndexType;
typedef int PsychNumdexType; //"numdex" is screen NUMber or window inDEX.
typedef int PsychDepthArrayType[kPsychMaxPossiblePixelDepths];
typedef struct {
int numDepths;
PsychDepthArrayType depths;
} PsychDepthType;
typedef enum {
kPsychFrontBuffer,
kPsychBackBuffer,
} PsychWindowBufferType;
typedef enum {
kPsychNoWindow = 0,
kPsychAnyWindow = 1, // specify if we want to match to any window type.
kPsychSingleBufferOnscreen = 2,
kPsychDoubleBufferOnscreen = 3,
kPsychVideoMemoryOffscreen = 4,
kPsychSystemMemoryOffscreen = 5,
kPsychTexture = 6,
kPsychProxyWindow = 7
} PsychWindowType; //naming conventions dictate "PsychWindowTypeType" but thats silly.
typedef enum {
kPsychMonoscopic = 0, // Monoscopic display aka non-stereo. This is the default setting.
kPsychOpenGLStereo = 1, // Stereo display via built-in native OpenGL stereo facilities.
kPsychCompressedTLBRStereo = 2, // Vertical compression stereo with assingment top=left-eye, bottom=right-eye.
kPsychCompressedTRBLStereo = 3, // Vertical compression stereo with assingment top=right-eye, bottom=left-eye.
kPsychFreeFusionStereo = 4, // Stereo via free fusion of left and right view on a horizontally split screen.
kPsychFreeCrossFusionStereo = 5, // Stereo via free cross-fusion of left and right view on a horizontally split screen.
kPsychAnaglyphRGStereo = 6, // Stereo via color filter glasses (Anaglyph principle): Red-Green
kPsychAnaglyphGRStereo = 7, // Stereo via color filter glasses (Anaglyph principle): Green-Red
kPsychAnaglyphRBStereo = 8, // Stereo via color filter glasses (Anaglyph principle): Red-Blue
kPsychAnaglyphBRStereo = 9, // Stereo via color filter glasses (Anaglyph principle): Blue-Red
kPsychDualWindowStereo = 10, // Stereo for dual-display setups, where each view is rendered into its own onscreen window. (Imaging pipe only!)
kPsychFrameSequentialStereo = 11, // Stereo for frame-sequential display, but using PTB's own implementation instead of native OpenGL mode.
kPsychDualStreamStereo = 12 // Stereo mode which needs two separate streams but is not used for frame-sequential stereo, native OpenGL or our own.
} PsychStereoDisplayType;
typedef enum {
kPsychVRROff = 0, // VRR disabled.
kPsychVRRAuto = 1, // VRR mode to be auto-selected from one of the modes below this line:
kPsychVRRSimple = 2, // VRR simple scheduling - Standard flip scheduling with call to swapbuffer.
kPsychVRROwnScheduled = 3 // VRR scheduling via our own custom scheduler, running on the flipper-thread.
} PsychVRRModeType;
typedef enum {
kPsychVRRStyleNone = 0 // No style hint given. Make as little assumptions about timing characteristics as possible. Try "one size fits all".
} PsychVRRStyleType;
typedef enum {
kPsychUnknownColor = 0,
kPsychRGBColor, // means PsychRGBColorType
kPsychRGBAColor, // means RGBColorType with alpha channel
kPsychIndexColor // means PsychIndexColorType
} PsychColorModeType;
typedef struct {
double r;
double g;
double b;
double a;
} PsychRGBAColorType;
typedef struct {
double r;
double g;
double b;
} PsychRGBColorType;
typedef struct {
double i; //color index
} PsychIndexColorType;
typedef struct {
PsychColorModeType mode;
union {
PsychRGBAColorType rgba;
PsychRGBColorType rgb;
PsychIndexColorType index;
} value;
} PsychColorType;
typedef struct {
int screenNumber;
PsychRectType rect;
PsychDepthType depth;
PsychColorModeType mode;
int nominalFrameRate;
} PsychScreenSettingsType;
typedef struct {
int foo;
//put more screen info here.
//this is
} PsychScreenRecordType;
//indices into 3D or 4D matrix array returned by GetImage
#define kPsychRedPlane 0
#define kPsychGreenPlane 1
#define kPsychBluePlane 2
#define kPsychAlphaPlane 3
#define kPsychIndexPlane 0
// Constants that can be ored together for the "ConserveVRAM"
// Screen Preference setting:
// Do not use AUX buffers, disable associated features.
#define kPsychDisableAUXBuffers 1
// In macOS CGL fullscreen mode, do not switch to detected "optimal mode", but try an
// unscaled (by the compositor) mode with proper depth and width x height x refresh that
// matches the current mode, ie. stay as close to current mode as possible:
#define kPsychDontSwitchToOptimalVidMode 2
// Do not use wglChoosePixelformat - extension on M$-Windows:
#define kPsychOverrideWglChoosePixelformat 4
// Do not use separate GL contexts for PTB vs. MOGL on f%%%% M$-Windows and its broken drivers:
#define kPsychDisableContextIsolation 8
// Do not attach stencil buffer attachments to framebuffer objects in order to work around broken drivers:
#define kPsychDontAttachStencilToFBO 16
// Do not share heavyweight ressources like shaders, VBO's, FBO's, display lists, textures etc. between
// OpenGL contexts:
#define kPsychDontShareContextRessources 32
// Request explicit use of a software implemented renderer instead of the GPU. This may or may not
// be supported on a specific platform and is silently ignored if unsupported. On MacOS/X, this
// selects the Apple software floating point renderer -- Allows float rendering on non-capable hardware,
// e.g., for testing etc.
#define kPsychUseSoftwareRenderer 64
// Request that Windows PTB calls SetForegroundWindow() and SetFocus() on new onscreen windows.
// This makes them stay more reliably in foreground on especially f%%#$@ Windows systems, but
// interferes with the Jave GetChar implementation, so its only enabled optionally:
#define kPsychEnforceForegroundWindow 128
// Possible workaround for NVidia driver bug: Skip a few commands inside creation code for
// usermode OpenGL contexts -- The skipped commands are non-essential...
#define kPsychUseWindowsContextSharingWorkaround1 256
// Hint to PTB that any calls should be avoided that can cause a CPU-GPU synchronization, e.g.,
// error checking and handling calls. This is a hint: May be overriden at high debug levels etc.
#define kPsychAvoidCPUGPUSync 512
// Tell PTB to use the opposite texture format of what its auto-detection thinks is optimal:
#define kPsychTextureUploadFormatOverride 1024
// Tell PTB to avoid EXT_framebuffer_blit if possible, e.g., in SCREENCopyWindow():
#define kPsychAvoidFramebufferBlitIfPossible 2048
// On MS-Windows, always unconditionally enable the work-around for broken beamposition
// queries, regardless if the automatic test detects problems or not:
#define kPsychUseBeampositionQueryWorkaround 4096
// On OS/X, enforce use of Cocoa/NSOpenGL API for GL context setup insted of CGL API, even
// if the requested window is a fullscreen window:
#define kPsychUseAGLForFullscreenWindows 8192
// On OS/X enforce use of regular Quartz composited windows for fullscreen
// displays via Cocoa, instead of Cocoa or CGL fullscreen contexts. On Windows Vista
// and later it will also enforce use of the DWM. A future version may enforce
// use of Compiz on Linux as well:
#define kPsychUseAGLCompositorForFullscreenWindows 16384
// Wait for onset of VBL before emitting a PsychOSFlipWindowBuffers() request, by
// use of beamposition queries and busy-spin-waiting. This to work-around broken
// support of sync-to-vbl on some operating systems (e.g., Leopard + NVidia) under
// certain conditions.
#define kPsychBusyWaitForVBLBeforeBufferSwapRequest 32768
// Don't use native beamposition query mechanism but either our own
// homegrown solution, or no beampos query at all:
#define kPsychDontUseNativeBeamposQuery 65536
// Disable the Aero DWM desktop composition manager on Windows Vista and later:
#define kPsychDisableAeroDWM 131072
// Disable SetForegroundWindow() and SetFocus() calls on Windows for onscreen windows:
#define kPsychPreventForegroundWindow 262144
// Override default setting for OpenML swap scheduling: Disable OpenML scheduling.
#define kPsychDisableOpenMLScheduling 524288
// Apply our "bypass gamma LUT's in 10 bit framebuffer mode" hack also on FireGL/FirePro: 2^20
#define kPsychBypassLUTFor10BitFramebuffer 1048576
// Apply 10 bit framebuffer mode hack, regardless what automatic detection says: 2^21
#define kPsychEnforce10BitFramebufferHack 2097152
// Do not return OS provided nominal framerate, but zero instead, to override defective OS queries: 2^22
#define kPsychIgnoreNominalFramerate 4194304
// Do not use new-style asynchronous flips with dedicated OpenGL swapbuffer context per flipper thread:
#define kPsychUseOldStyleAsyncFlips (1 << 23)
// Do not auto-enable fast offscreen window support or full imaging pipeline for stereo modes
// by default on GPU's which support it:
#define kPsychDontAutoEnableImagingPipeline (1 << 24)
// Use old-style setup of the override_redirect flag for Linux X11 windows, as it was done until end of 2012?
#define kPsychOldStyleOverrideRedirect (1 << 25)
// Force use of native beamposition query mechanism instead
// of our own homegrown solution, or no beampos query at all:
#define kPsychForceUseNativeBeamposQuery (1 << 26)
// Force use of OpenML timestamp workaround for overriding kms-pageflip events:
// Not needed on any shipping OS release atm., but left here in case it is ever
// needed.
#define kPsychForceOpenMLTSWorkaround (1 << 27)
// Force setting of the kPsychAssumeVCColorsGood flag for graphics capabilities, ie.,
// assume the gpu can process/interpolate vertex colors at full 32bpc float precision.
#define kPsychAssumeGfxCapVCGood (1 << 28)
// Skip wait until scanout out-of-vblank before issuing swaprequest:
#define kPsychSkipOutOfVblankWait (1 << 29)
//function protoptypes
//Accessors for PsychDepthType
void PsychInitDepthStruct(PsychDepthType *depth);
int PsychGetNumDepthsFromStruct(PsychDepthType *depth);
int PsychGetValueFromDepthStruct(int index, PsychDepthType *depth);
void PsychAddValueToDepthStruct(int value, PsychDepthType *depth);
psych_bool PsychIsMemberDepthStruct(PsychDepthType *depth, PsychDepthType *depthSet);
void PsychCopyDepthStruct(PsychDepthType *toDepth, PsychDepthType *fromDepth);
// Useless function, always returns RGBA mode, the only one we support.
PsychColorModeType PsychGetColorModeFromDepthStruct(PsychDepthType *depth);
// Accessors for PsychColorType:
// Convert some color into our PsychColorType: This only used internally to set default
// colors, usually white or black: Careful! It only accepts double values and screws with
// anything else, due to some macro preprocessor magic inside:
void PsychLoadColorStruct(PsychColorType *color, PsychColorModeType mode, ...);
// Convert from whatever color representation "color" is to RGBA color spec, the only
// spec we use for internal color handling:
void PsychCoerceColorMode(PsychColorType *color);
//end include once
#endif
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