Refresh/include/Refresh.h

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/* Refresh - a cross-platform hardware-accelerated graphics library with modern capabilities
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*
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* Copyright (c) 2020-2024 Evan Hemsley
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*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
#ifndef REFRESH_H
#define REFRESH_H
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#include "SDL.h"
#include <SDL_stdinc.h>
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#ifdef _WIN32
#define REFRESHAPI __declspec(dllexport)
#define REFRESHCALL __cdecl
#else
#define REFRESHAPI
#define REFRESHCALL
#endif
/* -Wpedantic nameless union/struct silencing */
#ifndef REFRESHNAMELESS
#ifdef __GNUC__
#define REFRESHNAMELESS __extension__
#else
#define REFRESHNAMELESS
#endif /* __GNUC__ */
#endif /* REFRESHNAMELESS */
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* Type Declarations */
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typedef struct Refresh_Device Refresh_Device;
typedef struct Refresh_Buffer Refresh_Buffer;
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typedef struct Refresh_TransferBuffer Refresh_TransferBuffer;
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typedef struct Refresh_Texture Refresh_Texture;
typedef struct Refresh_Sampler Refresh_Sampler;
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typedef struct Refresh_Shader Refresh_Shader;
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typedef struct Refresh_ComputePipeline Refresh_ComputePipeline;
typedef struct Refresh_GraphicsPipeline Refresh_GraphicsPipeline;
typedef struct Refresh_CommandBuffer Refresh_CommandBuffer;
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typedef struct Refresh_RenderPass Refresh_RenderPass;
typedef struct Refresh_ComputePass Refresh_ComputePass;
typedef struct Refresh_CopyPass Refresh_CopyPass;
typedef struct Refresh_Fence Refresh_Fence;
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typedef struct Refresh_OcclusionQuery Refresh_OcclusionQuery;
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typedef enum Refresh_PrimitiveType
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{
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REFRESH_PRIMITIVETYPE_POINTLIST,
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REFRESH_PRIMITIVETYPE_LINELIST,
REFRESH_PRIMITIVETYPE_LINESTRIP,
REFRESH_PRIMITIVETYPE_TRIANGLELIST,
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REFRESH_PRIMITIVETYPE_TRIANGLESTRIP
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} Refresh_PrimitiveType;
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typedef enum Refresh_LoadOp
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{
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REFRESH_LOADOP_LOAD,
REFRESH_LOADOP_CLEAR,
REFRESH_LOADOP_DONT_CARE
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} Refresh_LoadOp;
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typedef enum Refresh_StoreOp
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{
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REFRESH_STOREOP_STORE,
REFRESH_STOREOP_DONT_CARE
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} Refresh_StoreOp;
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typedef enum Refresh_IndexElementSize
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{
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REFRESH_INDEXELEMENTSIZE_16BIT,
REFRESH_INDEXELEMENTSIZE_32BIT
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} Refresh_IndexElementSize;
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typedef enum Refresh_TextureFormat
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{
/* Unsigned Normalized Float Color Formats */
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REFRESH_TEXTUREFORMAT_R8G8B8A8,
REFRESH_TEXTUREFORMAT_B8G8R8A8,
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REFRESH_TEXTUREFORMAT_R5G6B5,
REFRESH_TEXTUREFORMAT_A1R5G5B5,
REFRESH_TEXTUREFORMAT_B4G4R4A4,
REFRESH_TEXTUREFORMAT_A2R10G10B10,
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REFRESH_TEXTUREFORMAT_A2B10G10R10,
REFRESH_TEXTUREFORMAT_R16G16,
REFRESH_TEXTUREFORMAT_R16G16B16A16,
REFRESH_TEXTUREFORMAT_R8,
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REFRESH_TEXTUREFORMAT_A8,
/* Compressed Unsigned Normalized Float Color Formats */
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REFRESH_TEXTUREFORMAT_BC1,
REFRESH_TEXTUREFORMAT_BC2,
REFRESH_TEXTUREFORMAT_BC3,
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REFRESH_TEXTUREFORMAT_BC7,
/* Signed Normalized Float Color Formats */
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REFRESH_TEXTUREFORMAT_R8G8_SNORM,
REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM,
/* Signed Float Color Formats */
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REFRESH_TEXTUREFORMAT_R16_SFLOAT,
REFRESH_TEXTUREFORMAT_R16G16_SFLOAT,
REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT,
REFRESH_TEXTUREFORMAT_R32_SFLOAT,
REFRESH_TEXTUREFORMAT_R32G32_SFLOAT,
REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT,
/* Unsigned Integer Color Formats */
REFRESH_TEXTUREFORMAT_R8_UINT,
REFRESH_TEXTUREFORMAT_R8G8_UINT,
REFRESH_TEXTUREFORMAT_R8G8B8A8_UINT,
REFRESH_TEXTUREFORMAT_R16_UINT,
REFRESH_TEXTUREFORMAT_R16G16_UINT,
REFRESH_TEXTUREFORMAT_R16G16B16A16_UINT,
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/* SRGB Color Formats */
REFRESH_TEXTUREFORMAT_R8G8B8A8_SRGB,
REFRESH_TEXTUREFORMAT_B8G8R8A8_SRGB,
/* Compressed SRGB Color Formats */
REFRESH_TEXTUREFORMAT_BC3_SRGB,
REFRESH_TEXTUREFORMAT_BC7_SRGB,
/* Depth Formats */
REFRESH_TEXTUREFORMAT_D16_UNORM,
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REFRESH_TEXTUREFORMAT_D24_UNORM,
REFRESH_TEXTUREFORMAT_D32_SFLOAT,
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REFRESH_TEXTUREFORMAT_D24_UNORM_S8_UINT,
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REFRESH_TEXTUREFORMAT_D32_SFLOAT_S8_UINT
} Refresh_TextureFormat;
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typedef enum Refresh_TextureUsageFlagBits
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{
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REFRESH_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002,
REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT = 0x00000004,
REFRESH_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
REFRESH_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
REFRESH_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
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} Refresh_TextureUsageFlagBits;
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typedef Uint32 Refresh_TextureUsageFlags;
typedef enum Refresh_TextureType
{
REFRESH_TEXTURETYPE_2D,
REFRESH_TEXTURETYPE_3D,
REFRESH_TEXTURETYPE_CUBE,
} Refresh_TextureType;
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typedef enum Refresh_SampleCount
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{
REFRESH_SAMPLECOUNT_1,
REFRESH_SAMPLECOUNT_2,
REFRESH_SAMPLECOUNT_4,
Miscellaneous API changes + more MSAA fixes (#26) **Breaking API Changes** * Removed `REFRESH_SAMPLECOUNT_16/32/64`, since hardware support for these sample counts is generally poor (and completely non-existent with MoltenVK and certain consoles). * Removed unused `sampleCount` parameter from `Refresh_TextureCreateInfo`. * Removed `sampleCount` parameter from `Refresh_ColorAttachmentDescription`. The existence of this parameter meant you had to sync up three different sample count values (render pass, pipeline, and color attachment description) whenever you wanted to use multisampling. However, Vulkan requires that all color attachments in a given pipeline _must_ match the pipeline's sample count anyway, so we can assume all color attachments will use the pipeline's sample count. * Removed the `renderArea` parameter from `Refresh_BeginRenderPass()` since it didn't serve much practical purpose and slightly complicated things on the MoonWorks managed side. **Behavior Changes** * When creating a render pass or graphics pipeline, the requested multisample count will be converted into a sample count that's actually supported by the GPU. For example, if you request 8x MSAA on a device that only supports up to 4x MSAA, it will silently fall back to 4x MSAA. * All color attachments are now forced to have an internal store op of `STORE`, even if `REFRESH_STORE_OP_DONTCARE` is specified. The one exception is internal multisample textures -- if `DONTCARE` is used, those textures will be discarded to save on bandwidth. (Their resolve textures will still be stored.) * The RenderPass hashing logic was updated so that it would still work correctly with the removal of `Refresh_ColorAttachmentDescription.sampleCount`. **Bug Fixes** * Fixed bugs where multisampling logic wasn't kicking in for certain sample counts due to incorrect enum comparisons. Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Reviewed-on: https://gitea.moonside.games/MoonsideGames/Refresh/pulls/26 Co-authored-by: TheSpydog <thespydog@noreply.example.org> Co-committed-by: TheSpydog <thespydog@noreply.example.org>
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REFRESH_SAMPLECOUNT_8
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} Refresh_SampleCount;
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typedef enum Refresh_CubeMapFace
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{
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REFRESH_CUBEMAPFACE_POSITIVEX,
REFRESH_CUBEMAPFACE_NEGATIVEX,
REFRESH_CUBEMAPFACE_POSITIVEY,
REFRESH_CUBEMAPFACE_NEGATIVEY,
REFRESH_CUBEMAPFACE_POSITIVEZ,
REFRESH_CUBEMAPFACE_NEGATIVEZ
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} Refresh_CubeMapFace;
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typedef enum Refresh_BufferUsageFlagBits
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{
REFRESH_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
REFRESH_BUFFERUSAGE_INDEX_BIT = 0x00000002,
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REFRESH_BUFFERUSAGE_INDIRECT_BIT = 0x00000004,
REFRESH_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT = 0x00000008,
REFRESH_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT = 0x00000020,
REFRESH_BUFFERUSAGE_COMPUTE_STORAGE_WRITE_BIT = 0x00000040
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} Refresh_BufferUsageFlagBits;
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typedef Uint32 Refresh_BufferUsageFlags;
typedef enum Refresh_TransferBufferMapFlagBits
{
REFRESH_TRANSFER_MAP_READ = 0x00000001,
REFRESH_TRANSFER_MAP_WRITE = 0x00000002
} Refresh_TransferBufferMapFlagBits;
typedef Uint32 Refresh_TransferBufferMapFlags;
typedef enum Refresh_ShaderStage
{
REFRESH_SHADERSTAGE_VERTEX,
REFRESH_SHADERSTAGE_FRAGMENT,
REFRESH_SHADERSTAGE_COMPUTE
} Refresh_ShaderStage;
typedef enum Refresh_ShaderFormat
{
REFRESH_SHADERFORMAT_INVALID,
REFRESH_SHADERFORMAT_SPIRV, /* Vulkan */
REFRESH_SHADERFORMAT_DXBC, /* D3D11, D3D12 */
REFRESH_SHADERFORMAT_DXIL, /* D3D12 */
REFRESH_SHADERFORMAT_MSL, /* Metal */
REFRESH_SHADERFORMAT_METALLIB, /* Metal */
REFRESH_SHADERFORMAT_SECRET /* NDA'd platforms */
} Refresh_ShaderFormat;
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typedef enum Refresh_VertexElementFormat
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{
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REFRESH_VERTEXELEMENTFORMAT_UINT,
REFRESH_VERTEXELEMENTFORMAT_FLOAT,
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REFRESH_VERTEXELEMENTFORMAT_VECTOR2,
REFRESH_VERTEXELEMENTFORMAT_VECTOR3,
REFRESH_VERTEXELEMENTFORMAT_VECTOR4,
REFRESH_VERTEXELEMENTFORMAT_COLOR,
REFRESH_VERTEXELEMENTFORMAT_BYTE4,
REFRESH_VERTEXELEMENTFORMAT_SHORT2,
REFRESH_VERTEXELEMENTFORMAT_SHORT4,
REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT2,
REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT4,
REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR2,
REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR4
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} Refresh_VertexElementFormat;
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typedef enum Refresh_VertexInputRate
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{
REFRESH_VERTEXINPUTRATE_VERTEX = 0,
REFRESH_VERTEXINPUTRATE_INSTANCE = 1
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} Refresh_VertexInputRate;
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typedef enum Refresh_FillMode
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{
REFRESH_FILLMODE_FILL,
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REFRESH_FILLMODE_LINE
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} Refresh_FillMode;
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typedef enum Refresh_CullMode
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{
REFRESH_CULLMODE_NONE,
REFRESH_CULLMODE_FRONT,
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REFRESH_CULLMODE_BACK
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} Refresh_CullMode;
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typedef enum Refresh_FrontFace
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{
REFRESH_FRONTFACE_COUNTER_CLOCKWISE,
REFRESH_FRONTFACE_CLOCKWISE
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} Refresh_FrontFace;
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typedef enum Refresh_CompareOp
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{
REFRESH_COMPAREOP_NEVER,
REFRESH_COMPAREOP_LESS,
REFRESH_COMPAREOP_EQUAL,
REFRESH_COMPAREOP_LESS_OR_EQUAL,
REFRESH_COMPAREOP_GREATER,
REFRESH_COMPAREOP_NOT_EQUAL,
REFRESH_COMPAREOP_GREATER_OR_EQUAL,
REFRESH_COMPAREOP_ALWAYS
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} Refresh_CompareOp;
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typedef enum Refresh_StencilOp
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{
REFRESH_STENCILOP_KEEP,
REFRESH_STENCILOP_ZERO,
REFRESH_STENCILOP_REPLACE,
REFRESH_STENCILOP_INCREMENT_AND_CLAMP,
REFRESH_STENCILOP_DECREMENT_AND_CLAMP,
REFRESH_STENCILOP_INVERT,
REFRESH_STENCILOP_INCREMENT_AND_WRAP,
REFRESH_STENCILOP_DECREMENT_AND_WRAP
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} Refresh_StencilOp;
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typedef enum Refresh_BlendOp
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{
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REFRESH_BLENDOP_ADD,
REFRESH_BLENDOP_SUBTRACT,
REFRESH_BLENDOP_REVERSE_SUBTRACT,
REFRESH_BLENDOP_MIN,
REFRESH_BLENDOP_MAX
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} Refresh_BlendOp;
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typedef enum Refresh_BlendFactor
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{
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REFRESH_BLENDFACTOR_ZERO,
REFRESH_BLENDFACTOR_ONE,
REFRESH_BLENDFACTOR_SRC_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
REFRESH_BLENDFACTOR_DST_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_COLOR,
REFRESH_BLENDFACTOR_SRC_ALPHA,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
REFRESH_BLENDFACTOR_DST_ALPHA,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_ALPHA,
REFRESH_BLENDFACTOR_CONSTANT_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR,
REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE
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} Refresh_BlendFactor;
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typedef enum Refresh_ColorComponentFlagBits
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{
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REFRESH_COLORCOMPONENT_R_BIT = 0x00000001,
REFRESH_COLORCOMPONENT_G_BIT = 0x00000002,
REFRESH_COLORCOMPONENT_B_BIT = 0x00000004,
REFRESH_COLORCOMPONENT_A_BIT = 0x00000008
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} Refresh_ColorComponentFlagBits;
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typedef Uint32 Refresh_ColorComponentFlags;
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typedef enum Refresh_Filter
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{
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REFRESH_FILTER_NEAREST,
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REFRESH_FILTER_LINEAR
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} Refresh_Filter;
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typedef enum Refresh_SamplerMipmapMode
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{
REFRESH_SAMPLERMIPMAPMODE_NEAREST,
REFRESH_SAMPLERMIPMAPMODE_LINEAR
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} Refresh_SamplerMipmapMode;
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typedef enum Refresh_SamplerAddressMode
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{
REFRESH_SAMPLERADDRESSMODE_REPEAT,
REFRESH_SAMPLERADDRESSMODE_MIRRORED_REPEAT,
REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_BORDER
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} Refresh_SamplerAddressMode;
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/* FIXME: we should probably make a library-level decision about color types */
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typedef enum Refresh_BorderColor
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{
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REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK,
REFRESH_BORDERCOLOR_INT_TRANSPARENT_BLACK,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_BLACK,
REFRESH_BORDERCOLOR_INT_OPAQUE_BLACK,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_WHITE,
REFRESH_BORDERCOLOR_INT_OPAQUE_WHITE
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} Refresh_BorderColor;
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typedef enum Refresh_TransferUsage
{
REFRESH_TRANSFERUSAGE_BUFFER,
REFRESH_TRANSFERUSAGE_TEXTURE
} Refresh_TransferUsage;
/*
* VSYNC:
* Waits for vblank before presenting.
* If there is a pending image to present, the new image is enqueued for presentation.
* Disallows tearing at the cost of visual latency.
* When using this present mode, AcquireSwapchainTexture will block if too many frames are in flight.
* IMMEDIATE:
* Immediately presents.
* Lowest latency option, but tearing may occur.
* When using this mode, AcquireSwapchainTexture will return NULL if too many frames are in flight.
* MAILBOX:
* Waits for vblank before presenting. No tearing is possible.
* If there is a pending image to present, the pending image is replaced by the new image.
* Similar to VSYNC, but with reduced visual latency.
* When using this mode, AcquireSwapchainTexture will return NULL if too many frames are in flight.
*/
typedef enum Refresh_PresentMode
{
REFRESH_PRESENTMODE_VSYNC,
REFRESH_PRESENTMODE_IMMEDIATE,
REFRESH_PRESENTMODE_MAILBOX
} Refresh_PresentMode;
/*
* SDR:
* B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in nonlinear sRGB encoding. Blends raw pixel values.
* SDR_LINEAR:
* B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are in nonlinear sRGB encoding. Blends in linear space.
* HDR_EXTENDED_LINEAR:
* R16G16B16A16_SFLOAT swapchain. Pixel values are in extended linear encoding. Blends in linear space.
* HDR10_ST2048:
* A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in PQ ST2048 encoding. Blends raw pixel values. (TODO: verify this)
*/
typedef enum Refresh_SwapchainComposition
{
REFRESH_SWAPCHAINCOMPOSITION_SDR,
REFRESH_SWAPCHAINCOMPOSITION_SDR_LINEAR,
REFRESH_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR,
REFRESH_SWAPCHAINCOMPOSITION_HDR10_ST2048
} Refresh_SwapchainComposition;
typedef enum Refresh_BackendBits
{
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REFRESH_BACKEND_INVALID = 0,
REFRESH_BACKEND_VULKAN = 0x0000000000000001,
REFRESH_BACKEND_D3D11 = 0x0000000000000002,
REFRESH_BACKEND_METAL = 0x0000000000000004,
REFRESH_BACKEND_ALL = (REFRESH_BACKEND_VULKAN | REFRESH_BACKEND_D3D11 | REFRESH_BACKEND_METAL)
} Refresh_BackendBits;
typedef Uint64 Refresh_Backend;
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/* Structures */
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typedef struct Refresh_DepthStencilValue
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{
float depth;
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Uint32 stencil;
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} Refresh_DepthStencilValue;
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typedef struct Refresh_Rect
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{
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Sint32 x;
Sint32 y;
Sint32 w;
Sint32 h;
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} Refresh_Rect;
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typedef struct Refresh_Color
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{
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float r;
float g;
float b;
float a;
} Refresh_Color;
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typedef struct Refresh_Viewport
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{
float x;
float y;
float w;
float h;
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float minDepth;
float maxDepth;
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} Refresh_Viewport;
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typedef struct Refresh_TextureSlice
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{
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Refresh_Texture *texture;
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Uint32 mipLevel;
Uint32 layer;
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} Refresh_TextureSlice;
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typedef struct Refresh_TextureRegion
{
Refresh_TextureSlice textureSlice;
Uint32 x;
Uint32 y;
Uint32 z;
Uint32 w;
Uint32 h;
Uint32 d;
} Refresh_TextureRegion;
typedef struct Refresh_BufferImageCopy
{
Uint32 bufferOffset;
Uint32 bufferStride; /* number of pixels from one row to the next */
Uint32 bufferImageHeight; /* number of rows from one layer/depth-slice to the next */
} Refresh_BufferImageCopy;
typedef struct Refresh_BufferCopy
{
Uint32 srcOffset;
Uint32 dstOffset;
Uint32 size;
} Refresh_BufferCopy;
typedef struct Refresh_IndirectDrawCommand
{
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Uint32 vertexCount; /* number of vertices to draw */
Uint32 instanceCount; /* number of instances to draw */
Uint32 firstVertex; /* index of the first vertex to draw */
Uint32 firstInstance; /* ID of the first instance to draw */
} Refresh_IndirectDrawCommand;
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typedef struct Refresh_IndexedIndirectDrawCommand
{
Uint32 indexCount; /* number of vertices to draw */
Uint32 instanceCount; /* number of instances to draw */
Uint32 firstIndex; /* base index within the index buffer */
Uint32 vertexOffset; /* value added to vertex index before indexing into the vertex buffer */
Uint32 firstInstance; /* ID of the first instance to draw */
} Refresh_IndexedIndirectDrawCommand;
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/* State structures */
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typedef struct Refresh_SamplerCreateInfo
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{
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Refresh_Filter minFilter;
Refresh_Filter magFilter;
Refresh_SamplerMipmapMode mipmapMode;
Refresh_SamplerAddressMode addressModeU;
Refresh_SamplerAddressMode addressModeV;
Refresh_SamplerAddressMode addressModeW;
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float mipLodBias;
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SDL_bool anisotropyEnable;
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float maxAnisotropy;
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SDL_bool compareEnable;
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Refresh_CompareOp compareOp;
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float minLod;
float maxLod;
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Refresh_BorderColor borderColor;
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} Refresh_SamplerCreateInfo;
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typedef struct Refresh_VertexBinding
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{
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Uint32 binding;
Uint32 stride;
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Refresh_VertexInputRate inputRate;
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Uint32 stepRate;
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} Refresh_VertexBinding;
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typedef struct Refresh_VertexAttribute
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{
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Uint32 location;
Uint32 binding;
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Refresh_VertexElementFormat format;
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Uint32 offset;
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} Refresh_VertexAttribute;
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typedef struct Refresh_VertexInputState
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{
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const Refresh_VertexBinding *vertexBindings;
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Uint32 vertexBindingCount;
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const Refresh_VertexAttribute *vertexAttributes;
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Uint32 vertexAttributeCount;
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} Refresh_VertexInputState;
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typedef struct Refresh_StencilOpState
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{
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Refresh_StencilOp failOp;
Refresh_StencilOp passOp;
Refresh_StencilOp depthFailOp;
Refresh_CompareOp compareOp;
} Refresh_StencilOpState;
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typedef struct Refresh_ColorAttachmentBlendState
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{
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SDL_bool blendEnable;
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Refresh_BlendFactor srcColorBlendFactor;
Refresh_BlendFactor dstColorBlendFactor;
Refresh_BlendOp colorBlendOp;
Refresh_BlendFactor srcAlphaBlendFactor;
Refresh_BlendFactor dstAlphaBlendFactor;
Refresh_BlendOp alphaBlendOp;
Refresh_ColorComponentFlags colorWriteMask;
} Refresh_ColorAttachmentBlendState;
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typedef struct Refresh_ShaderCreateInfo
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{
size_t codeSize;
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const Uint8 *code;
const char* entryPointName;
Refresh_ShaderStage stage;
Refresh_ShaderFormat format;
} Refresh_ShaderCreateInfo;
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typedef struct Refresh_TextureCreateInfo
{
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Uint32 width;
Uint32 height;
Uint32 depth;
SDL_bool isCube;
Uint32 layerCount;
Uint32 levelCount;
Refresh_SampleCount sampleCount;
Refresh_TextureFormat format;
Refresh_TextureUsageFlags usageFlags;
} Refresh_TextureCreateInfo;
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/* Pipeline state structures */
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typedef struct Refresh_RasterizerState
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{
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Refresh_FillMode fillMode;
Refresh_CullMode cullMode;
Refresh_FrontFace frontFace;
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SDL_bool depthBiasEnable;
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float depthBiasConstantFactor;
float depthBiasClamp;
float depthBiasSlopeFactor;
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} Refresh_RasterizerState;
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typedef struct Refresh_MultisampleState
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{
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Refresh_SampleCount multisampleCount;
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Uint32 sampleMask;
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} Refresh_MultisampleState;
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typedef struct Refresh_DepthStencilState
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{
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SDL_bool depthTestEnable;
SDL_bool depthWriteEnable;
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Refresh_CompareOp compareOp;
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SDL_bool depthBoundsTestEnable;
SDL_bool stencilTestEnable;
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Refresh_StencilOpState backStencilState;
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Refresh_StencilOpState frontStencilState;
Uint32 compareMask;
Uint32 writeMask;
Uint32 reference;
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float minDepthBounds;
float maxDepthBounds;
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} Refresh_DepthStencilState;
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typedef struct Refresh_ColorAttachmentDescription
{
Refresh_TextureFormat format;
Refresh_ColorAttachmentBlendState blendState;
} Refresh_ColorAttachmentDescription;
typedef struct Refresh_GraphicsPipelineAttachmentInfo
{
Refresh_ColorAttachmentDescription *colorAttachmentDescriptions;
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Uint32 colorAttachmentCount;
SDL_bool hasDepthStencilAttachment;
Refresh_TextureFormat depthStencilFormat;
} Refresh_GraphicsPipelineAttachmentInfo;
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typedef struct Refresh_GraphicsPipelineResourceInfo
{
Uint32 samplerCount;
Uint32 storageBufferCount;
Uint32 storageTextureCount;
Uint32 uniformBufferCount;
} Refresh_GraphicsPipelineResourceInfo;
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typedef struct Refresh_GraphicsPipelineCreateInfo
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{
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Refresh_Shader *vertexShader;
Refresh_Shader *fragmentShader;
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Refresh_VertexInputState vertexInputState;
Refresh_PrimitiveType primitiveType;
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Refresh_RasterizerState rasterizerState;
Refresh_MultisampleState multisampleState;
Refresh_DepthStencilState depthStencilState;
Refresh_GraphicsPipelineAttachmentInfo attachmentInfo;
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Refresh_GraphicsPipelineResourceInfo vertexResourceInfo;
Refresh_GraphicsPipelineResourceInfo fragmentResourceInfo;
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float blendConstants[4];
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} Refresh_GraphicsPipelineCreateInfo;
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typedef struct Refresh_ComputePipelineResourceInfo
{
Uint32 readOnlyStorageTextureCount;
Uint32 readOnlyStorageBufferCount;
Uint32 readWriteStorageTextureCount;
Uint32 readWriteStorageBufferCount;
Uint32 uniformBufferCount;
} Refresh_ComputePipelineResourceInfo;
typedef struct Refresh_ComputePipelineCreateInfo
{
Refresh_Shader *computeShader;
Refresh_ComputePipelineResourceInfo pipelineResourceInfo;
} Refresh_ComputePipelineCreateInfo;
typedef struct Refresh_ColorAttachmentInfo
{
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/* The texture slice that will be used as a color attachment by a render pass. */
Refresh_TextureSlice textureSlice;
/* Can be ignored by RenderPass if CLEAR is not used */
Refresh_Color clearColor;
/* Determines what is done with the texture slice at the beginning of the render pass.
*
* LOAD:
* Loads the data currently in the texture slice.
*
* CLEAR:
* Clears the texture slice to a single color.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture slice memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
Refresh_LoadOp loadOp;
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/* Determines what is done with the texture slice at the end of the render pass.
*
* STORE:
* Stores the results of the render pass in the texture slice.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture slice memory.
* This is often a good option for depth/stencil textures.
*/
Refresh_StoreOp storeOp;
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/* if SDL_TRUE, cycles the texture if the texture slice is bound and loadOp is not LOAD */
SDL_bool cycle;
} Refresh_ColorAttachmentInfo;
typedef struct Refresh_DepthStencilAttachmentInfo
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{
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/* The texture slice that will be used as the depth stencil attachment by a render pass. */
Refresh_TextureSlice textureSlice;
/* Can be ignored by the render pass if CLEAR is not used */
Refresh_DepthStencilValue depthStencilClearValue;
/* Determines what is done with the depth values at the beginning of the render pass.
*
* LOAD:
* Loads the depth values currently in the texture slice.
*
* CLEAR:
* Clears the texture slice to a single depth.
*
* DONT_CARE:
* The driver will do whatever it wants with the memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
Refresh_LoadOp loadOp;
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/* Determines what is done with the depth values at the end of the render pass.
*
* STORE:
* Stores the depth results in the texture slice.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture slice memory.
* This is often a good option for depth/stencil textures.
*/
Refresh_StoreOp storeOp;
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/* Determines what is done with the stencil values at the beginning of the render pass.
*
* LOAD:
* Loads the stencil values currently in the texture slice.
*
* CLEAR:
* Clears the texture slice to a single stencil value.
*
* DONT_CARE:
* The driver will do whatever it wants with the memory.
* This is a good option if you know that every single pixel will be touched in the render pass.
*/
Refresh_LoadOp stencilLoadOp;
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/* Determines what is done with the stencil values at the end of the render pass.
*
* STORE:
* Stores the stencil results in the texture slice.
*
* DONT_CARE:
* The driver will do whatever it wants with the texture slice memory.
* This is often a good option for depth/stencil textures.
*/
Refresh_StoreOp stencilStoreOp;
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/* if SDL_TRUE, cycles the texture if the texture slice is bound and any load ops are not LOAD */
SDL_bool cycle;
} Refresh_DepthStencilAttachmentInfo;
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/* Binding structs */
typedef struct Refresh_BufferBinding
{
Refresh_Buffer *buffer;
Uint32 offset;
} Refresh_BufferBinding;
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typedef struct Refresh_TextureSamplerBinding
{
Refresh_Texture *texture;
Refresh_Sampler *sampler;
} Refresh_TextureSamplerBinding;
typedef struct Refresh_StorageBufferReadWriteBinding
{
Refresh_Buffer *buffer;
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/* if SDL_TRUE, cycles the buffer if it is bound. */
SDL_bool cycle;
} Refresh_StorageBufferReadWriteBinding;
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typedef struct Refresh_StorageTextureReadWriteBinding
{
Refresh_TextureSlice textureSlice;
/* if SDL_TRUE, cycles the texture if the texture slice is bound. */
SDL_bool cycle;
} Refresh_StorageTextureReadWriteBinding;
/* Functions */
/* Device */
/**
* Creates a GPU context.
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*
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* Backends will first be checked for availability in order of bitflags passed using preferredBackends. If none of the backends are available, the remaining backends are checked as fallback renderers.
*
* Think of "preferred" backends as those that have pre-built shaders readily available - for example, you would set the REFRESH_BACKEND_VULKAN bit if your game includes SPIR-V shaders. If you generate shaders at runtime (i.e. via SDL_shader) and the library does _not_ provide you with a preferredBackends value, you should pass REFRESH_BACKEND_ALL so that updated versions of SDL can be aware of which backends the application was aware of at compile time. REFRESH_BACKEND_INVALID is an accepted value but is not recommended.
*
* \param preferredBackends a bitflag containing the renderers most recognized by the application
* \param debugMode enable debug mode properties and validations
* \returns a GPU context on success or NULL on failure
*
* \sa Refresh_SelectBackend
* \sa Refresh_DestroyDevice
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*/
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REFRESHAPI Refresh_Device* Refresh_CreateDevice(
Refresh_Backend preferredBackends,
SDL_bool debugMode
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);
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/**
* Destroys a GPU context previously returned by Refresh_CreateDevice.
*
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* \param device a GPU Context to destroy
*
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* \sa Refresh_CreateDevice
*/
REFRESHAPI void Refresh_DestroyDevice(Refresh_Device *device);
/**
* Returns the backend used to create this GPU context.
*
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* \param device a GPU context to query
* \returns an Refresh_Backend value, or REFRESH_BACKEND_INVALID on error
*
* \sa Refresh_SelectBackend
*/
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REFRESHAPI Refresh_Backend Refresh_GetBackend(Refresh_Device *device);
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/* State Creation */
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/**
* Creates a pipeline object to be used in a compute workflow.
*
* \param device a GPU Context
* \param computePipelineCreateInfo a struct describing the state of the requested compute pipeline
* \returns a compute pipeline object on success, or NULL on failure
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*
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* \sa Refresh_CreateShader
* \sa Refresh_BindComputePipeline
* \sa Refresh_ReleaseComputePipeline
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*/
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REFRESHAPI Refresh_ComputePipeline* Refresh_CreateComputePipeline(
Refresh_Device *device,
Refresh_ComputePipelineCreateInfo *computePipelineCreateInfo
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);
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/**
* Creates a pipeline object to be used in a graphics workflow.
*
* \param device a GPU Context
* \param pipelineCreateInfo a struct describing the state of the desired graphics pipeline
* \returns a graphics pipeline object on success, or NULL on failure
*
* \sa Refresh_CreateShader
* \sa Refresh_BindGraphicsPipeline
* \sa Refresh_ReleaseGraphicsPipeline
*/
REFRESHAPI Refresh_GraphicsPipeline* Refresh_CreateGraphicsPipeline(
Refresh_Device *device,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
);
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/**
* Creates a sampler object to be used when binding textures in a graphics workflow.
*
* \param device a GPU Context
* \param samplerCreateInfo a struct describing the state of the desired sampler
* \returns a sampler object on success, or NULL on failure
*
* \sa Refresh_BindVertexSamplers
* \sa Refresh_BindFragmentSamplers
* \sa SDL_ReleaseSampler
*/
REFRESHAPI Refresh_Sampler* Refresh_CreateSampler(
Refresh_Device *device,
Refresh_SamplerCreateInfo *samplerCreateInfo
);
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/**
* Creates a shader to be used when creating a graphics or compute pipeline.
*
* \param device a GPU Context
* \param shaderCreateInfo a struct describing the state of the desired shader
* \returns a shader object on success, or NULL on failure
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*
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* \sa Refresh_CreateGraphicsPipeline
* \sa Refresh_CreateComputePipeline
* \sa Refresh_ReleaseShader
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*/
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REFRESHAPI Refresh_Shader* Refresh_CreateShader(
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Refresh_Device *device,
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Refresh_ShaderCreateInfo *shaderCreateInfo
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);
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/**
* Creates a texture object to be used in graphics or compute workflows.
* The contents of this texture are undefined until data is written to the texture.
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*
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* Note that certain combinations of usage flags are invalid.
* For example, a texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags.
*
* \param device a GPU Context
* \param textureCreateInfo a struct describing the state of the texture to create
* \returns a texture object on success, or NULL on failure
*
* \sa Refresh_UploadToTexture
* \sa Refresh_DownloadFromTexture
* \sa Refresh_BindVertexSamplers
* \sa Refresh_BindVertexStorageTextures
* \sa Refresh_BindFragmentSamplers
* \sa Refresh_BindFragmentStorageTextures
* \sa Refresh_BindComputeStorageTextures
* \sa Refresh_Blit
* \sa Refresh_ReleaseTexture
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*/
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REFRESHAPI Refresh_Texture* Refresh_CreateTexture(
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Refresh_Device *device,
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Refresh_TextureCreateInfo *textureCreateInfo
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);
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/**
* Creates a buffer object to be used in graphics or compute workflows.
* The contents of this buffer are undefined until data is written to the buffer.
*
* Note that certain combinations of usage flags are invalid.
* For example, a buffer cannot have both the VERTEX and INDEX flags.
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*
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* \param device a GPU Context
* \param usageFlags bitflag mask hinting at how the buffer will be used
* \param sizeInBytes the size of the buffer
* \returns a buffer object on success, or NULL on failure
*
* \sa Refresh_UploadToBuffer
* \sa Refresh_BindVertexBuffers
* \sa Refresh_BindIndexBuffer
* \sa Refresh_BindVertexStorageBuffers
* \sa Refresh_BindFragmentStorageBuffers
* \sa Refresh_BindComputeStorageBuffers
* \sa Refresh_ReleaseBuffer
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*/
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REFRESHAPI Refresh_Buffer* Refresh_CreateBuffer(
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Refresh_Device *device,
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Refresh_BufferUsageFlags usageFlags,
Uint32 sizeInBytes
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);
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/**
* Creates a transfer buffer to be used when uploading to or downloading from graphics resources.
*
* \param device a GPU Context
* \param usage specifies whether the transfer buffer will transfer buffers or textures
* \param mapFlags specify read-write options for the transfer buffer
* \param sizeInBytes the size of the transfer buffer
* \returns a transfer buffer on success, or NULL on failure
*
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* \sa Refresh_UploadToBuffer
* \sa Refresh_DownloadFromBuffer
* \sa Refresh_UploadToTexture
* \sa Refresh_DownloadFromTexture
* \sa Refresh_ReleaseTransferBuffer
*/
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REFRESHAPI Refresh_TransferBuffer* Refresh_CreateTransferBuffer(
Refresh_Device *device,
Refresh_TransferUsage usage,
Refresh_TransferBufferMapFlags mapFlags,
Uint32 sizeInBytes
);
/**
* Creates an occlusion query object.
*
* This function is included for compatibility with old render systems.
* If you are not supporting an old application, do NOT use this.
*
* \param device a GPU context
* \returns an occlusion query object
*
* \sa Refresh_ReleaseQuery
*/
REFRESHAPI Refresh_OcclusionQuery* Refresh_CreateOcclusionQuery(
Refresh_Device *device
);
/* Debug Naming */
/**
* Sets an arbitrary string constant to label a buffer. Useful for debugging.
*
* \param device a GPU Context
* \param buffer a buffer to attach the name to
* \param text a UTF-8 string constant to mark as the name of the buffer
*/
REFRESHAPI void Refresh_SetBufferName(
Refresh_Device *device,
Refresh_Buffer *buffer,
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const char *text
);
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/**
* Sets an arbitrary string constant to label a texture. Useful for debugging.
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*
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* \param device a GPU Context
* \param texture a texture to attach the name to
* \param text a UTF-8 string constant to mark as the name of the texture
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*/
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REFRESHAPI void Refresh_SetTextureName(
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Refresh_Device *device,
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Refresh_Texture *texture,
const char *text
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);
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/**
* Sets an arbitrary string constant to label a section of a command buffer. Useful for debugging.
*
* \param commandBuffer a command buffer
* \param text a UTF-8 string constant to mark as the label
*/
REFRESHAPI void Refresh_SetStringMarker(
Refresh_CommandBuffer *commandBuffer,
const char *text
);
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/* Disposal */
/**
* Frees the given texture as soon as it is safe to do so.
* You must not reference the texture after calling this function.
*
* \param device a GPU context
* \param texture a texture to be destroyed
*/
REFRESHAPI void Refresh_ReleaseTexture(
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Refresh_Device *device,
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Refresh_Texture *texture
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);
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/**
* Frees the given sampler as soon as it is safe to do so.
* You must not reference the texture after calling this function.
*
* \param device a GPU context
* \param sampler a sampler to be destroyed
*/
REFRESHAPI void Refresh_ReleaseSampler(
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Refresh_Device *device,
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Refresh_Sampler *sampler
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);
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/**
* Frees the given buffer as soon as it is safe to do so.
* You must not reference the buffer after calling this function.
*
* \param device a GPU context
* \param buffer a buffer to be destroyed
*/
REFRESHAPI void Refresh_ReleaseBuffer(
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Refresh_Device *device,
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Refresh_Buffer *buffer
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);
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/**
* Frees the given transfer buffer as soon as it is safe to do so.
* You must not reference the transfer buffer after calling this function.
*
* \param device a GPU context
* \param transferBuffer a transfer buffer to be destroyed
*/
REFRESHAPI void Refresh_ReleaseTransferBuffer(
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Refresh_Device *device,
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Refresh_TransferBuffer *transferBuffer
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);
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/**
* Frees the given shader as soon as it is safe to do so.
* You must not reference the shader after calling this function.
*
* \param device a GPU context
* \param shader a shader to be destroyed
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*/
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REFRESHAPI void Refresh_ReleaseShader(
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Refresh_Device *device,
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Refresh_Shader *shader
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);
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/**
* Frees the given compute pipeline as soon as it is safe to do so.
* You must not reference the compute pipeline after calling this function.
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*
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* \param device a GPU context
* \param computePipeline a compute pipeline to be destroyed
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*/
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REFRESHAPI void Refresh_ReleaseComputePipeline(
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Refresh_Device *device,
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Refresh_ComputePipeline *computePipeline
);
/**
* Frees the given graphics pipeline as soon as it is safe to do so.
* You must not reference the graphics pipeline after calling this function.
*
* \param device a GPU context
* \param graphicsPipeline a graphics pipeline to be destroyed
*/
REFRESHAPI void Refresh_ReleaseGraphicsPipeline(
Refresh_Device *device,
Refresh_GraphicsPipeline *graphicsPipeline
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);
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/**
* Frees the given occlusion query as soon as it is safe to do so.
* You must not reference the occlusion query after calling this function.
*
* \param device a GPU context
* \param query an occlusion query object to be destroyed
*/
REFRESHAPI void Refresh_ReleaseOcclusionQuery(
Refresh_Device *device,
Refresh_OcclusionQuery *query
);
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/*
* A NOTE ON CYCLING
*
* When using a command buffer, operations do not occur immediately -
* they occur some time after the command buffer is submitted.
*
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* When a resource is used in a pending or active command buffer, it is considered to be "bound".
* When a resource is no longer used in any pending or active command buffers, it is considered to be "unbound".
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*
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* If data resources are bound, it is unspecified when that data will be unbound
* unless you acquire a fence when submitting the command buffer and wait on it.
* However, this doesn't mean you need to track resource usage manually.
*
* All of the functions and structs that involve writing to a resource have a "cycle" bool.
* GpuTransferBuffer, GpuBuffer, and GpuTexture all effectively function as ring buffers on internal resources.
* When cycle is SDL_TRUE, if the resource is bound, the cycle rotates to the next unbound internal resource,
* or if none are available, a new one is created.
* This means you don't have to worry about complex state tracking and synchronization as long as cycling is correctly employed.
*
* For example: you can call SetTransferData and then UploadToTexture. The next time you call SetTransferData,
* if you set the cycle param to SDL_TRUE, you don't have to worry about overwriting any data that is not yet uploaded.
*
* Another example: If you are using a texture in a render pass every frame, this can cause a data dependency between frames.
* If you set cycle to SDL_TRUE in the ColorAttachmentInfo struct, you can prevent this data dependency.
*
* Note that all functions which write to a texture specifically write to a GpuTextureSlice,
* and these slices themselves are tracked for binding.
* The GpuTexture will only cycle if the specific GpuTextureSlice being written to is bound.
*
* Cycling will never undefine already bound data.
* When cycling, all data in the resource is considered to be undefined for subsequent commands until that data is written again.
* You must take care not to read undefined data.
*
* You must also take care not to overwrite a section of data that has been referenced in a command without cycling first.
* It is OK to overwrite unreferenced data in a bound resource without cycling,
* but overwriting a section of data that has already been referenced will produce unexpected results.
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*/
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/* Graphics State */
/**
* Begins a render pass on a command buffer.
* A render pass consists of a set of texture slices, clear values, and load/store operations
* which will be rendered to during the render pass.
* All operations related to graphics pipelines must take place inside of a render pass.
* A default viewport and scissor state are automatically set when this is called.
* You cannot begin another render pass, or begin a compute pass or copy pass
* until you have ended the render pass.
*
* \param commandBuffer a command buffer
* \param colorAttachmentInfos an array of Refresh_ColorAttachmentInfo structs
* \param colorAttachmentCount the number of color attachments in the colorAttachmentInfos array
* \param depthStencilAttachmentInfo the depth-stencil target and clear value, may be NULL
* \returns a render pass handle
*
* \sa Refresh_EndRenderPass
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*/
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REFRESHAPI Refresh_RenderPass* Refresh_BeginRenderPass(
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Refresh_CommandBuffer *commandBuffer,
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Refresh_ColorAttachmentInfo *colorAttachmentInfos,
Uint32 colorAttachmentCount,
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
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);
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/**
* Binds a graphics pipeline on a render pass to be used in rendering.
* A graphics pipeline must be bound before making any draw calls.
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*
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* \param renderPass a render pass handle
* \param graphicsPipeline the graphics pipeline to bind
*/
REFRESHAPI void Refresh_BindGraphicsPipeline(
Refresh_RenderPass *renderPass,
Refresh_GraphicsPipeline *graphicsPipeline
);
/**
* Sets the current viewport state on a command buffer.
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*
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* \param renderPass a render pass handle
* \param viewport the viewport to set
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*/
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REFRESHAPI void Refresh_SetViewport(
Refresh_RenderPass *renderPass,
Refresh_Viewport *viewport
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);
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/**
* Sets the current scissor state on a command buffer.
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*
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* \param renderPass a render pass handle
* \param scissor the scissor area to set
*/
REFRESHAPI void Refresh_SetScissor(
Refresh_RenderPass *renderPass,
Refresh_Rect *scissor
);
/**
* Binds vertex buffers on a command buffer for use with subsequent draw calls.
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*
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* \param renderPass a render pass handle
* \param firstBinding the starting bind point for the vertex buffers
* \param pBindings an array of Refresh_BufferBinding structs containing vertex buffers and offset values
* \param bindingCount the number of bindings in the pBindings array
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*/
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REFRESHAPI void Refresh_BindVertexBuffers(
Refresh_RenderPass *renderPass,
Uint32 firstBinding,
Refresh_BufferBinding *pBindings,
Uint32 bindingCount
);
/**
* Binds an index buffer on a command buffer for use with subsequent draw calls.
*
* \param renderPass a render pass handle
* \param pBinding a pointer to a struct containing an index buffer and offset
* \param indexElementSize whether the index values in the buffer are 16- or 32-bit
*/
REFRESHAPI void Refresh_BindIndexBuffer(
Refresh_RenderPass *renderPass,
Refresh_BufferBinding *pBinding,
Refresh_IndexElementSize indexElementSize
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);
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/**
* Binds texture-sampler pairs for use on the vertex shader.
* The textures must have been created with REFRESH_TEXTUREUSAGE_SAMPLER_BIT.
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*
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* \param renderPass a render pass handle
* \param firstSlot the vertex sampler slot to begin binding from
* \param textureSamplerBindings an array of texture-sampler binding structs
* \param bindingCount the number of texture-sampler pairs to bind from the array
*/
REFRESHAPI void Refresh_BindVertexSamplers(
Refresh_RenderPass *renderPass,
Uint32 firstSlot,
Refresh_TextureSamplerBinding *textureSamplerBindings,
Uint32 bindingCount
);
/**
* Binds storage textures for use on the vertex shader.
* These textures must have been created with REFRESH_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
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*
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* \param renderPass a render pass handle
* \param firstSlot the vertex storage texture slot to begin binding from
* \param storageTextureSlices an array of storage texture slices
* \param bindingCount the number of storage texture slices to bind from the array
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*/
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REFRESHAPI void Refresh_BindVertexStorageTextures(
Refresh_RenderPass *renderPass,
Uint32 firstSlot,
Refresh_TextureSlice *storageTextureSlices,
Uint32 bindingCount
);
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/**
* Binds storage buffers for use on the vertex shader.
* These buffers must have been created with REFRESH_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
*
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* \param renderPass a render pass handle
* \param firstSlot the vertex storage buffer slot to begin binding from
* \param storageBuffers an array of buffers
* \param bindingCount the number of buffers to bind from the array
*/
REFRESHAPI void Refresh_BindVertexStorageBuffers(
Refresh_RenderPass *renderPass,
Uint32 firstSlot,
Refresh_Buffer **storageBuffers,
Uint32 bindingCount
);
/**
* Binds texture-sampler pairs for use on the fragment shader.
* The textures must have been created with REFRESH_TEXTUREUSAGE_SAMPLER_BIT.
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*
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* \param renderPass a render pass handle
* \param firstSlot the fragment sampler slot to begin binding from
* \param textureSamplerBindings an array of texture-sampler binding structs
* \param bindingCount the number of texture-sampler pairs to bind from the array
*/
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REFRESHAPI void Refresh_BindFragmentSamplers(
Refresh_RenderPass *renderPass,
Uint32 firstSlot,
Refresh_TextureSamplerBinding *textureSamplerBindings,
Uint32 bindingCount
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);
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/**
* Binds storage textures for use on the fragment shader.
* These textures must have been created with REFRESH_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT.
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*
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* \param renderPass a render pass handle
* \param firstSlot the fragment storage texture slot to begin binding from
* \param storageTextureSlices an array of storage texture slices
* \param bindingCount the number of storage texture slices to bind from the array
*/
REFRESHAPI void Refresh_BindFragmentStorageTextures(
Refresh_RenderPass *renderPass,
Uint32 firstSlot,
Refresh_TextureSlice *storageTextureSlices,
Uint32 bindingCount
);
/**
* Binds storage buffers for use on the fragment shader.
* These buffers must have been created with REFRESH_BUFFERUSAGE_GRAPHICS_STORAGE_READ_BIT.
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*
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* \param renderPass a render pass handle
* \param firstSlot the fragment storage buffer slot to begin binding from
* \param storageBuffers an array of storage buffers
* \param bindingCount the number of storage buffers to bind from the array
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*/
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REFRESHAPI void Refresh_BindFragmentStorageBuffers(
Refresh_RenderPass *renderPass,
Uint32 firstSlot,
Refresh_Buffer **storageBuffers,
Uint32 bindingCount
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);
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/**
* Pushes data to a vertex uniform slot on the bound graphics pipeline.
* Subsequent draw calls will use this uniform data.
*
* \param renderPass a render pass handle
* \param slotIndex the vertex uniform slot to push data to
* \param data client data to write
* \param dataLengthInBytes the length of the data to write
*/
REFRESHAPI void Refresh_PushVertexUniformData(
Refresh_RenderPass *renderPass,
Uint32 slotIndex,
void *data,
Uint32 dataLengthInBytes
);
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/**
* Pushes data to a fragment uniform slot on the bound graphics pipeline.
* Subsequent draw calls will use this uniform data.
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*
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* \param renderPass a render pass handle
* \param slotIndex the fragment uniform slot to push data to
* \param data client data to write
* \param dataLengthInBytes the length of the data to write
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*/
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REFRESHAPI void Refresh_PushFragmentUniformData(
Refresh_RenderPass *renderPass,
Uint32 slotIndex,
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void *data,
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Uint32 dataLengthInBytes
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);
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/* Drawing */
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/**
* Draws data using bound graphics state with an index buffer and instancing enabled.
* You must not call this function before binding a graphics pipeline.
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*
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* \param renderPass a render pass handle
* \param baseVertex the starting offset to read from the vertex buffer
* \param startIndex the starting offset to read from the index buffer
* \param primitiveCount the number of primitives to draw
* \param instanceCount the number of instances that will be drawn
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*/
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REFRESHAPI void Refresh_DrawIndexedPrimitives(
Refresh_RenderPass *renderPass,
Uint32 baseVertex,
Uint32 startIndex,
Uint32 primitiveCount,
Uint32 instanceCount
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);
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/**
* Draws data using bound graphics state.
* You must not call this function before binding a graphics pipeline.
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*
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* \param renderPass a render pass handle
* \param vertexStart The starting offset to read from the vertex buffer
* \param primitiveCount The number of primitives to draw
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*/
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REFRESHAPI void Refresh_DrawPrimitives(
Refresh_RenderPass *renderPass,
Uint32 vertexStart,
Uint32 primitiveCount
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);
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/**
* Draws data using bound graphics state and with draw parameters set from a buffer.
* The buffer layout should match the layout of Refresh_IndirectDrawCommand.
* You must not call this function before binding a graphics pipeline.
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*
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* \param renderPass a render pass handle
* \param buffer a buffer containing draw parameters
* \param offsetInBytes the offset to start reading from the draw buffer
* \param drawCount the number of draw parameter sets that should be read from the draw buffer
* \param stride the byte stride between sets of draw parameters
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*/
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REFRESHAPI void Refresh_DrawPrimitivesIndirect(
Refresh_RenderPass *renderPass,
Refresh_Buffer *buffer,
Uint32 offsetInBytes,
Uint32 drawCount,
Uint32 stride
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);
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/**
* Draws data using bound graphics state with an index buffer enabled
* and with draw parameters set from a buffer.
* The buffer layout should match the layout of Refresh_IndexedIndirectDrawCommand.
* You must not call this function before binding a graphics pipeline.
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*
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* \param renderPass a render pass handle
* \param buffer a buffer containing draw parameters
* \param offsetInBytes the offset to start reading from the draw buffer
* \param drawCount the number of draw parameter sets that should be read from the draw buffer
* \param stride the byte stride between sets of draw parameters
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*/
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REFRESHAPI void Refresh_DrawIndexedPrimitivesIndirect(
Refresh_RenderPass *renderPass,
Refresh_Buffer *buffer,
Uint32 offsetInBytes,
Uint32 drawCount,
Uint32 stride
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);
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/**
* Ends the given render pass.
* All bound graphics state on the render pass command buffer is unset.
* The render pass handle is now invalid.
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*
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* \param renderPass a render pass handle
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*/
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REFRESHAPI void Refresh_EndRenderPass(
Refresh_RenderPass *renderPass
);
/* Compute Pass */
/**
* Begins a compute pass on a command buffer.
* A compute pass is defined by a set of texture slices and buffers that
* will be written to by compute pipelines.
* These textures and buffers must have been created with the COMPUTE_STORAGE_WRITE bit.
* If these resources will also be read during the pass, they must be created with the COMPUTE_STORAGE_READ bit.
* All operations related to compute pipelines must take place inside of a compute pass.
* You must not begin another compute pass, or a render pass or copy pass
* before ending the compute pass.
*
* \param commandBuffer a command buffer
* \param storageTextureBindings an array of writeable storage texture binding structs
* \param storageTextureBindingCount the number of storage textures to bind from the array
* \param storageBufferBindings an array of writeable storage buffer binding structs
* \param storageBufferBindingCount an array of read-write storage buffer binding structs
*
* \returns a compute pass handle
*
* \sa Refresh_EndComputePass
*/
REFRESHAPI Refresh_ComputePass* Refresh_BeginComputePass(
Refresh_CommandBuffer *commandBuffer,
Refresh_StorageTextureReadWriteBinding *storageTextureBindings,
Uint32 storageTextureBindingCount,
Refresh_StorageBufferReadWriteBinding *storageBufferBindings,
Uint32 storageBufferBindingCount
);
/**
* Binds a compute pipeline on a command buffer for use in compute dispatch.
*
* \param computePass a compute pass handle
* \param computePipeline a compute pipeline to bind
*/
REFRESHAPI void Refresh_BindComputePipeline(
Refresh_ComputePass *computePass,
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Refresh_ComputePipeline *computePipeline
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);
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/**
* Binds storage textures as readonly for use on the compute shader.
* These textures must have been created with REFRESH_TEXTUREUSAGE_COMPUTE_STORAGE_READ_BIT.
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*
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* \param computePass a compute pass handle
* \param firstSlot the compute storage texture slot to begin binding from
* \param storageTextureSlices an array of storage texture binding structs
* \param bindingCount the number of storage textures to bind from the array
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*/
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REFRESHAPI void Refresh_BindComputeStorageTextures(
Refresh_ComputePass *computePass,
Uint32 firstSlot,
Refresh_TextureSlice *storageTextureSlices,
Uint32 bindingCount
2020-12-16 22:59:14 +00:00
);
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/**
* Binds storage buffers as readonly for use on the compute shader.
* These buffers must have been created with REFRESH_BUFFERUSAGE_COMPUTE_STORAGE_READ_BIT.
*
* \param computePass a compute pass handle
* \param firstSlot the compute storage buffer slot to begin binding from
* \param storageBuffers an array of storage buffer binding structs
* \param bindingCount the number of storage buffers to bind from the array
*/
REFRESHAPI void Refresh_BindComputeStorageBuffers(
Refresh_ComputePass *computePass,
Uint32 firstSlot,
Refresh_Buffer **storageBuffers,
Uint32 bindingCount
);
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/**
* Pushes data to a uniform slot on the bound compute pipeline.
* Subsequent draw calls will use this uniform data.
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*
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* \param computePass a compute pass handle
* \param slotIndex the uniform slot to push data to
* \param data client data to write
* \param dataLengthInBytes the length of the data to write
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*/
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REFRESHAPI void Refresh_PushComputeUniformData(
Refresh_ComputePass *computePass,
Uint32 slotIndex,
void *data,
Uint32 dataLengthInBytes
2020-12-16 21:28:06 +00:00
);
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/**
* Dispatches compute work.
* You must not call this function before binding a compute pipeline.
*
* A VERY IMPORTANT NOTE
* If you dispatch multiple times in a compute pass,
* and the dispatches write to the same resource region as each other,
* there is no guarantee of which order the writes will occur.
* If the write order matters, you MUST end the compute pass and begin another one.
*
* \param computePass a compute pass handle
* \param groupCountX number of local workgroups to dispatch in the X dimension
* \param groupCountY number of local workgroups to dispatch in the Y dimension
* \param groupCountZ number of local workgroups to dispatch in the Z dimension
*/
REFRESHAPI void Refresh_DispatchCompute(
Refresh_ComputePass *computePass,
Uint32 groupCountX,
Uint32 groupCountY,
Uint32 groupCountZ
2020-12-16 21:28:06 +00:00
);
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/**
* Ends the current compute pass.
* All bound compute state on the command buffer is unset.
* The compute pass handle is now invalid.
*
* \param computePass a compute pass handle
*/
REFRESHAPI void Refresh_EndComputePass(
Refresh_ComputePass *computePass
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);
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/* TransferBuffer Data */
/**
* Maps a transfer buffer into application address space.
* You must unmap the transfer buffer before encoding upload commands.
*
* \param device a GPU context
* \param transferBuffer a transfer buffer
* \param cycle if SDL_TRUE, cycles the transfer buffer if it is bound
* \param ppData where to store the address of the mapped transfer buffer memory
*/
REFRESHAPI void Refresh_MapTransferBuffer(
Refresh_Device *device,
Refresh_TransferBuffer *transferBuffer,
SDL_bool cycle,
void **ppData
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);
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/**
* Unmaps a previously mapped transfer buffer.
*
* \param device a GPU context
* \param transferBuffer a previously mapped transfer buffer
*/
REFRESHAPI void Refresh_UnmapTransferBuffer(
Refresh_Device *device,
Refresh_TransferBuffer *transferBuffer
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);
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/**
* Immediately copies data from a pointer to a transfer buffer.
*
* \param device a GPU context
* \param data a pointer to data to copy into the transfer buffer
* \param transferBuffer a transfer buffer
* \param copyParams a struct containing parameters specifying copy offsets and size
* \param cycle if SDL_TRUE, cycles the transfer buffer if it is bound, otherwise overwrites the data.
*/
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REFRESHAPI void Refresh_SetTransferData(
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Refresh_Device *device,
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void* data,
Refresh_TransferBuffer *transferBuffer,
Refresh_BufferCopy *copyParams,
SDL_bool cycle
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);
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/**
* Immediately copies data from a transfer buffer to a pointer.
*
* \param device a GPU context
* \param transferBuffer a transfer buffer
* \param data a data pointer
* \param copyParams a struct containing parameters specifying copy offsets and size
*/
REFRESHAPI void Refresh_GetTransferData(
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Refresh_Device *device,
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Refresh_TransferBuffer *transferBuffer,
void* data,
Refresh_BufferCopy *copyParams
);
/* Copy Pass */
/**
* Begins a copy pass on a command buffer.
* All operations related to copying to or from buffers or textures take place inside a copy pass.
* You must not begin another copy pass, or a render pass or compute pass
* before ending the copy pass.
*
* \param commandBuffer a command buffer
* \returns a copy pass handle
*/
REFRESHAPI Refresh_CopyPass* Refresh_BeginCopyPass(
Refresh_CommandBuffer *commandBuffer
);
/**
* Uploads data from a transfer buffer to a texture.
* The upload occurs on the GPU timeline.
* You may assume that the upload has finished in subsequent commands.
*
* You must align the data in the transfer buffer to a multiple of
* the texel size of the texture format.
*
* \param copyPass a copy pass handle
* \param transferBuffer a transfer buffer
* \param textureRegion a struct containing parameters specifying the texture region to upload data to
* \param copyParams a struct containing parameters specifying buffer offset, stride, and height
* \param cycle if SDL_TRUE, cycles the texture if the texture slice is bound, otherwise overwrites the data.
*/
REFRESHAPI void Refresh_UploadToTexture(
Refresh_CopyPass *copyPass,
Refresh_TransferBuffer *transferBuffer,
Refresh_TextureRegion *textureRegion,
Refresh_BufferImageCopy *copyParams,
SDL_bool cycle
);
/* Uploads data from a TransferBuffer to a Buffer. */
/**
* Uploads data from a transfer buffer to a buffer.
* The upload occurs on the GPU timeline.
* You may assume that the upload has finished in subsequent commands.
*
* \param copyPass a copy pass handle
* \param transferBuffer a transfer buffer
* \param buffer a buffer
* \param copyParams a struct containing offsets and length
* \param cycle if SDL_TRUE, cycles the buffer if it is bound, otherwise overwrites the data.
*/
REFRESHAPI void Refresh_UploadToBuffer(
Refresh_CopyPass *copyPass,
Refresh_TransferBuffer *transferBuffer,
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Refresh_Buffer *buffer,
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Refresh_BufferCopy *copyParams,
SDL_bool cycle
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);
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/**
* Performs a texture-to-texture copy.
* This copy occurs on the GPU timeline.
* You may assume the copy has finished in subsequent commands.
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*
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* \param copyPass a copy pass handle
* \param source a source texture region
* \param destination must be the same dimensions as the source region
* \param cycle if SDL_TRUE, cycles the destination texture if the destination texture slice is bound, otherwise overwrites the data.
*/
REFRESHAPI void Refresh_CopyTextureToTexture(
Refresh_CopyPass *copyPass,
Refresh_TextureRegion *source,
Refresh_TextureRegion *destination,
SDL_bool cycle
);
/* Copies data from a buffer to a buffer. */
/**
* Performs a buffer-to-buffer copy.
* This copy occurs on the GPU timeline.
* You may assume the copy has finished in subsequent commands.
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*
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* \param copyPass a copy pass handle
* \param source the buffer to copy from
* \param destination the buffer to copy to
* \param copyParams a struct containing offset and length data
* \param cycle if SDL_TRUE, cycles the destination buffer if it is bound, otherwise overwrites the data.
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*/
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REFRESHAPI void Refresh_CopyBufferToBuffer(
Refresh_CopyPass *copyPass,
Refresh_Buffer *source,
Refresh_Buffer *destination,
Refresh_BufferCopy *copyParams,
SDL_bool cycle
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);
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/**
* Generates mipmaps for the given texture.
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*
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* \param copyPass a copy pass handle
* \param texture a texture with more than 1 mip level
*/
REFRESHAPI void Refresh_GenerateMipmaps(
Refresh_CopyPass *copyPass,
Refresh_Texture *texture
);
/**
* Copies data from a texture to a transfer buffer on the GPU timeline.
* This data is not guaranteed to be copied until the command buffer fence is signaled.
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*
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* \param copyPass a copy pass handle
* \param textureRegion the texture region to download
* \param transferBuffer the transfer buffer to download into
* \param copyParams a struct containing parameters specifying buffer offset, stride, and height
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*/
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REFRESHAPI void Refresh_DownloadFromTexture(
Refresh_CopyPass *copyPass,
Refresh_TextureRegion *textureRegion,
Refresh_TransferBuffer *transferBuffer,
Refresh_BufferImageCopy *copyParams
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);
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/**
* Copies data from a buffer to a transfer buffer on the GPU timeline.
* This data is not guaranteed to be copied until the command buffer fence is signaled.
*
* \param copyPass a copy pass handle
* \param buffer the buffer to download
* \param transferBuffer the transfer buffer to download into
* \param copyParams a struct containing offsets and length
*/
REFRESHAPI void Refresh_DownloadFromBuffer(
Refresh_CopyPass *copyPass,
Refresh_Buffer *buffer,
Refresh_TransferBuffer *transferBuffer,
Refresh_BufferCopy *copyParams
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);
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/**
* Ends the current copy pass.
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*
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* \param copyPass a copy pass handle
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*/
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REFRESHAPI void Refresh_EndCopyPass(
Refresh_CopyPass *copyPass
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);
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/**
* Blits from a source texture region to a destination texture region.
* This function must not be called inside of any render, compute, or copy pass.
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*
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* \param commandBuffer a command buffer
* \param source the texture region to copy from
* \param destination the texture region to copy to
* \param filterMode the filter mode that will be used when blitting
* \param cycle if SDL_TRUE, cycles the destination texture if the destination texture slice is bound, otherwise overwrites the data.
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*/
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REFRESHAPI void Refresh_Blit(
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureRegion *source,
Refresh_TextureRegion *destination,
Refresh_Filter filterMode,
SDL_bool cycle
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);
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/* Submission/Presentation */
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/**
* Obtains whether or not a swapchain composition is supported by the GPU backend.
*
* \param device a GPU context
* \param window an SDL_Window
* \param swapchainComposition the swapchain composition to check
*
* \returns SDL_TRUE if supported, SDL_FALSE if unsupported (or on error)
*/
REFRESHAPI SDL_bool Refresh_SupportsSwapchainComposition(
Refresh_Device *device,
SDL_Window *window,
Refresh_SwapchainComposition swapchainComposition
);
/**
* Obtains whether or not a presentation mode is supported by the GPU backend.
*
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* \param device a GPU context
* \param window an SDL_Window
* \param presentMode the presentation mode to check
*
* \returns SDL_TRUE if supported, SDL_FALSE if unsupported (or on error)
*/
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REFRESHAPI SDL_bool Refresh_SupportsPresentMode(
Refresh_Device *device,
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SDL_Window *window,
Refresh_PresentMode presentMode
);
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/**
* Claims a window, creating a swapchain structure for it.
* This must be called before Refresh_AcquireSwapchainTexture is called using the window.
*
* \param device a GPU context
* \param window an SDL_Window
* \param swapchainComposition the desired composition of the swapchain
* \param presentMode the desired present mode for the swapchain
*
* \returns SDL_TRUE on success, otherwise SDL_FALSE.
*
* \sa Refresh_AcquireSwapchainTexture
* \sa Refresh_UnclaimWindow
*/
REFRESHAPI SDL_bool Refresh_ClaimWindow(
Refresh_Device *device,
SDL_Window *window,
Refresh_SwapchainComposition swapchainComposition,
Refresh_PresentMode presentMode
);
/**
* Unclaims a window, destroying its swapchain structure.
*
* \param device a GPU context
* \param window an SDL_Window that has been claimed
*
* \sa Refresh_ClaimWindow
*/
REFRESHAPI void Refresh_UnclaimWindow(
Refresh_Device *device,
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SDL_Window *window
);
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/**
* Changes the swapchain parameters for the given claimed window.
*
* \param device a GPU context
* \param window an SDL_Window that has been claimed
* \param swapchainComposition the desired composition of the swapchain
* \param presentMode the desired present mode for the swapchain
*/
REFRESHAPI void Refresh_SetSwapchainParameters(
Refresh_Device *device,
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SDL_Window *window,
Refresh_SwapchainComposition swapchainComposition,
Refresh_PresentMode presentMode
);
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/**
* Obtains the texture format of the swapchain for the given window.
*
* \param device a GPU context
* \param window an SDL_Window that has been claimed
*
* \returns the texture format of the swapchain
*/
REFRESHAPI Refresh_TextureFormat Refresh_GetSwapchainTextureFormat(
Refresh_Device *device,
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SDL_Window *window
);
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/**
* Acquire a command buffer.
* This command buffer is managed by the implementation and should not be freed by the user.
* A command buffer may only be used on the thread it was acquired on.
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*
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* \param device a GPU context
* \returns a command buffer
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*
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* \sa Refresh_Submit
* \sa Refresh_SubmitAndAcquireFence
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*/
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REFRESHAPI Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
Refresh_Device *device
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);
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/**
* Acquire a texture to use in presentation.
* When a swapchain texture is acquired on a command buffer,
* it will automatically be submitted for presentation when the command buffer is submitted.
* May return NULL under certain conditions. This is not necessarily an error.
* This texture is managed by the implementation and must not be freed by the user.
* You MUST NOT call this function from any thread other than the one that created the window.
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*
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* \param commandBuffer a command buffer
* \param window a window that has been claimed
* \param pWidth a pointer filled in with the swapchain width
* \param pHeight a pointer filled in with the swapchain height
* \returns a swapchain texture
*
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* \sa Refresh_ClaimWindow
* \sa Refresh_Submit
* \sa Refresh_SubmitAndAcquireFence
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*/
REFRESHAPI Refresh_Texture* Refresh_AcquireSwapchainTexture(
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Refresh_CommandBuffer *commandBuffer,
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SDL_Window *window,
Uint32 *pWidth,
Uint32 *pHeight
);
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/**
* Submits a command buffer so its commands can be processed on the GPU.
* It is invalid to use the command buffer after this is called.
*
* \param commandBuffer a command buffer
*
* \sa Refresh_AcquireCommandBuffer
* \sa Refresh_AcquireSwapchainTexture
* \sa Refresh_SubmitAndAcquireFence
*/
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REFRESHAPI void Refresh_Submit(
Refresh_CommandBuffer *commandBuffer
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);
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/**
* Submits a command buffer so its commands can be processed on the GPU,
* and acquires a fence associated with the command buffer.
* You must release this fence when it is no longer needed or it will cause a leak.
* It is invalid to use the command buffer after this is called.
*
* \param commandBuffer a command buffer
* \returns a fence associated with the command buffer
*
* \sa SDL_AcquireCommandBuffer
* \sa Refresh_AcquireSwapchainTexture
* \sa Refresh_Submit
* \sa Refresh_ReleaseFence
*/
REFRESHAPI Refresh_Fence* Refresh_SubmitAndAcquireFence(
Refresh_CommandBuffer *commandBuffer
);
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/**
* Blocks the thread until the GPU is completely idle.
*
* \param device a GPU context
*
* \sa Refresh_WaitForFences
*/
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REFRESHAPI void Refresh_Wait(
Refresh_Device *device
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);
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/**
* Blocks the thread until the given fences are signaled.
*
* \param device a GPU context
* \param waitAll if 0, wait for any fence to be signaled, if 1, wait for all fences to be signaled
* \param fenceCount the number of fences in the pFences array
* \param pFences an array of fences to wait on
*
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* \sa Refresh_SubmitAndAcquireFence
* \sa Refresh_Wait
*/
REFRESHAPI void Refresh_WaitForFences(
Refresh_Device *device,
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SDL_bool waitAll,
Uint32 fenceCount,
Refresh_Fence **pFences
);
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/**
* Checks the status of a fence.
*
* \param device a GPU context
* \param fence a fence
* \returns SDL_TRUE if the fence is signaled, SDL_FALSE if it is not
*
* \sa Refresh_SubmitAndAcquireFence
*/
REFRESHAPI SDL_bool Refresh_QueryFence(
Refresh_Device *device,
Refresh_Fence *fence
);
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/**
* Releases a fence obtained from Refresh_SubmitAndAcquireFence.
*
* \param device a GPU context
* \param fence a fence
*
* \sa Refresh_SubmitAndAcquireFence
*/
REFRESHAPI void Refresh_ReleaseFence(
Refresh_Device *device,
Refresh_Fence *fence
);
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/* Format Info */
/**
* Obtains the texel block size for a texture format.
*
* \param textureFormat the texture format you want to know the texel size of
* \returns the texel block size of the texture format
*
* \sa Refresh_SetTransferData
* \sa Refresh_UploadToTexture
*/
REFRESHAPI Uint32 Refresh_TextureFormatTexelBlockSize(
Refresh_TextureFormat textureFormat
);
/**
* Determines whether a texture format is supported for a given type and usage.
*
* \param device a GPU context
* \param format the texture format to check
* \param type the type of texture (2D, 3D, Cube)
* \param usage a bitmask of all usage scenarios to check
* \returns whether the texture format is supported for this type and usage
*/
REFRESHAPI SDL_bool Refresh_IsTextureFormatSupported(
Refresh_Device *device,
Refresh_TextureFormat format,
Refresh_TextureType type,
Refresh_TextureUsageFlags usage
);
/**
* Determines the "best" sample count for a texture format, i.e.
* the highest supported sample count that is <= the desired sample count.
*
* \param device a GPU context
* \param format the texture format to check
* \param desiredSampleCount the sample count you want
* \returns a hardware-specific version of min(preferred, possible)
*/
REFRESHAPI Refresh_SampleCount Refresh_GetBestSampleCount(
Refresh_Device *device,
Refresh_TextureFormat format,
Refresh_SampleCount desiredSampleCount
);
/* Queries */
/**
* Begins an occlusion query.
*
* This function is included for compatibility with old render systems.
* If you are not supporting an old application, do NOT use this.
*
* \param commandBuffer a command buffer
* \param query an occlusion query object
*/
REFRESHAPI void Refresh_OcclusionQueryBegin(
Refresh_CommandBuffer *commandBuffer,
Refresh_OcclusionQuery *query
);
/**
* Ends an occlusion query.
* You must have called Refresh_OcclusionQueryBegin on the query beforehand.
*
* This function is included for compatibility with old render systems.
* If you are not supporting an old application, do NOT use this.
*
* \param commandBuffer a commandBuffer
* \param query an occlusion query object
*
* \sa Refresh_BeginQuery
*/
REFRESHAPI void Refresh_OcclusionQueryEnd(
Refresh_CommandBuffer *commandBuffer,
Refresh_OcclusionQuery *query
);
/**
* Checks if an occlusion query is complete and fills in the pixel count of the query.
*
* This function is included for compatibility with old render systems.
* If you are not supporting an old application, do NOT use this.
*
* \param device a GPU context
* \param query an occlusion query object
* \param pixelCount a pointer to be filled with the pixel count
* \returns SDL_TRUE if the occlusion query is complete, SDL_FALSE otherwise
*/
REFRESHAPI SDL_bool Refresh_OcclusionQueryPixelCount(
Refresh_Device *device,
Refresh_OcclusionQuery *query,
Uint32 *pixelCount
);
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#ifdef __cplusplus
}
#endif /* __cplusplus */
#endif /* REFRESH_H */