Refresh/src/Refresh_Driver.h

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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
* 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_DRIVER_H
#define REFRESH_DRIVER_H
#include "Refresh.h"
/* Windows/Visual Studio cruft */
#ifdef _WIN32
#define inline __inline
#endif
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/* Logging */
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extern void Refresh_LogInfo(const char *fmt, ...);
extern void Refresh_LogWarn(const char *fmt, ...);
extern void Refresh_LogError(const char *fmt, ...);
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/* Internal Helper Utilities */
static inline uint32_t Texture_GetFormatSize(
Refresh_TextureFormat format
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) {
switch (format)
{
case REFRESH_TEXTUREFORMAT_BC1:
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return 8;
case REFRESH_TEXTUREFORMAT_BC2:
case REFRESH_TEXTUREFORMAT_BC3:
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return 16;
case REFRESH_TEXTUREFORMAT_R8:
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return 1;
case REFRESH_TEXTUREFORMAT_R5G6B5:
case REFRESH_TEXTUREFORMAT_B4G4R4A4:
case REFRESH_TEXTUREFORMAT_A1R5G5B5:
case REFRESH_TEXTUREFORMAT_R16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R8G8_SNORM:
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return 2;
case REFRESH_TEXTUREFORMAT_R8G8B8A8:
case REFRESH_TEXTUREFORMAT_R32_SFLOAT:
case REFRESH_TEXTUREFORMAT_R16G16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM:
case REFRESH_TEXTUREFORMAT_A2R10G10B10:
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return 4;
case REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R16G16B16A16:
case REFRESH_TEXTUREFORMAT_R32G32_SFLOAT:
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return 8;
case REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT:
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return 16;
default:
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Refresh_LogError(
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"Unrecognized SurfaceFormat!"
);
return 0;
}
}
static inline uint32_t PrimitiveVerts(
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Refresh_PrimitiveType primitiveType,
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uint32_t primitiveCount
) {
switch (primitiveType)
{
case REFRESH_PRIMITIVETYPE_TRIANGLELIST:
return primitiveCount * 3;
case REFRESH_PRIMITIVETYPE_TRIANGLESTRIP:
return primitiveCount + 2;
case REFRESH_PRIMITIVETYPE_LINELIST:
return primitiveCount * 2;
case REFRESH_PRIMITIVETYPE_LINESTRIP:
return primitiveCount + 1;
case REFRESH_PRIMITIVETYPE_POINTLIST:
return primitiveCount;
default:
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Refresh_LogError(
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"Unrecognized primitive type!"
);
return 0;
}
}
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static inline uint32_t IndexSize(Refresh_IndexElementSize size)
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{
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return (size == REFRESH_INDEXELEMENTSIZE_16BIT) ? 2 : 4;
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}
static inline uint32_t BytesPerRow(
int32_t width,
Refresh_TextureFormat format
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) {
uint32_t blocksPerRow = width;
if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
format == REFRESH_TEXTUREFORMAT_BC2 ||
format == REFRESH_TEXTUREFORMAT_BC3 )
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{
blocksPerRow = (width + 3) / 4;
}
return blocksPerRow * Texture_GetFormatSize(format);
}
static inline int32_t BytesPerImage(
uint32_t width,
uint32_t height,
Refresh_TextureFormat format
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) {
uint32_t blocksPerRow = width;
uint32_t blocksPerColumn = height;
if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
format == REFRESH_TEXTUREFORMAT_BC2 ||
format == REFRESH_TEXTUREFORMAT_BC3 )
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{
blocksPerRow = (width + 3) / 4;
blocksPerColumn = (height + 3) / 4;
}
return blocksPerRow * blocksPerColumn * Texture_GetFormatSize(format);
}
/* XNA GraphicsDevice Limits */
/* TODO: can these be adjusted for modern low-end? */
#define MAX_TEXTURE_SAMPLERS 16
#define MAX_VERTEXTEXTURE_SAMPLERS 4
#define MAX_TOTAL_SAMPLERS (MAX_TEXTURE_SAMPLERS + MAX_VERTEXTEXTURE_SAMPLERS)
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#define MAX_BUFFER_BINDINGS 16
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#define MAX_COLOR_TARGET_BINDINGS 4
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/* Refresh_Device Definition */
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typedef struct Refresh_Renderer Refresh_Renderer;
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struct Refresh_Device
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{
/* Quit */
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void (*DestroyDevice)(Refresh_Device *device);
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/* Drawing */
void (*Clear)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *clearRect,
Refresh_ClearOptions options,
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Refresh_Vec4 *colors,
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uint32_t colorCount,
Refresh_DepthStencilValue depthStencil
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);
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void (*DrawInstancedPrimitives)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
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uint32_t baseVertex,
uint32_t startIndex,
uint32_t primitiveCount,
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uint32_t instanceCount,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
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);
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void (*DrawIndexedPrimitives)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
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uint32_t baseVertex,
uint32_t startIndex,
uint32_t primitiveCount,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
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);
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void (*DrawPrimitives)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
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uint32_t vertexStart,
uint32_t primitiveCount,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
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);
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void (*DispatchCompute)(
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Refresh_Renderer *device,
Refresh_CommandBuffer *commandBuffer,
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uint32_t groupCountX,
uint32_t groupCountY,
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uint32_t groupCountZ,
uint32_t computeParamOffset
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);
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/* State Creation */
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Refresh_RenderPass* (*CreateRenderPass)(
Refresh_Renderer *driverData,
Refresh_RenderPassCreateInfo *renderPassCreateInfo
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);
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Refresh_ComputePipeline* (*CreateComputePipeline)(
Refresh_Renderer *driverData,
Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
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);
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Refresh_GraphicsPipeline* (*CreateGraphicsPipeline)(
Refresh_Renderer *driverData,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
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);
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Refresh_Sampler* (*CreateSampler)(
Refresh_Renderer *driverData,
Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
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);
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Refresh_Framebuffer* (*CreateFramebuffer)(
Refresh_Renderer *driverData,
Refresh_FramebufferCreateInfo *framebufferCreateInfo
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);
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Refresh_ShaderModule* (*CreateShaderModule)(
Refresh_Renderer *driverData,
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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);
Refresh_Texture* (*CreateTexture)(
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Refresh_Renderer *driverData,
Refresh_TextureCreateInfo *textureCreateInfo
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);
Refresh_RenderTarget* (*CreateRenderTarget)(
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Refresh_Renderer *driverData,
Refresh_TextureSlice *textureSlice,
Refresh_SampleCount multisampleCount
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);
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Refresh_Buffer* (*CreateBuffer)(
Refresh_Renderer *driverData,
Refresh_BufferUsageFlags usageFlags,
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uint32_t sizeInBytes
);
/* Setters */
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void(*SetTextureData)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *textureSlice,
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void *data,
uint32_t dataLengthInBytes
);
void(*SetTextureDataYUV)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer* commandBuffer,
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Refresh_Texture *y,
Refresh_Texture *u,
Refresh_Texture *v,
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uint32_t yWidth,
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void* data,
uint32_t dataLength
);
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void(*CopyTextureToTexture)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *sourceTextureSlice,
Refresh_TextureSlice *destinationTextureSlice,
Refresh_Filter filter
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);
void(*CopyTextureToBuffer)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
Refresh_Buffer *buffer
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);
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void(*SetBufferData)(
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Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
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uint32_t offsetInBytes,
void* data,
uint32_t dataLength
);
uint32_t(*PushVertexShaderUniforms)(
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Refresh_Renderer *driverData,
Refresh_GraphicsPipeline* pipeline,
void *data,
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uint32_t dataLengthInBytes
);
uint32_t(*PushFragmentShaderUniforms)(
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Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *pipeline,
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void *data,
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uint32_t dataLengthInBytes
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);
uint32_t (*PushComputeShaderUniforms)(
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Refresh_Renderer *driverData,
Refresh_ComputePipeline *pipeline,
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void *data,
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uint32_t dataLengthInBytes
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);
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void(*BindVertexSamplers)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
Refresh_Sampler **pSamplers
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);
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void(*BindFragmentSamplers)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
Refresh_Sampler **pSamplers
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);
/* Getters */
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void(*GetBufferData)(
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Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
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void *data,
uint32_t dataLengthInBytes
);
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/* Disposal */
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void(*QueueDestroyTexture)(
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Refresh_Renderer *driverData,
Refresh_Texture *texture
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);
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void(*QueueDestroySampler)(
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Refresh_Renderer *driverData,
Refresh_Sampler *sampler
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);
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void(*QueueDestroyBuffer)(
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Refresh_Renderer *driverData,
Refresh_Buffer *buffer
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);
void(*QueueDestroyRenderTarget)(
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Refresh_Renderer *driverData,
Refresh_RenderTarget *renderTarget
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);
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void(*QueueDestroyFramebuffer)(
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Refresh_Renderer *driverData,
Refresh_Framebuffer *frameBuffer
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);
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void(*QueueDestroyShaderModule)(
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Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule
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);
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void(*QueueDestroyRenderPass)(
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Refresh_Renderer *driverData,
Refresh_RenderPass *renderPass
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);
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void(*QueueDestroyComputePipeline)(
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Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline
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);
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void(*QueueDestroyGraphicsPipeline)(
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Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *graphicsPipeline
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);
/* Graphics State */
void(*BeginRenderPass)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_RenderPass *renderPass,
Refresh_Framebuffer *framebuffer,
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Refresh_Rect *renderArea,
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Refresh_Vec4 *pColorClearValues,
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uint32_t colorClearCount,
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Refresh_DepthStencilValue *depthStencilClearValue
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);
void(*EndRenderPass)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
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);
void(*BindGraphicsPipeline)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_GraphicsPipeline *graphicsPipeline
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);
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void(*BindVertexBuffers)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
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uint32_t firstBinding,
uint32_t bindingCount,
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Refresh_Buffer **pBuffers,
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uint64_t *pOffsets
);
void(*BindIndexBuffer)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
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uint64_t offset,
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Refresh_IndexElementSize indexElementSize
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);
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void(*BindComputePipeline)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ComputePipeline *computePipeline
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);
void(*BindComputeBuffers)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer **pBuffers
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);
void(*BindComputeTextures)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures
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);
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Refresh_CommandBuffer* (*AcquireCommandBuffer)(
Refresh_Renderer *driverData,
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uint8_t fixed
);
void(*QueuePresent)(
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Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
Refresh_Rect *destinationRectangle,
Refresh_Filter filter
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);
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void(*Submit)(
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Refresh_Renderer *driverData,
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uint32_t commandBufferCount,
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Refresh_CommandBuffer **pCommandBuffers
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);
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void(*Wait)(
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Refresh_Renderer *driverData
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);
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void(*GetTextureHandles)(
Refresh_Renderer *driverData,
Refresh_Texture *texture,
Refresh_TextureHandles *handles
);
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/* Opaque pointer for the Driver */
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Refresh_Renderer *driverData;
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};
#define ASSIGN_DRIVER_FUNC(func, name) \
result->func = name##_##func;
#define ASSIGN_DRIVER(name) \
ASSIGN_DRIVER_FUNC(DestroyDevice, name) \
ASSIGN_DRIVER_FUNC(Clear, name) \
ASSIGN_DRIVER_FUNC(DrawIndexedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawInstancedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawPrimitives, name) \
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ASSIGN_DRIVER_FUNC(DispatchCompute, name) \
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ASSIGN_DRIVER_FUNC(CreateRenderPass, name) \
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ASSIGN_DRIVER_FUNC(CreateComputePipeline, name) \
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ASSIGN_DRIVER_FUNC(CreateGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(CreateSampler, name) \
ASSIGN_DRIVER_FUNC(CreateFramebuffer, name) \
ASSIGN_DRIVER_FUNC(CreateShaderModule, name) \
ASSIGN_DRIVER_FUNC(CreateTexture, name) \
ASSIGN_DRIVER_FUNC(CreateRenderTarget, name) \
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ASSIGN_DRIVER_FUNC(CreateBuffer, name) \
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ASSIGN_DRIVER_FUNC(SetTextureData, name) \
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ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
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ASSIGN_DRIVER_FUNC(CopyTextureToTexture, name) \
ASSIGN_DRIVER_FUNC(CopyTextureToBuffer, name) \
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ASSIGN_DRIVER_FUNC(SetBufferData, name) \
ASSIGN_DRIVER_FUNC(PushVertexShaderUniforms, name) \
ASSIGN_DRIVER_FUNC(PushFragmentShaderUniforms, name) \
ASSIGN_DRIVER_FUNC(PushComputeShaderUniforms, name) \
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ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \
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ASSIGN_DRIVER_FUNC(GetBufferData, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyRenderTarget, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyFramebuffer, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyRenderPass, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
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ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(BindVertexBuffers, name) \
ASSIGN_DRIVER_FUNC(BindIndexBuffer, name) \
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ASSIGN_DRIVER_FUNC(BindComputePipeline, name) \
ASSIGN_DRIVER_FUNC(BindComputeBuffers, name) \
ASSIGN_DRIVER_FUNC(BindComputeTextures, name) \
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ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \
ASSIGN_DRIVER_FUNC(QueuePresent, name) \
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ASSIGN_DRIVER_FUNC(Submit, name) \
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ASSIGN_DRIVER_FUNC(Wait, name) \
ASSIGN_DRIVER_FUNC(GetTextureHandles, name)
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typedef struct Refresh_Driver
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{
const char *Name;
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Refresh_Device* (*CreateDevice)(
Refresh_PresentationParameters *presentationParameters,
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uint8_t debugMode
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);
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Refresh_Device* (*CreateDeviceUsingExternal)(
Refresh_SysRenderer *sysRenderer,
uint8_t debugMode
);
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} Refresh_Driver;
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extern Refresh_Driver VulkanDriver;
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#endif /* REFRESH_DRIVER_H */
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/* vim: set noexpandtab shiftwidth=8 tabstop=8: */