rename AddDispose to QueueDestroy

pull/1/head
cosmonaut 2021-01-05 17:02:36 -08:00
parent d3d9c9ad55
commit 4b6f17054c
4 changed files with 70 additions and 70 deletions

View File

@ -1065,121 +1065,121 @@ REFRESHAPI void Refresh_GetBufferData(
/* Disposal */ /* Disposal */
/* Sends a texture to be destroyed by the renderer. Note that we call it /* Sends a texture to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* texture: The Refresh_Texture to be destroyed. * texture: The Refresh_Texture to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeTexture( REFRESHAPI void Refresh_QueueDestroyTexture(
Refresh_Device *device, Refresh_Device *device,
Refresh_Texture *texture Refresh_Texture *texture
); );
/* Sends a sampler to be destroyed by the renderer. Note that we call it /* Sends a sampler to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* texture: The Refresh_Sampler to be destroyed. * texture: The Refresh_Sampler to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeSampler( REFRESHAPI void Refresh_QueueDestroySampler(
Refresh_Device *device, Refresh_Device *device,
Refresh_Sampler *sampler Refresh_Sampler *sampler
); );
/* Sends a buffer to be destroyed by the renderer. Note that we call it /* Sends a buffer to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* buffer: The Refresh_Buffer to be destroyed. * buffer: The Refresh_Buffer to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeBuffer( REFRESHAPI void Refresh_QueueDestroyBuffer(
Refresh_Device *device, Refresh_Device *device,
Refresh_Buffer *buffer Refresh_Buffer *buffer
); );
/* Sends a color target to be destroyed by the renderer. Note that we call it /* Sends a color target to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* colorTarget: The Refresh_ColorTarget to be destroyed. * colorTarget: The Refresh_ColorTarget to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeColorTarget( REFRESHAPI void Refresh_QueueDestroyColorTarget(
Refresh_Device *device, Refresh_Device *device,
Refresh_ColorTarget *colorTarget Refresh_ColorTarget *colorTarget
); );
/* Sends a depth/stencil target to be destroyed by the renderer. Note that we call it /* Sends a depth/stencil target to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* depthStencilTarget: The Refresh_DepthStencilTarget to be destroyed. * depthStencilTarget: The Refresh_DepthStencilTarget to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeDepthStencilTarget( REFRESHAPI void Refresh_QueueDestroyDepthStencilTarget(
Refresh_Device *device, Refresh_Device *device,
Refresh_DepthStencilTarget *depthStencilTarget Refresh_DepthStencilTarget *depthStencilTarget
); );
/* Sends a framebuffer to be destroyed by the renderer. Note that we call it /* Sends a framebuffer to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* framebuffer: The Refresh_Framebuffer to be destroyed. * framebuffer: The Refresh_Framebuffer to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeFramebuffer( REFRESHAPI void Refresh_QueueDestroyFramebuffer(
Refresh_Device *device, Refresh_Device *device,
Refresh_Framebuffer *frameBuffer Refresh_Framebuffer *frameBuffer
); );
/* Sends a shader module to be destroyed by the renderer. Note that we call it /* Sends a shader module to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* shaderModule: The Refresh_ShaderModule to be destroyed. * shaderModule: The Refresh_ShaderModule to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeShaderModule( REFRESHAPI void Refresh_QueueDestroyShaderModule(
Refresh_Device *device, Refresh_Device *device,
Refresh_ShaderModule *shaderModule Refresh_ShaderModule *shaderModule
); );
/* Sends a render pass to be destroyed by the renderer. Note that we call it /* Sends a render pass to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* renderPass: The Refresh_RenderPass to be destroyed. * renderPass: The Refresh_RenderPass to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeRenderPass( REFRESHAPI void Refresh_QueueDestroyRenderPass(
Refresh_Device *device, Refresh_Device *device,
Refresh_RenderPass *renderPass Refresh_RenderPass *renderPass
); );
/* Sends a compute pipeline to be destroyed by the renderer. Note that we call it /* Sends a compute pipeline to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* computePipeline: The Refresh_ComputePipeline to be destroyed. * computePipeline: The Refresh_ComputePipeline to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeComputePipeline( REFRESHAPI void Refresh_QueueDestroyComputePipeline(
Refresh_Device *device, Refresh_Device *device,
Refresh_ComputePipeline *computePipeline Refresh_ComputePipeline *computePipeline
); );
/* Sends a graphics pipeline to be destroyed by the renderer. Note that we call it /* Sends a graphics pipeline to be destroyed by the renderer. Note that we call it
* "AddDispose" because it may not be immediately destroyed by the renderer if * "QueueDestroy" because it may not be immediately destroyed by the renderer if
* this is not called from the main thread (for example, if a garbage collector * this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer). * deletes the resource instead of the programmer).
* *
* graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed. * graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed.
*/ */
REFRESHAPI void Refresh_AddDisposeGraphicsPipeline( REFRESHAPI void Refresh_QueueDestroyGraphicsPipeline(
Refresh_Device *device, Refresh_Device *device,
Refresh_GraphicsPipeline *graphicsPipeline Refresh_GraphicsPipeline *graphicsPipeline
); );

View File

@ -613,111 +613,111 @@ void Refresh_GetBufferData(
); );
} }
void Refresh_AddDisposeTexture( void Refresh_QueueDestroyTexture(
Refresh_Device *device, Refresh_Device *device,
Refresh_Texture *texture Refresh_Texture *texture
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeTexture( device->QueueDestroyTexture(
device->driverData, device->driverData,
texture texture
); );
} }
void Refresh_AddDisposeSampler( void Refresh_QueueDestroySampler(
Refresh_Device *device, Refresh_Device *device,
Refresh_Sampler *sampler Refresh_Sampler *sampler
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeSampler( device->QueueDestroySampler(
device->driverData, device->driverData,
sampler sampler
); );
} }
void Refresh_AddDisposeBuffer( void Refresh_QueueDestroyBuffer(
Refresh_Device *device, Refresh_Device *device,
Refresh_Buffer *buffer Refresh_Buffer *buffer
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeBuffer( device->QueueDestroyBuffer(
device->driverData, device->driverData,
buffer buffer
); );
} }
void Refresh_AddDisposeColorTarget( void Refresh_QueueDestroyColorTarget(
Refresh_Device *device, Refresh_Device *device,
Refresh_ColorTarget *colorTarget Refresh_ColorTarget *colorTarget
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeColorTarget( device->QueueDestroyColorTarget(
device->driverData, device->driverData,
colorTarget colorTarget
); );
} }
void Refresh_AddDisposeDepthStencilTarget( void Refresh_QueueDestroyDepthStencilTarget(
Refresh_Device *device, Refresh_Device *device,
Refresh_DepthStencilTarget *depthStencilTarget Refresh_DepthStencilTarget *depthStencilTarget
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeDepthStencilTarget( device->QueueDestroyDepthStencilTarget(
device->driverData, device->driverData,
depthStencilTarget depthStencilTarget
); );
} }
void Refresh_AddDisposeFramebuffer( void Refresh_QueueDestroyFramebuffer(
Refresh_Device *device, Refresh_Device *device,
Refresh_Framebuffer *frameBuffer Refresh_Framebuffer *frameBuffer
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeFramebuffer( device->QueueDestroyFramebuffer(
device->driverData, device->driverData,
frameBuffer frameBuffer
); );
} }
void Refresh_AddDisposeShaderModule( void Refresh_QueueDestroyShaderModule(
Refresh_Device *device, Refresh_Device *device,
Refresh_ShaderModule *shaderModule Refresh_ShaderModule *shaderModule
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeShaderModule( device->QueueDestroyShaderModule(
device->driverData, device->driverData,
shaderModule shaderModule
); );
} }
void Refresh_AddDisposeRenderPass( void Refresh_QueueDestroyRenderPass(
Refresh_Device *device, Refresh_Device *device,
Refresh_RenderPass *renderPass Refresh_RenderPass *renderPass
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeRenderPass( device->QueueDestroyRenderPass(
device->driverData, device->driverData,
renderPass renderPass
); );
} }
void Refresh_AddDisposeComputePipeline( void Refresh_QueueDestroyComputePipeline(
Refresh_Device *device, Refresh_Device *device,
Refresh_ComputePipeline *computePipeline Refresh_ComputePipeline *computePipeline
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeComputePipeline( device->QueueDestroyComputePipeline(
device->driverData, device->driverData,
computePipeline computePipeline
); );
} }
void Refresh_AddDisposeGraphicsPipeline( void Refresh_QueueDestroyGraphicsPipeline(
Refresh_Device *device, Refresh_Device *device,
Refresh_GraphicsPipeline *graphicsPipeline Refresh_GraphicsPipeline *graphicsPipeline
) { ) {
NULL_RETURN(device); NULL_RETURN(device);
device->AddDisposeGraphicsPipeline( device->QueueDestroyGraphicsPipeline(
device->driverData, device->driverData,
graphicsPipeline graphicsPipeline
); );

View File

@ -394,52 +394,52 @@ struct Refresh_Device
/* Disposal */ /* Disposal */
void(*AddDisposeTexture)( void(*QueueDestroyTexture)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Texture *texture Refresh_Texture *texture
); );
void(*AddDisposeSampler)( void(*QueueDestroySampler)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Sampler *sampler Refresh_Sampler *sampler
); );
void(*AddDisposeBuffer)( void(*QueueDestroyBuffer)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Buffer *buffer Refresh_Buffer *buffer
); );
void(*AddDisposeColorTarget)( void(*QueueDestroyColorTarget)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ColorTarget *colorTarget Refresh_ColorTarget *colorTarget
); );
void(*AddDisposeDepthStencilTarget)( void(*QueueDestroyDepthStencilTarget)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_DepthStencilTarget *depthStencilTarget Refresh_DepthStencilTarget *depthStencilTarget
); );
void(*AddDisposeFramebuffer)( void(*QueueDestroyFramebuffer)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Framebuffer *frameBuffer Refresh_Framebuffer *frameBuffer
); );
void(*AddDisposeShaderModule)( void(*QueueDestroyShaderModule)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule Refresh_ShaderModule *shaderModule
); );
void(*AddDisposeRenderPass)( void(*QueueDestroyRenderPass)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_RenderPass *renderPass Refresh_RenderPass *renderPass
); );
void(*AddDisposeComputePipeline)( void(*QueueDestroyComputePipeline)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline Refresh_ComputePipeline *computePipeline
); );
void(*AddDisposeGraphicsPipeline)( void(*QueueDestroyGraphicsPipeline)(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *graphicsPipeline Refresh_GraphicsPipeline *graphicsPipeline
); );
@ -562,16 +562,16 @@ struct Refresh_Device
ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \ ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \ ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \
ASSIGN_DRIVER_FUNC(GetBufferData, name) \ ASSIGN_DRIVER_FUNC(GetBufferData, name) \
ASSIGN_DRIVER_FUNC(AddDisposeTexture, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \ ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
ASSIGN_DRIVER_FUNC(AddDisposeBuffer, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
ASSIGN_DRIVER_FUNC(AddDisposeColorTarget, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyColorTarget, name) \
ASSIGN_DRIVER_FUNC(AddDisposeDepthStencilTarget, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyDepthStencilTarget, name) \
ASSIGN_DRIVER_FUNC(AddDisposeFramebuffer, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyFramebuffer, name) \
ASSIGN_DRIVER_FUNC(AddDisposeShaderModule, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
ASSIGN_DRIVER_FUNC(AddDisposeRenderPass, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyRenderPass, name) \
ASSIGN_DRIVER_FUNC(AddDisposeComputePipeline, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
ASSIGN_DRIVER_FUNC(AddDisposeGraphicsPipeline, name) \ ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \ ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \ ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \ ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \

View File

@ -7133,7 +7133,7 @@ static void VULKAN_CopyTextureToBuffer(
); );
} }
static void VULKAN_AddDisposeTexture( static void VULKAN_QueueDestroyTexture(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Texture *texture Refresh_Texture *texture
) { ) {
@ -7156,7 +7156,7 @@ static void VULKAN_AddDisposeTexture(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeSampler( static void VULKAN_QueueDestroySampler(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Sampler *sampler Refresh_Sampler *sampler
) { ) {
@ -7179,7 +7179,7 @@ static void VULKAN_AddDisposeSampler(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeBuffer( static void VULKAN_QueueDestroyBuffer(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Buffer *buffer Refresh_Buffer *buffer
) { ) {
@ -7204,7 +7204,7 @@ static void VULKAN_AddDisposeBuffer(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeColorTarget( static void VULKAN_QueueDestroyColorTarget(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ColorTarget *colorTarget Refresh_ColorTarget *colorTarget
) { ) {
@ -7227,7 +7227,7 @@ static void VULKAN_AddDisposeColorTarget(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeDepthStencilTarget( static void VULKAN_QueueDestroyDepthStencilTarget(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_DepthStencilTarget *depthStencilTarget Refresh_DepthStencilTarget *depthStencilTarget
) { ) {
@ -7250,7 +7250,7 @@ static void VULKAN_AddDisposeDepthStencilTarget(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeFramebuffer( static void VULKAN_QueueDestroyFramebuffer(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_Framebuffer *framebuffer Refresh_Framebuffer *framebuffer
) { ) {
@ -7273,7 +7273,7 @@ static void VULKAN_AddDisposeFramebuffer(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeShaderModule( static void VULKAN_QueueDestroyShaderModule(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule Refresh_ShaderModule *shaderModule
) { ) {
@ -7296,7 +7296,7 @@ static void VULKAN_AddDisposeShaderModule(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeRenderPass( static void VULKAN_QueueDestroyRenderPass(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_RenderPass *renderPass Refresh_RenderPass *renderPass
) { ) {
@ -7319,7 +7319,7 @@ static void VULKAN_AddDisposeRenderPass(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeComputePipeline( static void VULKAN_QueueDestroyComputePipeline(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline Refresh_ComputePipeline *computePipeline
) { ) {
@ -7342,7 +7342,7 @@ static void VULKAN_AddDisposeComputePipeline(
SDL_UnlockMutex(renderer->disposeLock); SDL_UnlockMutex(renderer->disposeLock);
} }
static void VULKAN_AddDisposeGraphicsPipeline( static void VULKAN_QueueDestroyGraphicsPipeline(
Refresh_Renderer *driverData, Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *graphicsPipeline Refresh_GraphicsPipeline *graphicsPipeline
) { ) {