rename AddDispose to QueueDestroy
parent
d3d9c9ad55
commit
4b6f17054c
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@ -1065,121 +1065,121 @@ REFRESHAPI void Refresh_GetBufferData(
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/* Disposal */
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/* Sends a texture to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* texture: The Refresh_Texture to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeTexture(
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REFRESHAPI void Refresh_QueueDestroyTexture(
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Refresh_Device *device,
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Refresh_Texture *texture
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);
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/* Sends a sampler to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* texture: The Refresh_Sampler to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeSampler(
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REFRESHAPI void Refresh_QueueDestroySampler(
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Refresh_Device *device,
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Refresh_Sampler *sampler
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);
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/* Sends a buffer to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* buffer: The Refresh_Buffer to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeBuffer(
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REFRESHAPI void Refresh_QueueDestroyBuffer(
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Refresh_Device *device,
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Refresh_Buffer *buffer
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);
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/* Sends a color target to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* colorTarget: The Refresh_ColorTarget to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeColorTarget(
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REFRESHAPI void Refresh_QueueDestroyColorTarget(
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Refresh_Device *device,
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Refresh_ColorTarget *colorTarget
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);
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/* Sends a depth/stencil target to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* depthStencilTarget: The Refresh_DepthStencilTarget to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeDepthStencilTarget(
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REFRESHAPI void Refresh_QueueDestroyDepthStencilTarget(
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Refresh_Device *device,
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Refresh_DepthStencilTarget *depthStencilTarget
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);
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/* Sends a framebuffer to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* framebuffer: The Refresh_Framebuffer to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeFramebuffer(
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REFRESHAPI void Refresh_QueueDestroyFramebuffer(
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Refresh_Device *device,
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Refresh_Framebuffer *frameBuffer
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);
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/* Sends a shader module to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* shaderModule: The Refresh_ShaderModule to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeShaderModule(
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REFRESHAPI void Refresh_QueueDestroyShaderModule(
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Refresh_Device *device,
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Refresh_ShaderModule *shaderModule
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);
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/* Sends a render pass to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* renderPass: The Refresh_RenderPass to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeRenderPass(
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REFRESHAPI void Refresh_QueueDestroyRenderPass(
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Refresh_Device *device,
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Refresh_RenderPass *renderPass
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);
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/* Sends a compute pipeline to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* computePipeline: The Refresh_ComputePipeline to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeComputePipeline(
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REFRESHAPI void Refresh_QueueDestroyComputePipeline(
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Refresh_Device *device,
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Refresh_ComputePipeline *computePipeline
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);
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/* Sends a graphics pipeline to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* "QueueDestroy" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed.
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*/
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REFRESHAPI void Refresh_AddDisposeGraphicsPipeline(
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REFRESHAPI void Refresh_QueueDestroyGraphicsPipeline(
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Refresh_Device *device,
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Refresh_GraphicsPipeline *graphicsPipeline
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);
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@ -613,111 +613,111 @@ void Refresh_GetBufferData(
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);
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}
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void Refresh_AddDisposeTexture(
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void Refresh_QueueDestroyTexture(
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Refresh_Device *device,
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Refresh_Texture *texture
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) {
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NULL_RETURN(device);
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device->AddDisposeTexture(
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device->QueueDestroyTexture(
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device->driverData,
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texture
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);
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}
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void Refresh_AddDisposeSampler(
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void Refresh_QueueDestroySampler(
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Refresh_Device *device,
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Refresh_Sampler *sampler
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) {
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NULL_RETURN(device);
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device->AddDisposeSampler(
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device->QueueDestroySampler(
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device->driverData,
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sampler
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);
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}
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void Refresh_AddDisposeBuffer(
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void Refresh_QueueDestroyBuffer(
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Refresh_Device *device,
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Refresh_Buffer *buffer
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) {
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NULL_RETURN(device);
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device->AddDisposeBuffer(
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device->QueueDestroyBuffer(
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device->driverData,
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buffer
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);
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}
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void Refresh_AddDisposeColorTarget(
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void Refresh_QueueDestroyColorTarget(
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Refresh_Device *device,
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Refresh_ColorTarget *colorTarget
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) {
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NULL_RETURN(device);
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device->AddDisposeColorTarget(
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device->QueueDestroyColorTarget(
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device->driverData,
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colorTarget
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);
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}
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void Refresh_AddDisposeDepthStencilTarget(
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void Refresh_QueueDestroyDepthStencilTarget(
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Refresh_Device *device,
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Refresh_DepthStencilTarget *depthStencilTarget
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) {
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NULL_RETURN(device);
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device->AddDisposeDepthStencilTarget(
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device->QueueDestroyDepthStencilTarget(
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device->driverData,
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depthStencilTarget
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);
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}
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void Refresh_AddDisposeFramebuffer(
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void Refresh_QueueDestroyFramebuffer(
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Refresh_Device *device,
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Refresh_Framebuffer *frameBuffer
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) {
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NULL_RETURN(device);
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device->AddDisposeFramebuffer(
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device->QueueDestroyFramebuffer(
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device->driverData,
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frameBuffer
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);
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}
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void Refresh_AddDisposeShaderModule(
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void Refresh_QueueDestroyShaderModule(
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Refresh_Device *device,
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Refresh_ShaderModule *shaderModule
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) {
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NULL_RETURN(device);
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device->AddDisposeShaderModule(
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device->QueueDestroyShaderModule(
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device->driverData,
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shaderModule
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);
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}
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void Refresh_AddDisposeRenderPass(
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void Refresh_QueueDestroyRenderPass(
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Refresh_Device *device,
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Refresh_RenderPass *renderPass
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) {
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NULL_RETURN(device);
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device->AddDisposeRenderPass(
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device->QueueDestroyRenderPass(
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device->driverData,
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renderPass
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);
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}
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void Refresh_AddDisposeComputePipeline(
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void Refresh_QueueDestroyComputePipeline(
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Refresh_Device *device,
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Refresh_ComputePipeline *computePipeline
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) {
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NULL_RETURN(device);
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device->AddDisposeComputePipeline(
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device->QueueDestroyComputePipeline(
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device->driverData,
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computePipeline
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);
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}
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void Refresh_AddDisposeGraphicsPipeline(
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void Refresh_QueueDestroyGraphicsPipeline(
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Refresh_Device *device,
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Refresh_GraphicsPipeline *graphicsPipeline
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) {
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NULL_RETURN(device);
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device->AddDisposeGraphicsPipeline(
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device->QueueDestroyGraphicsPipeline(
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device->driverData,
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graphicsPipeline
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);
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@ -394,52 +394,52 @@ struct Refresh_Device
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/* Disposal */
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void(*AddDisposeTexture)(
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void(*QueueDestroyTexture)(
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Refresh_Renderer *driverData,
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Refresh_Texture *texture
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);
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void(*AddDisposeSampler)(
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void(*QueueDestroySampler)(
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Refresh_Renderer *driverData,
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Refresh_Sampler *sampler
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);
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void(*AddDisposeBuffer)(
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void(*QueueDestroyBuffer)(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer
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);
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void(*AddDisposeColorTarget)(
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void(*QueueDestroyColorTarget)(
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Refresh_Renderer *driverData,
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Refresh_ColorTarget *colorTarget
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);
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void(*AddDisposeDepthStencilTarget)(
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void(*QueueDestroyDepthStencilTarget)(
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Refresh_Renderer *driverData,
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Refresh_DepthStencilTarget *depthStencilTarget
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);
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void(*AddDisposeFramebuffer)(
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void(*QueueDestroyFramebuffer)(
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Refresh_Renderer *driverData,
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Refresh_Framebuffer *frameBuffer
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);
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void(*AddDisposeShaderModule)(
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void(*QueueDestroyShaderModule)(
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Refresh_Renderer *driverData,
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Refresh_ShaderModule *shaderModule
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);
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void(*AddDisposeRenderPass)(
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void(*QueueDestroyRenderPass)(
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Refresh_Renderer *driverData,
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Refresh_RenderPass *renderPass
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);
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void(*AddDisposeComputePipeline)(
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void(*QueueDestroyComputePipeline)(
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Refresh_Renderer *driverData,
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Refresh_ComputePipeline *computePipeline
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);
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void(*AddDisposeGraphicsPipeline)(
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void(*QueueDestroyGraphicsPipeline)(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipeline *graphicsPipeline
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);
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@ -562,16 +562,16 @@ struct Refresh_Device
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ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
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ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \
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ASSIGN_DRIVER_FUNC(GetBufferData, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeTexture, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeBuffer, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeColorTarget, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeDepthStencilTarget, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeFramebuffer, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeShaderModule, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeRenderPass, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeComputePipeline, name) \
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ASSIGN_DRIVER_FUNC(AddDisposeGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyColorTarget, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyDepthStencilTarget, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyFramebuffer, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyRenderPass, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
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ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
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ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
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@ -7133,7 +7133,7 @@ static void VULKAN_CopyTextureToBuffer(
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);
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}
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static void VULKAN_AddDisposeTexture(
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static void VULKAN_QueueDestroyTexture(
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Refresh_Renderer *driverData,
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Refresh_Texture *texture
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) {
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@ -7156,7 +7156,7 @@ static void VULKAN_AddDisposeTexture(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeSampler(
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static void VULKAN_QueueDestroySampler(
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Refresh_Renderer *driverData,
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Refresh_Sampler *sampler
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) {
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@ -7179,7 +7179,7 @@ static void VULKAN_AddDisposeSampler(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeBuffer(
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static void VULKAN_QueueDestroyBuffer(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer
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) {
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@ -7204,7 +7204,7 @@ static void VULKAN_AddDisposeBuffer(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeColorTarget(
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static void VULKAN_QueueDestroyColorTarget(
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Refresh_Renderer *driverData,
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Refresh_ColorTarget *colorTarget
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) {
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@ -7227,7 +7227,7 @@ static void VULKAN_AddDisposeColorTarget(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeDepthStencilTarget(
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static void VULKAN_QueueDestroyDepthStencilTarget(
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Refresh_Renderer *driverData,
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Refresh_DepthStencilTarget *depthStencilTarget
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) {
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@ -7250,7 +7250,7 @@ static void VULKAN_AddDisposeDepthStencilTarget(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeFramebuffer(
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static void VULKAN_QueueDestroyFramebuffer(
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Refresh_Renderer *driverData,
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Refresh_Framebuffer *framebuffer
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) {
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@ -7273,7 +7273,7 @@ static void VULKAN_AddDisposeFramebuffer(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeShaderModule(
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static void VULKAN_QueueDestroyShaderModule(
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Refresh_Renderer *driverData,
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Refresh_ShaderModule *shaderModule
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) {
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@ -7296,7 +7296,7 @@ static void VULKAN_AddDisposeShaderModule(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeRenderPass(
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static void VULKAN_QueueDestroyRenderPass(
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Refresh_Renderer *driverData,
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Refresh_RenderPass *renderPass
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) {
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@ -7319,7 +7319,7 @@ static void VULKAN_AddDisposeRenderPass(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeComputePipeline(
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static void VULKAN_QueueDestroyComputePipeline(
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Refresh_Renderer *driverData,
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Refresh_ComputePipeline *computePipeline
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) {
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@ -7342,7 +7342,7 @@ static void VULKAN_AddDisposeComputePipeline(
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SDL_UnlockMutex(renderer->disposeLock);
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}
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static void VULKAN_AddDisposeGraphicsPipeline(
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static void VULKAN_QueueDestroyGraphicsPipeline(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipeline *graphicsPipeline
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) {
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|
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