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				|  | @ -58,7 +58,7 @@ typedef struct REFRESH_Sampler REFRESH_Sampler; | |||
| typedef struct REFRESH_ShaderParamBuffer REFRESH_ShaderParamBuffer; | ||||
| typedef struct REFRESH_Buffer REFRESH_Buffer; | ||||
| typedef struct REFRESH_ColorTarget REFRESH_ColorTarget; | ||||
| typedef struct REFRESH_DepthTarget REFRESH_DepthTarget; | ||||
| typedef struct REFRESH_DepthStencilTarget REFRESH_DepthStencilTarget; | ||||
| typedef struct REFRESH_Framebuffer REFRESH_Framebuffer; | ||||
| typedef struct REFRESH_RenderPass REFRESH_RenderPass; | ||||
| typedef struct REFRESH_Pipeline REFRESH_Pipeline; | ||||
|  | @ -547,7 +547,7 @@ typedef struct REFRESH_FramebufferCreateInfo | |||
| 	REFRESH_RenderPass *renderPass; | ||||
| 	const REFRESH_ColorTarget **pColorTargets; | ||||
| 	uint32_t colorTargetCount; | ||||
| 	const REFRESH_DepthTarget *pDepthTarget; | ||||
| 	const REFRESH_DepthStencilTarget *pDepthTarget; | ||||
| 	uint32_t width; | ||||
| 	uint32_t height; | ||||
| 	uint32_t layers; | ||||
|  | @ -733,6 +733,76 @@ REFRESHAPI REFRESH_Texture* REFRESH_CreateTextureCube( | |||
| 	uint32_t levelCount | ||||
| ); | ||||
| 
 | ||||
| /* Creates a color target.
 | ||||
|  * | ||||
|  * width: 				The width of the color target. | ||||
|  * height: 				The height of the color target. | ||||
|  * format: 				The pixel format of the color target. | ||||
|  * multisampleCount:	The MSAA value for the color target. | ||||
|  * texture: 			The texture that the color target will resolve to. | ||||
|  */ | ||||
| REFRESHAPI REFRESH_ColorTarget* REFRESH_GenColorTarget( | ||||
| 	REFRESH_Device *device, | ||||
| 	uint32_t width, | ||||
| 	uint32_t height, | ||||
| 	REFRESH_SurfaceFormat format, | ||||
| 	uint32_t multisampleCount, | ||||
| 	REFRESH_Texture *texture | ||||
| ); | ||||
| 
 | ||||
| /* Creates a depth/stencil target.
 | ||||
|  * | ||||
|  * width:	The width of the depth/stencil target. | ||||
|  * height: 	The height of the depth/stencil target. | ||||
|  * format:	The storage format of the depth/stencil target. | ||||
|  * texture: The texture that the depth/stencil target will resolve to. | ||||
|  */ | ||||
| REFRESHAPI REFRESH_DepthStencilTarget* REFRESH_GenDepthStencilTarget( | ||||
| 	REFRESH_Device *device, | ||||
| 	uint32_t width, | ||||
| 	uint32_t height, | ||||
| 	REFRESH_DepthFormat format, | ||||
| 	REFRESH_Texture *texture | ||||
| ); | ||||
| 
 | ||||
| /* Disposal */ | ||||
| 
 | ||||
| /* 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 | ||||
|  * this is not called from the main thread (for example, if a garbage collector | ||||
|  * deletes the resource instead of the programmer). | ||||
|  * | ||||
|  * texture: The REFRESH_Texture to be destroyed. | ||||
|  */ | ||||
| REFRESHAPI void REFRESH_AddDisposeTexture( | ||||
| 	REFRESH_Device *device, | ||||
| 	REFRESH_Texture *texture | ||||
| ); | ||||
| 
 | ||||
| /* 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 | ||||
|  * this is not called from the main thread (for example, if a garbage collector | ||||
|  * deletes the resource instead of the programmer). | ||||
|  * | ||||
|  * colorTarget: The REFRESH_ColorTarget to be destroyed. | ||||
|  */ | ||||
| REFRESHAPI void REFRESH_AddDisposeColorTarget( | ||||
| 	REFRESH_Device *device, | ||||
| 	REFRESH_ColorTarget *colorTarget | ||||
| ); | ||||
| 
 | ||||
| /* 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 | ||||
|  * this is not called from the main thread (for example, if a garbage collector | ||||
|  * deletes the resource instead of the programmer). | ||||
|  * | ||||
|  * depthStencilTarget: The REFRESH_DepthStencilTarget to be destroyed. | ||||
|  */ | ||||
| REFRESHAPI void REFRESH_AddDisposeDepthStencilTarget( | ||||
| 	REFRESH_Device *device, | ||||
| 	REFRESH_DepthStencilTarget *depthStencilTarget | ||||
| ); | ||||
| 
 | ||||
| /* Shader State */ | ||||
| 
 | ||||
| /* Sets textures/samplers for use with the currently bound vertex shader.
 | ||||
|  |  | |||
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