pull/8/head
cosmonaut 2020-12-16 14:02:03 -08:00
parent 3bd6dfae2d
commit 6d10378978
1 changed files with 72 additions and 2 deletions

View File

@ -58,7 +58,7 @@ typedef struct REFRESH_Sampler REFRESH_Sampler;
typedef struct REFRESH_ShaderParamBuffer REFRESH_ShaderParamBuffer; typedef struct REFRESH_ShaderParamBuffer REFRESH_ShaderParamBuffer;
typedef struct REFRESH_Buffer REFRESH_Buffer; typedef struct REFRESH_Buffer REFRESH_Buffer;
typedef struct REFRESH_ColorTarget REFRESH_ColorTarget; 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_Framebuffer REFRESH_Framebuffer;
typedef struct REFRESH_RenderPass REFRESH_RenderPass; typedef struct REFRESH_RenderPass REFRESH_RenderPass;
typedef struct REFRESH_Pipeline REFRESH_Pipeline; typedef struct REFRESH_Pipeline REFRESH_Pipeline;
@ -547,7 +547,7 @@ typedef struct REFRESH_FramebufferCreateInfo
REFRESH_RenderPass *renderPass; REFRESH_RenderPass *renderPass;
const REFRESH_ColorTarget **pColorTargets; const REFRESH_ColorTarget **pColorTargets;
uint32_t colorTargetCount; uint32_t colorTargetCount;
const REFRESH_DepthTarget *pDepthTarget; const REFRESH_DepthStencilTarget *pDepthTarget;
uint32_t width; uint32_t width;
uint32_t height; uint32_t height;
uint32_t layers; uint32_t layers;
@ -733,6 +733,76 @@ REFRESHAPI REFRESH_Texture* REFRESH_CreateTextureCube(
uint32_t levelCount 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 */ /* Shader State */
/* Sets textures/samplers for use with the currently bound vertex shader. /* Sets textures/samplers for use with the currently bound vertex shader.