uniform API update
continuous-integration/drone/push Build is passing
Details
continuous-integration/drone/push Build is passing
Details
parent
4699c158f3
commit
7f3e89315e
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@ -991,13 +991,13 @@ REFRESHAPI void Refresh_SetBufferData(
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* Will use the block size of the currently bound vertex shader.
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* Will use the block size of the currently bound vertex shader.
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*
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*
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* data: The client data to write into the buffer.
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* data: The client data to write into the buffer.
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* paramBlockCount: The number of param-sized blocks from the client buffer to write.
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* dataLengthInBytes: The length of the data to write.
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*/
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*/
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REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms(
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REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t paramBlockCount
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uint32_t dataLengthInBytes
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);
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);
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/* Pushes fragment shader params to the device.
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/* Pushes fragment shader params to the device.
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@ -1008,13 +1008,13 @@ REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms(
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* Will use the block size of the currently bound fragment shader.
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* Will use the block size of the currently bound fragment shader.
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*
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*
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* data: The client data to write into the buffer.
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* data: The client data to write into the buffer.
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* paramBlockCount: The number of param-sized blocks from the client buffer to write.
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* dataLengthInBytes: The length of the data to write.
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*/
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*/
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REFRESHAPI uint32_t Refresh_PushFragmentShaderUniforms(
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REFRESHAPI uint32_t Refresh_PushFragmentShaderUniforms(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t paramBlockCount
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uint32_t dataLengthInBytes
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);
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);
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/* Pushes compute shader params to the device.
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/* Pushes compute shader params to the device.
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@ -1024,14 +1024,14 @@ REFRESHAPI uint32_t Refresh_PushFragmentShaderUniforms(
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* A compute pipeline must be bound.
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* A compute pipeline must be bound.
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* Will use the block size of the currently bound compute shader.
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* Will use the block size of the currently bound compute shader.
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*
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*
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* data: The client data to write into the buffer.
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* data: The client data to write into the buffer.
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* paramBlockData: The number of param-sized blocks from the client buffer to write.
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* dataLengthInBytes: The length of the data to write.
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*/
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*/
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REFRESHAPI uint32_t Refresh_PushComputeShaderUniforms(
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REFRESHAPI uint32_t Refresh_PushComputeShaderUniforms(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t paramBlockCount
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uint32_t dataLengthInBytes
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);
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);
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/* Getters */
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/* Getters */
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@ -468,14 +468,14 @@ uint32_t Refresh_PushVertexShaderUniforms(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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) {
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) {
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if (device == NULL) { return 0; }
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if (device == NULL) { return 0; }
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return device->PushVertexShaderUniforms(
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return device->PushVertexShaderUniforms(
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device->driverData,
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device->driverData,
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commandBuffer,
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commandBuffer,
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data,
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data,
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elementCount
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dataLengthInBytes
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);
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);
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}
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}
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@ -483,14 +483,14 @@ uint32_t Refresh_PushFragmentShaderUniforms(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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) {
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) {
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if (device == NULL) { return 0; }
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if (device == NULL) { return 0; }
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return device->PushFragmentShaderUniforms(
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return device->PushFragmentShaderUniforms(
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device->driverData,
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device->driverData,
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commandBuffer,
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commandBuffer,
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data,
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data,
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elementCount
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dataLengthInBytes
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);
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);
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}
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}
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@ -498,14 +498,14 @@ uint32_t Refresh_PushComputeShaderUniforms(
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Refresh_Device *device,
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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) {
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) {
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if (device == NULL) { return 0; }
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if (device == NULL) { return 0; }
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return device->PushComputeShaderUniforms(
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return device->PushComputeShaderUniforms(
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device->driverData,
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device->driverData,
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commandBuffer,
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commandBuffer,
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data,
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data,
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elementCount
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dataLengthInBytes
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);
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);
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}
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}
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@ -314,21 +314,21 @@ struct Refresh_Device
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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);
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);
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uint32_t(*PushFragmentShaderUniforms)(
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uint32_t(*PushFragmentShaderUniforms)(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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);
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);
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uint32_t (*PushComputeShaderUniforms)(
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uint32_t (*PushComputeShaderUniforms)(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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);
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);
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void(*BindVertexSamplers)(
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void(*BindVertexSamplers)(
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@ -6555,7 +6555,7 @@ static uint32_t VULKAN_PushVertexShaderUniforms(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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) {
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) {
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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@ -6579,7 +6579,7 @@ static uint32_t VULKAN_PushVertexShaderUniforms(
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(Refresh_Buffer*) renderer->vertexUBO,
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(Refresh_Buffer*) renderer->vertexUBO,
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renderer->vertexUBOOffset,
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renderer->vertexUBOOffset,
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data,
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data,
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elementCount * vulkanCommandBuffer->currentGraphicsPipeline->vertexUBOBlockSize
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dataLengthInBytes
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);
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);
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SDL_UnlockMutex(renderer->uniformBufferLock);
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SDL_UnlockMutex(renderer->uniformBufferLock);
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@ -6591,7 +6591,7 @@ static uint32_t VULKAN_PushFragmentShaderUniforms(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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) {
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) {
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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@ -6615,7 +6615,7 @@ static uint32_t VULKAN_PushFragmentShaderUniforms(
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(Refresh_Buffer*) renderer->fragmentUBO,
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(Refresh_Buffer*) renderer->fragmentUBO,
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renderer->fragmentUBOOffset,
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renderer->fragmentUBOOffset,
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data,
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data,
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elementCount * vulkanCommandBuffer->currentGraphicsPipeline->fragmentUBOBlockSize
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dataLengthInBytes
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);
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);
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SDL_UnlockMutex(renderer->uniformBufferLock);
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SDL_UnlockMutex(renderer->uniformBufferLock);
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@ -6627,7 +6627,7 @@ static uint32_t VULKAN_PushComputeShaderUniforms(
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Refresh_Renderer *driverData,
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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void *data,
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uint32_t elementCount
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uint32_t dataLengthInBytes
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) {
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) {
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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@ -6651,7 +6651,7 @@ static uint32_t VULKAN_PushComputeShaderUniforms(
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(Refresh_Buffer*) renderer->computeUBO,
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(Refresh_Buffer*) renderer->computeUBO,
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renderer->computeUBOOffset,
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renderer->computeUBOOffset,
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data,
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data,
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elementCount * vulkanCommandBuffer->currentComputePipeline->computeUBOBlockSize
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dataLengthInBytes
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);
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);
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SDL_UnlockMutex(renderer->uniformBufferLock);
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SDL_UnlockMutex(renderer->uniformBufferLock);
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