laying out the multi-driver skeleton
parent
491c49d8ad
commit
c57842afb9
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@ -72,8 +72,7 @@ typedef enum REFRESH_PrimitiveType
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REFRESH_PRIMITIVETYPE_LINELIST,
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REFRESH_PRIMITIVETYPE_LINESTRIP,
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REFRESH_PRIMITIVETYPE_TRIANGLELIST,
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REFRESH_PRIMITIVETYPE_TRIANGLESTRIP,
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REFRESH_PRIMITIVETYPE_TRIANGLEFAN
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REFRESH_PRIMITIVETYPE_TRIANGLESTRIP
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} REFRESH_PrimitiveType;
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typedef enum REFRESH_LoadOp
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@ -900,7 +899,7 @@ REFRESHAPI void REFRESH_SetTextureDataCube(
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uint32_t dataLength
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);
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/* Uploads YUV image data to three ALPHA8 texture objects.
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/* Uploads YUV image data to three R8 texture objects.
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*
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* y: The texture storing the Y data.
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* u: The texture storing the U (Cb) data.
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@ -957,6 +956,23 @@ REFRESHAPI void REFRESH_SetIndexBufferData(
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uint32_t dataLength
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);
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/* Pushes shader param data to a buffer.
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*
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* shaderParamBuffer: The buffer to be updated.
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* offsetInBytes: The starting offset of the buffer to write into.
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* data: The client data to write into the buffer.
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* elementCount: The number of elements from the client buffer to write.
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* elementSizeInBytes: The size of each element in the client buffer.
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*/
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REFRESHAPI void REFRESH_SetShaderParamData(
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REFRESH_Device *device,
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REFRESH_Buffer *shaderParamBuffer,
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uint32_t offsetInBytes,
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void *data,
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uint32_t elementCount,
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uint32_t elementSizeInBytes
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);
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/* Sets textures/samplers for use with the currently bound vertex shader.
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*
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* startIndex: The index at which to begin replacing sampler references.
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@ -987,23 +1003,6 @@ REFRESHAPI void REFRESH_SetFragmentSamplers(
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uint32_t count
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);
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/* Pushes shader param data to a buffer.
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*
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* shaderParamBuffer: The buffer to be updated.
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* offsetInBytes: The starting offset of the buffer to write into.
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* data: The client data to write into the buffer.
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* elementCount: The number of elements from the client buffer to write.
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* elementSizeInBytes: The size of each element in the client buffer.
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*/
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REFRESHAPI void REFRESH_SetShaderParamData(
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REFRESH_Device *device,
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REFRESH_Buffer *shaderParamBuffer,
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uint32_t offsetInBytes,
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void *data,
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uint32_t elementCount,
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uint32_t elementSizeInBytes
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);
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/* Getters */
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/* Pulls image data from a 2D texture into client memory. Like any GetData,
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@ -0,0 +1,36 @@
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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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*
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* Copyright (c) 2020 Evan Hemsley
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Evan "cosmonaut" Hemsley <evan@moonside.games>
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*
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*/
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#include "Refresh_Driver.h"
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#include <SDL.h>
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/* Drivers */
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static const REFRESH_Driver *drivers[] = {
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&VulkanDriver,
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NULL
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};
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@ -0,0 +1,551 @@
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/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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*
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* Copyright (c) 2020 Evan Hemsley
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Evan "cosmonaut" Hemsley <evan@moonside.games>
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*
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*/
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#ifndef REFRESH_DRIVER_H
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#define REFRESH_DRIVER_H
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#include "Refresh.h"
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/* Windows/Visual Studio cruft */
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#ifdef _WIN32
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#define inline __inline
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#endif
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/* Internal Helper Utilities */
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static inline uint32_t Texture_GetFormatSize(
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REFRESH_SurfaceFormat format
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) {
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switch (format)
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{
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case REFRESH_SURFACEFORMAT_BC1:
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return 8;
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case REFRESH_SURFACEFORMAT_BC2:
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case REFRESH_SURFACEFORMAT_BC3:
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return 16;
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case REFRESH_SURFACEFORMAT_R8:
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return 1;
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case REFRESH_SURFACEFORMAT_R5G6B5:
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case REFRESH_SURFACEFORMAT_B4G4R4A4:
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case REFRESH_SURFACEFORMAT_A1R5G5B5:
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case REFRESH_SURFACEFORMAT_R16_SFLOAT:
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case REFRESH_SURFACEFORMAT_R8G8_SNORM:
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return 2;
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case REFRESH_SURFACEFORMAT_R8G8B8A8:
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case REFRESH_SURFACEFORMAT_R32_SFLOAT:
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case FNA3D_SURFACEFORMAT_RG32:
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case REFRESH_SURFACEFORMAT_R16G16_SFLOAT:
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case REFRESH_SURFACEFORMAT_R8G8B8A8_SNORM:
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case REFRESH_SURFACEFORMAT_A2R10G10B10:
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return 4;
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case REFRESH_SURFACEFORMAT_R16G16B16A16_SFLOAT:
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case REFRESH_SURFACEFORMAT_R16G16B16A16:
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case REFRESH_SURFACEFORMAT_R32G32_SFLOAT:
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return 8;
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case REFRESH_SURFACEFORMAT_R32G32B32A32_SFLOAT:
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return 16;
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default:
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FNA3D_LogError(
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"Unrecognized SurfaceFormat!"
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);
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return 0;
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}
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}
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static inline uint32_t PrimitiveVerts(
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REFRESH_PrimitiveType primitiveType,
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uint32_t primitiveCount
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) {
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switch (primitiveType)
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{
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case REFRESH_PRIMITIVETYPE_TRIANGLELIST:
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return primitiveCount * 3;
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case REFRESH_PRIMITIVETYPE_TRIANGLESTRIP:
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return primitiveCount + 2;
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case REFRESH_PRIMITIVETYPE_LINELIST:
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return primitiveCount * 2;
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case REFRESH_PRIMITIVETYPE_LINESTRIP:
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return primitiveCount + 1;
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case REFRESH_PRIMITIVETYPE_POINTLIST:
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return primitiveCount;
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default:
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REFRESH_LogError(
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"Unrecognized primitive type!"
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);
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return 0;
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}
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}
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static inline uint32_t IndexSize(REFRESH_IndexElementSize size)
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{
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return (size == FNA3D_INDEXELEMENTSIZE_16BIT) ? 2 : 4;
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}
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static inline uint32_t BytesPerRow(
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int32_t width,
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REFRESH_SurfaceFormat format
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) {
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uint32_t blocksPerRow = width;
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if ( format == REFRESH_SURFACEFORMAT_BC1 ||
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format == REFRESH_SURFACEFORMAT_BC2 ||
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format == REFRESH_SURFACEFORMAT_BC3 )
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{
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blocksPerRow = (width + 3) / 4;
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}
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return blocksPerRow * Texture_GetFormatSize(format);
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}
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static inline int32_t BytesPerImage(
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uint32_t width,
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uint32_t height,
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REFRESH_SurfaceFormat format
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) {
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uint32_t blocksPerRow = width;
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uint32_t blocksPerColumn = height;
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if ( format == REFRESH_SURFACEFORMAT_BC1 ||
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format == REFRESH_SURFACEFORMAT_BC2 ||
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format == REFRESH_SURFACEFORMAT_BC3 )
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{
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blocksPerRow = (width + 3) / 4;
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blocksPerColumn = (height + 3) / 4;
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}
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return blocksPerRow * blocksPerColumn * Texture_GetFormatSize(format);
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}
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/* XNA GraphicsDevice Limits */
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/* TODO: can these be adjusted for modern low-end? */
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#define MAX_TEXTURE_SAMPLERS 16
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#define MAX_VERTEXTEXTURE_SAMPLERS 4
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#define MAX_TOTAL_SAMPLERS (MAX_TEXTURE_SAMPLERS + MAX_VERTEXTEXTURE_SAMPLERS)
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#define MAX_VERTEX_ATTRIBUTES 16
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#define MAX_BOUND_VERTEX_BUFFERS 16
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#define MAX_RENDERTARGET_BINDINGS 4
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/* REFRESH_Device Definition */
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typedef struct REFRESH_Renderer REFRESH_Renderer;
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struct REFRESH_Device
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{
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/* Quit */
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void (*DestroyDevice)(REFRESH_Device *device);
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/* Drawing */
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void (*Clear)(
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REFRESH_Renderer *driverData,
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REFRESH_ClearOptions options,
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REFRESH_Vec4 **colors,
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uint32_t colorCount,
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float depth,
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int32_t stencil
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);
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void (*DrawIndexedPrimitives)(
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REFRESH_Renderer *driverData,
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REFRESH_PrimitiveType primitiveType,
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int32_t baseVertex,
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int32_t minVertexIndex,
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int32_t numVertices,
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int32_t startIndex,
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int32_t primitiveCount,
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REFRESH_Buffer *indices,
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REFRESH_IndexElementSize indexElementSize
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);
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void (*DrawInstancedPrimitives)(
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REFRESH_Renderer *driverData,
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REFRESH_PrimitiveType primitiveType,
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int32_t baseVertex,
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int32_t minVertexIndex,
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int32_t numVertices,
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int32_t startIndex,
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int32_t primitiveCount,
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int32_t instanceCount,
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REFRESH_Buffer *indices,
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REFRESH_IndexElementSize indexElementSize
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);
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void (*DrawPrimitives)(
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REFRESH_Renderer *driverData,
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REFRESH_PrimitiveType primitiveType,
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int32_t vertexStart,
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int32_t primitiveCount
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);
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/* State Creation */
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void (*CreateRenderPass)(
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REFRESH_Renderer *driverData,
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REFRESH_RenderPassCreateInfo *renderPassCreateInfo
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);
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void (*CreateGraphicsPipeline)(
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REFRESH_Renderer *driverData,
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REFRESH_GraphicsPipelineCreateInfo *pipelineCreateInfo
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);
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void (*CreateSampler)(
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REFRESH_Renderer *driverData,
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REFRESH_SamplerStateCreateInfo *samplerStateCreateInfo
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);
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void (*CreateFramebuffer)(
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REFRESH_Renderer *driverData,
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REFRESH_FramebufferCreateInfo *framebufferCreateInfo
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);
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void (*CreateShaderModule)(
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REFRESH_Renderer *driverData,
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REFRESH_ShaderModuleCreateInfo *shaderModuleCreateInfo
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);
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void (*CreateTexture2D)(
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REFRESH_Renderer *driverData,
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REFRESH_SurfaceFormat format,
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uint32_t width,
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uint32_t height,
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uint32_t levelCount
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);
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void (*CreateTexture3D)(
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REFRESH_Renderer *driverData,
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REFRESH_SurfaceFormat format,
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uint32_t width,
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uint32_t height,
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uint32_t depth,
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uint32_t levelCount
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);
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void (*CreateTextureCube)(
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REFRESH_Renderer *driverData,
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REFRESH_SurfaceFormat format,
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uint32_t size,
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uint32_t levelCount
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);
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void (*GenColorTarget)(
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REFRESH_Renderer *driverData,
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uint32_t width,
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uint32_t height,
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REFRESH_SurfaceFormat format,
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uint32_t multisampleCount,
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REFRESH_Texture *texture
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);
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void(*GenDepthStencilTarget)(
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REFRESH_Renderer *driverData,
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uint32_t width,
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uint32_t height,
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REFRESH_DepthFormat format,
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REFRESH_Texture *texture
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);
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void(*GenVertexBuffer)(
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REFRESH_Renderer *driverData,
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uint32_t sizeInBytes
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);
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void(*GenIndexBuffer)(
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REFRESH_Renderer *driverData,
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uint32_t sizeInBytes
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);
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void(*GenShaderParamBuffer)(
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REFRESH_Renderer *driverData,
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uint32_t sizeInBytes
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);
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/* Setters */
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void(*SetTextureData2D)(
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REFRESH_Renderer *driverData,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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uint32_t level,
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void *data,
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uint32_t dataLengthInBytes
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);
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void(*SetTextureData3D)(
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REFRESH_Renderer *driverData,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t z,
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uint32_t w,
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uint32_t h,
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uint32_t d,
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uint32_t level,
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void* data,
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uint32_t dataLength
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);
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void(*SetTextureDataCube)(
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REFRESH_Renderer *driverData,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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REFRESH_CubeMapFace cubeMapFace,
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uint32_t level,
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void* data,
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uint32_t dataLength
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);
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void(*SetTextureDataYUV)(
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REFRESH_Renderer *driverData,
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REFRESH_Texture *y,
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REFRESH_Texture *u,
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REFRESH_Texture *v,
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uint32_t yWidth,
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uint32_t yHeight,
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uint32_t uvWidth,
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uint32_t uvHeight,
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void* data,
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uint32_t dataLength
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);
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void(*SetVertexBufferData)(
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REFRESH_Renderer *driverData,
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REFRESH_Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t elementCount,
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uint32_t elementSizeInBytes
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);
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void(*SetIndexBufferData)(
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REFRESH_Renderer *driverData,
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REFRESH_Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength
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);
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void(*SetShaderParamData)(
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REFRESH_Renderer *driverData,
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REFRESH_Buffer *shaderParamBuffer,
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uint32_t offsetInBytes,
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void *data,
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uint32_t elementCount,
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uint32_t elementSizeInBytes
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);
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void(*SetVertexSamplers)(
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REFRESH_Renderer *driverData,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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);
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void(*SetFragmentSamplers)(
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REFRESH_Renderer *driverData,
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uint32_t startIndex,
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REFRESH_Texture *pTextures,
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REFRESH_Sampler *pSamplers,
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uint32_t count
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);
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/* Getters */
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void(*GetTextureData2D)(
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REFRESH_Renderer *driverData,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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uint32_t level,
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void* data,
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uint32_t dataLength
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);
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void(*GetTextureDataCube)(
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REFRESH_Renderer *driverData,
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REFRESH_Texture *texture,
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uint32_t x,
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uint32_t y,
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uint32_t w,
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uint32_t h,
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REFRESH_CubeMapFace cubeMapFace,
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uint32_t level,
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void* data,
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uint32_t dataLength
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);
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|
||||
/* Disposal */
|
||||
|
||||
void(*AddDisposeTexture)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_Texture *texture
|
||||
);
|
||||
|
||||
void(*AddDisposeSampler)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_Sampler *sampler
|
||||
);
|
||||
|
||||
void(*AddDisposeVertexBuffer)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_Buffer *buffer
|
||||
);
|
||||
|
||||
void(*AddDisposeIndexBuffer)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_Buffer *buffer
|
||||
);
|
||||
|
||||
void(*AddDisposeShaderParamBuffer)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_Buffer *buffer
|
||||
);
|
||||
|
||||
void(*AddDisposeColorTarget)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_ColorTarget *colorTarget
|
||||
);
|
||||
|
||||
void(*AddDisposeDepthStencilTarget)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_DepthStencilTarget *depthStencilTarget
|
||||
);
|
||||
|
||||
void(*AddDisposeFramebuffer)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_Framebuffer *frameBuffer
|
||||
);
|
||||
|
||||
void(*AddDisposeShaderModule)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_ShaderModule *shaderModule
|
||||
);
|
||||
|
||||
void(*AddDisposeRenderPass)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_RenderPass *renderPass
|
||||
);
|
||||
|
||||
void(*AddDisposeGraphicsPipeline)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_GraphicsPipeline *graphicsPipeline
|
||||
);
|
||||
|
||||
/* Graphics State */
|
||||
|
||||
void(*BeginRenderPass)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_RenderPass *renderPass,
|
||||
REFRESH_Framebuffer *framebuffer,
|
||||
REFRESH_Rect renderArea,
|
||||
REFRESH_ClearValue *pClearValues,
|
||||
uint32_t clearCount
|
||||
);
|
||||
|
||||
void(*EndRenderPass)(
|
||||
REFRESH_Renderer *driverData
|
||||
);
|
||||
|
||||
void(*BindGraphicsPipeline)(
|
||||
REFRESH_Renderer *driverData,
|
||||
REFRESH_GraphicsPipeline *graphicsPipeline
|
||||
);
|
||||
|
||||
/* Opaque pointer for the Driver */
|
||||
REFRESH_Renderer *driverData;
|
||||
};
|
||||
|
||||
#define ASSIGN_DRIVER_FUNC(func, name) \
|
||||
result->func = name##_##func;
|
||||
#define ASSIGN_DRIVER(name) \
|
||||
ASSIGN_DRIVER_FUNC(DestroyDevice, name) \
|
||||
ASSIGN_DRIVER_FUNC(Clear, name) \
|
||||
ASSIGN_DRIVER_FUNC(DrawIndexedPrimitives, name) \
|
||||
ASSIGN_DRIVER_FUNC(DrawInstancedPrimitives, name) \
|
||||
ASSIGN_DRIVER_FUNC(DrawPrimitives, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateRenderPass, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateGraphicsPipeline, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateSampler, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateFramebuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateShaderModule, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateTexture2D, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateTexture3D, name) \
|
||||
ASSIGN_DRIVER_FUNC(CreateTextureCube, name) \
|
||||
ASSIGN_DRIVER_FUNC(GenColorTarget, name) \
|
||||
ASSIGN_DRIVER_FUNC(GenDepthStencilTarget, name) \
|
||||
ASSIGN_DRIVER_FUNC(GenVertexBuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(GenIndexBuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(GenShaderParamBuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetTextureData2D, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetTextureData3D, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetTextureDataCube, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetVertexBufferData, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetIndexBufferData, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetShaderParamData, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetVertexSamplers, name) \
|
||||
ASSIGN_DRIVER_FUNC(SetFragmentSamplers, name) \
|
||||
ASSIGN_DRIVER_FUNC(GetTextureData2D, name) \
|
||||
ASSIGN_DRIVER_FUNC(GetTextureDataCube, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeTexture, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeVertexBuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeIndexBuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeShaderParamBuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeColorTarget, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeDepthStencilTarget, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeFramebuffer, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeShaderModule, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeRenderPass, name) \
|
||||
ASSIGN_DRIVER_FUNC(AddDisposeGraphicsPipeline, name) \
|
||||
ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
|
||||
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
|
||||
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name)
|
||||
|
||||
typedef struct REFRESH_Driver
|
||||
{
|
||||
const char *Name;
|
||||
REFRESH_Device* (*CreateDevice)(
|
||||
FNA3D_Device *fnaDevice
|
||||
);
|
||||
} REFRESH_Driver;
|
||||
|
||||
extern REFRESH_Driver VulkanDriver;
|
||||
|
||||
#endif /* FNA3D_DRIVER_H */
|
||||
|
||||
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */
|
|
@ -0,0 +1,43 @@
|
|||
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
|
||||
*
|
||||
* Copyright (c) 2020 Evan Hemsley
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied warranty.
|
||||
* In no event will the authors be held liable for any damages arising from
|
||||
* the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software in a
|
||||
* product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
* Evan "cosmonaut" Hemsley <evan@moonside.games>
|
||||
*
|
||||
*/
|
||||
|
||||
#if REFRESH_DRIVER_VULKAN
|
||||
|
||||
#define VK_NO_PROTOTYPES
|
||||
#include "vulkan/vulkan.h"
|
||||
|
||||
#include "Refresh_Driver.h"
|
||||
|
||||
#include <SDL.h>
|
||||
#include <SDL_syswm.h>
|
||||
#include <SDL_vulkan.h>
|
||||
|
||||
REFRESH_Driver VulkanDriver = {
|
||||
"Vulkan",
|
||||
VULKAN_CreateDevice
|
||||
};
|
||||
|
||||
#endif //REFRESH_DRIVER_VULKAN
|
Loading…
Reference in New Issue