rework Push_Uniforms and Draw calls
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continuous-integration/drone/push Build is failing
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c779718967
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ce4d294a31
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@ -860,17 +860,17 @@ REFRESHAPI void Refresh_BindFragmentSamplers(
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Refresh_Sampler **pSamplers
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);
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/* Pushes vertex shader params to the device.
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* Returns a starting offset value to be used with draw calls.
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/* Pushes vertex shader uniforms to the device.
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* This uniform data will be used with subsequent draw calls.
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*
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* NOTE:
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* A pipeline must be bound.
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* A graphics pipeline must be bound.
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* Will use the block size of the currently bound vertex shader.
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*
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* data: The client data to write into the buffer.
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* dataLengthInBytes: The length of the data to write.
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*/
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REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms(
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REFRESHAPI void Refresh_PushVertexShaderUniforms(
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Refresh_Device *device,
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Refresh_CommandBuffer * commandBuffer,
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void *data,
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@ -878,7 +878,7 @@ REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms(
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);
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/* Pushes fragment shader params to the device.
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* Returns a starting offset value to be used with draw calls.
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* This uniform data will be used with subsequent draw calls.
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*
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* NOTE:
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* A graphics pipeline must be bound.
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@ -887,7 +887,7 @@ REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms(
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* data: The client data to write into the buffer.
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* dataLengthInBytes: The length of the data to write.
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*/
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REFRESHAPI uint32_t Refresh_PushFragmentShaderUniforms(
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REFRESHAPI void Refresh_PushFragmentShaderUniforms(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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void *data,
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@ -902,8 +902,6 @@ REFRESHAPI uint32_t Refresh_PushFragmentShaderUniforms(
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* startIndex: The starting offset to read from the index buffer.
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* primitiveCount: The number of primitives to draw.
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* instanceCount: The number of instances that will be drawn.
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* vertexParamOffset: The offset of the vertex shader param data.
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* fragmentParamOffset: The offset of the fragment shader param data.
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*/
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REFRESHAPI void Refresh_DrawInstancedPrimitives(
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Refresh_Device *device,
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@ -911,9 +909,7 @@ REFRESHAPI void Refresh_DrawInstancedPrimitives(
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uint32_t baseVertex,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t instanceCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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uint32_t instanceCount
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);
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/* Draws data from vertex/index buffers.
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@ -921,33 +917,25 @@ REFRESHAPI void Refresh_DrawInstancedPrimitives(
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* baseVertex: The starting offset to read from the vertex buffer.
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* startIndex: The starting offset to read from the index buffer.
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* primitiveCount: The number of primitives to draw.
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* vertexParamOffset: The offset of the vertex shader param data.
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* fragmentParamOffset: The offset of the fragment shader param data.
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*/
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REFRESHAPI void Refresh_DrawIndexedPrimitives(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t baseVertex,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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uint32_t primitiveCount
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);
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/* Draws data from vertex buffers.
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*
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* vertexStart: The starting offset to read from the vertex buffer.
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* primitiveCount: The number of primitives to draw.
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* vertexParamOffset: The offset of the vertex shader param data.
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* fragmentParamOffset: The offset of the fragment shader param data.
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*/
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REFRESHAPI void Refresh_DrawPrimitives(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t vertexStart,
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uint32_t primitiveCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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uint32_t primitiveCount
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);
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/* Similar to Refresh_DrawPrimitives, but draw parameters are set from a buffer.
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@ -957,8 +945,6 @@ REFRESHAPI void Refresh_DrawPrimitives(
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* offsetInBytes: The offset to start reading from the draw buffer.
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* drawCount: The number of draw parameter sets that should be read from the draw buffer.
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* stride: The byte stride between sets of draw parameters.
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* vertexParamOffset: The offset of the vertex shader param data.
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* fragmentParamOffset: The offset of the fragment shader param data.
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*/
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REFRESHAPI void Refresh_DrawPrimitivesIndirect(
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Refresh_Device *device,
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@ -966,9 +952,7 @@ REFRESHAPI void Refresh_DrawPrimitivesIndirect(
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Refresh_GpuBuffer *buffer,
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uint32_t offsetInBytes,
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uint32_t drawCount,
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uint32_t stride,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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uint32_t stride
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);
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/* Ends the current render pass. */
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@ -1023,7 +1007,7 @@ REFRESHAPI void Refresh_BindComputeTextures(
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);
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/* Pushes compute shader params to the device.
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* Returns a starting offset value to be used with draw calls.
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* This uniform data will be used with subsequent dispatch calls.
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*
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* NOTE:
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* A compute pipeline must be bound.
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@ -1032,7 +1016,7 @@ REFRESHAPI void Refresh_BindComputeTextures(
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* data: The client data to write into the buffer.
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* dataLengthInBytes: The length of the data to write.
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*/
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REFRESHAPI uint32_t Refresh_PushComputeShaderUniforms(
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REFRESHAPI void Refresh_PushComputeShaderUniforms(
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Refresh_Device *device,
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Refresh_CommandBuffer * commandBuffer,
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void *data,
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@ -1044,15 +1028,13 @@ REFRESHAPI uint32_t Refresh_PushComputeShaderUniforms(
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* groupCountX: Number of local workgroups to dispatch in the X dimension.
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* groupCountY: Number of local workgroups to dispatch in the Y dimension.
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* groupCountZ: Number of local workgroups to dispatch in the Z dimension.
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* computeParamOffset: The offset of the compute shader param data.
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*/
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REFRESHAPI void Refresh_DispatchCompute(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t groupCountX,
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uint32_t groupCountY,
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uint32_t groupCountZ,
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uint32_t computeParamOffset
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uint32_t groupCountZ
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);
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/* Ends the current compute pass. */
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