diff --git a/include/Refresh.h b/include/Refresh.h index 370ae26..7f53ed2 100644 --- a/include/Refresh.h +++ b/include/Refresh.h @@ -860,17 +860,17 @@ REFRESHAPI void Refresh_BindFragmentSamplers( Refresh_Sampler **pSamplers ); -/* Pushes vertex shader params to the device. - * Returns a starting offset value to be used with draw calls. +/* Pushes vertex shader uniforms to the device. + * This uniform data will be used with subsequent draw calls. * * NOTE: - * A pipeline must be bound. + * A graphics pipeline must be bound. * Will use the block size of the currently bound vertex shader. * * data: The client data to write into the buffer. * dataLengthInBytes: The length of the data to write. */ -REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms( +REFRESHAPI void Refresh_PushVertexShaderUniforms( Refresh_Device *device, Refresh_CommandBuffer * commandBuffer, void *data, @@ -878,7 +878,7 @@ REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms( ); /* Pushes fragment shader params to the device. - * Returns a starting offset value to be used with draw calls. + * This uniform data will be used with subsequent draw calls. * * NOTE: * A graphics pipeline must be bound. @@ -887,7 +887,7 @@ REFRESHAPI uint32_t Refresh_PushVertexShaderUniforms( * data: The client data to write into the buffer. * dataLengthInBytes: The length of the data to write. */ -REFRESHAPI uint32_t Refresh_PushFragmentShaderUniforms( +REFRESHAPI void Refresh_PushFragmentShaderUniforms( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, void *data, @@ -902,8 +902,6 @@ REFRESHAPI uint32_t Refresh_PushFragmentShaderUniforms( * startIndex: The starting offset to read from the index buffer. * primitiveCount: The number of primitives to draw. * instanceCount: The number of instances that will be drawn. - * vertexParamOffset: The offset of the vertex shader param data. - * fragmentParamOffset: The offset of the fragment shader param data. */ REFRESHAPI void Refresh_DrawInstancedPrimitives( Refresh_Device *device, @@ -911,9 +909,7 @@ REFRESHAPI void Refresh_DrawInstancedPrimitives( uint32_t baseVertex, uint32_t startIndex, uint32_t primitiveCount, - uint32_t instanceCount, - uint32_t vertexParamOffset, - uint32_t fragmentParamOffset + uint32_t instanceCount ); /* Draws data from vertex/index buffers. @@ -921,33 +917,25 @@ REFRESHAPI void Refresh_DrawInstancedPrimitives( * baseVertex: The starting offset to read from the vertex buffer. * startIndex: The starting offset to read from the index buffer. * primitiveCount: The number of primitives to draw. - * vertexParamOffset: The offset of the vertex shader param data. - * fragmentParamOffset: The offset of the fragment shader param data. */ REFRESHAPI void Refresh_DrawIndexedPrimitives( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t baseVertex, uint32_t startIndex, - uint32_t primitiveCount, - uint32_t vertexParamOffset, - uint32_t fragmentParamOffset + uint32_t primitiveCount ); /* Draws data from vertex buffers. * * vertexStart: The starting offset to read from the vertex buffer. * primitiveCount: The number of primitives to draw. - * vertexParamOffset: The offset of the vertex shader param data. - * fragmentParamOffset: The offset of the fragment shader param data. */ REFRESHAPI void Refresh_DrawPrimitives( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t vertexStart, - uint32_t primitiveCount, - uint32_t vertexParamOffset, - uint32_t fragmentParamOffset + uint32_t primitiveCount ); /* Similar to Refresh_DrawPrimitives, but draw parameters are set from a buffer. @@ -957,8 +945,6 @@ REFRESHAPI void Refresh_DrawPrimitives( * offsetInBytes: The offset to start reading from the draw buffer. * drawCount: The number of draw parameter sets that should be read from the draw buffer. * stride: The byte stride between sets of draw parameters. - * vertexParamOffset: The offset of the vertex shader param data. - * fragmentParamOffset: The offset of the fragment shader param data. */ REFRESHAPI void Refresh_DrawPrimitivesIndirect( Refresh_Device *device, @@ -966,9 +952,7 @@ REFRESHAPI void Refresh_DrawPrimitivesIndirect( Refresh_GpuBuffer *buffer, uint32_t offsetInBytes, uint32_t drawCount, - uint32_t stride, - uint32_t vertexParamOffset, - uint32_t fragmentParamOffset + uint32_t stride ); /* Ends the current render pass. */ @@ -1023,7 +1007,7 @@ REFRESHAPI void Refresh_BindComputeTextures( ); /* Pushes compute shader params to the device. - * Returns a starting offset value to be used with draw calls. + * This uniform data will be used with subsequent dispatch calls. * * NOTE: * A compute pipeline must be bound. @@ -1032,7 +1016,7 @@ REFRESHAPI void Refresh_BindComputeTextures( * data: The client data to write into the buffer. * dataLengthInBytes: The length of the data to write. */ -REFRESHAPI uint32_t Refresh_PushComputeShaderUniforms( +REFRESHAPI void Refresh_PushComputeShaderUniforms( Refresh_Device *device, Refresh_CommandBuffer * commandBuffer, void *data, @@ -1044,15 +1028,13 @@ REFRESHAPI uint32_t Refresh_PushComputeShaderUniforms( * groupCountX: Number of local workgroups to dispatch in the X dimension. * groupCountY: Number of local workgroups to dispatch in the Y dimension. * groupCountZ: Number of local workgroups to dispatch in the Z dimension. - * computeParamOffset: The offset of the compute shader param data. */ REFRESHAPI void Refresh_DispatchCompute( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t groupCountX, uint32_t groupCountY, - uint32_t groupCountZ, - uint32_t computeParamOffset + uint32_t groupCountZ ); /* Ends the current compute pass. */