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13 changed files with 5361 additions and 8251 deletions

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@ -1,13 +0,0 @@
# EditorConfig is awesome: https://EditorConfig.org
# top-most EditorConfig file
root = true
[*]
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true
[*.{c,h}]
charset = utf-8-bom
max_line_length = 100

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@ -7,9 +7,9 @@ project(Refresh C)
option(BUILD_SHARED_LIBS "Build shared library" ON)
# Version
SET(LIB_MAJOR_VERSION "1")
SET(LIB_MINOR_VERSION "15")
SET(LIB_REVISION "4")
SET(LIB_MAJOR_VERSION "0")
SET(LIB_MINOR_VERSION "1")
SET(LIB_REVISION "0")
SET(LIB_VERSION "${LIB_MAJOR_VERSION}.${LIB_MINOR_VERSION}.${LIB_REVISION}")
# Build Type
@ -60,11 +60,6 @@ if(NOT MSVC)
set_property(TARGET Refresh PROPERTY COMPILE_FLAGS "-std=gnu99 -Wall -Wno-strict-aliasing -pedantic")
endif()
# Windows is silly and we need to manually include the Vulkan SDK
if(MSVC)
target_include_directories(Refresh PUBLIC $ENV{VULKAN_SDK}/include)
endif()
# Refresh folders as includes, for other targets to consume
target_include_directories(Refresh PUBLIC
$<BUILD_INTERFACE:${CMAKE_CURRENT_SOURCE_DIR}/src>

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@ -1,4 +1,4 @@
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
@ -52,31 +52,19 @@
extern "C" {
#endif /* __cplusplus */
/* Version API */
#define REFRESH_MAJOR_VERSION 1
#define REFRESH_MINOR_VERSION 15
#define REFRESH_PATCH_VERSION 4
#define REFRESH_COMPILED_VERSION ( \
(REFRESH_MAJOR_VERSION * 100 * 100) + \
(REFRESH_MINOR_VERSION * 100) + \
(REFRESH_PATCH_VERSION) \
)
REFRESHAPI uint32_t Refresh_LinkedVersion(void);
/* Type Declarations */
typedef struct Refresh_Device Refresh_Device;
typedef struct Refresh_Buffer Refresh_Buffer;
typedef struct Refresh_Texture Refresh_Texture;
typedef struct Refresh_Sampler Refresh_Sampler;
typedef struct Refresh_RenderTarget Refresh_RenderTarget;
typedef struct Refresh_Framebuffer Refresh_Framebuffer;
typedef struct Refresh_ShaderModule Refresh_ShaderModule;
typedef struct Refresh_RenderPass Refresh_RenderPass;
typedef struct Refresh_ComputePipeline Refresh_ComputePipeline;
typedef struct Refresh_GraphicsPipeline Refresh_GraphicsPipeline;
typedef struct Refresh_CommandBuffer Refresh_CommandBuffer;
typedef struct Refresh_Fence Refresh_Fence;
typedef enum Refresh_PresentMode
{
@ -108,6 +96,15 @@ typedef enum Refresh_StoreOp
REFRESH_STOREOP_DONT_CARE
} Refresh_StoreOp;
typedef enum Refresh_ClearOptionsBits
{
REFRESH_CLEAROPTIONS_COLOR = 0x00000001,
REFRESH_CLEAROPTIONS_DEPTH = 0x00000002,
REFRESH_CLEAROPTIONS_STENCIL = 0x00000004,
} Refresh_ClearOptionsBits;
typedef uint32_t Refresh_ClearOptions;
typedef enum Refresh_IndexElementSize
{
REFRESH_INDEXELEMENTSIZE_16BIT,
@ -116,38 +113,26 @@ typedef enum Refresh_IndexElementSize
typedef enum Refresh_TextureFormat
{
/* Unsigned Normalized Float Color Formats */
/* Color Formats */
REFRESH_TEXTUREFORMAT_R8G8B8A8,
REFRESH_TEXTUREFORMAT_B8G8R8A8,
REFRESH_TEXTUREFORMAT_R5G6B5,
REFRESH_TEXTUREFORMAT_A1R5G5B5,
REFRESH_TEXTUREFORMAT_B4G4R4A4,
REFRESH_TEXTUREFORMAT_BC1,
REFRESH_TEXTUREFORMAT_BC2,
REFRESH_TEXTUREFORMAT_BC3,
REFRESH_TEXTUREFORMAT_R8G8_SNORM,
REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM,
REFRESH_TEXTUREFORMAT_A2R10G10B10,
REFRESH_TEXTUREFORMAT_R16G16,
REFRESH_TEXTUREFORMAT_R16G16B16A16,
REFRESH_TEXTUREFORMAT_R8,
/* Compressed Unsigned Normalized Float Color Formats */
REFRESH_TEXTUREFORMAT_BC1,
REFRESH_TEXTUREFORMAT_BC2,
REFRESH_TEXTUREFORMAT_BC3,
REFRESH_TEXTUREFORMAT_BC7,
/* Signed Normalized Float Color Formats */
REFRESH_TEXTUREFORMAT_R8G8_SNORM,
REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM,
/* Signed Float Color Formats */
REFRESH_TEXTUREFORMAT_R16_SFLOAT,
REFRESH_TEXTUREFORMAT_R16G16_SFLOAT,
REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT,
REFRESH_TEXTUREFORMAT_R32_SFLOAT,
REFRESH_TEXTUREFORMAT_R32G32_SFLOAT,
REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT,
/* Unsigned Integer Color Formats */
REFRESH_TEXTUREFORMAT_R8_UINT,
REFRESH_TEXTUREFORMAT_R8G8_UINT,
REFRESH_TEXTUREFORMAT_R8G8B8A8_UINT,
REFRESH_TEXTUREFORMAT_R16_UINT,
REFRESH_TEXTUREFORMAT_R16G16_UINT,
REFRESH_TEXTUREFORMAT_R16G16B16A16_UINT,
REFRESH_TEXTUREFORMAT_R16_SFLOAT,
REFRESH_TEXTUREFORMAT_R16G16_SFLOAT,
REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT,
/* Depth Formats */
REFRESH_TEXTUREFORMAT_D16_UNORM,
REFRESH_TEXTUREFORMAT_D32_SFLOAT,
@ -159,8 +144,7 @@ typedef enum Refresh_TextureUsageFlagBits
{
REFRESH_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002,
REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT = 0x00000004,
REFRESH_TEXTUREUSAGE_COMPUTE_BIT = 0X00000008
REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT = 0x00000004
} Refresh_TextureUsageFlagBits;
typedef uint32_t Refresh_TextureUsageFlags;
@ -170,7 +154,10 @@ typedef enum Refresh_SampleCount
REFRESH_SAMPLECOUNT_1,
REFRESH_SAMPLECOUNT_2,
REFRESH_SAMPLECOUNT_4,
REFRESH_SAMPLECOUNT_8
REFRESH_SAMPLECOUNT_8,
REFRESH_SAMPLECOUNT_16,
REFRESH_SAMPLECOUNT_32,
REFRESH_SAMPLECOUNT_64
} Refresh_SampleCount;
typedef enum Refresh_CubeMapFace
@ -187,16 +174,14 @@ typedef enum Refresh_BufferUsageFlagBits
{
REFRESH_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
REFRESH_BUFFERUSAGE_INDEX_BIT = 0x00000002,
REFRESH_BUFFERUSAGE_COMPUTE_BIT = 0x00000004,
REFRESH_BUFFERUSAGE_INDIRECT_BIT = 0x00000008
REFRESH_BUFFERUSAGE_COMPUTE_BIT = 0x00000004
} Refresh_BufferUsageFlagBits;
typedef uint32_t Refresh_BufferUsageFlags;
typedef enum Refresh_VertexElementFormat
{
REFRESH_VERTEXELEMENTFORMAT_UINT,
REFRESH_VERTEXELEMENTFORMAT_FLOAT,
REFRESH_VERTEXELEMENTFORMAT_SINGLE,
REFRESH_VERTEXELEMENTFORMAT_VECTOR2,
REFRESH_VERTEXELEMENTFORMAT_VECTOR3,
REFRESH_VERTEXELEMENTFORMAT_VECTOR4,
@ -219,14 +204,16 @@ typedef enum Refresh_VertexInputRate
typedef enum Refresh_FillMode
{
REFRESH_FILLMODE_FILL,
REFRESH_FILLMODE_LINE
REFRESH_FILLMODE_LINE,
REFRESH_FILLMODE_POINT
} Refresh_FillMode;
typedef enum Refresh_CullMode
{
REFRESH_CULLMODE_NONE,
REFRESH_CULLMODE_FRONT,
REFRESH_CULLMODE_BACK
REFRESH_CULLMODE_BACK,
REFRESH_CULLMODE_FRONT_AND_BACK
} Refresh_CullMode;
typedef enum Refresh_FrontFace
@ -268,21 +255,47 @@ typedef enum Refresh_BlendOp
REFRESH_BLENDOP_MAX
} Refresh_BlendOp;
typedef enum Refresh_LogicOp
{
REFRESH_LOGICOP_CLEAR = 0,
REFRESH_LOGICOP_AND = 1,
REFRESH_LOGICOP_AND_REVERSE = 2,
REFRESH_LOGICOP_COPY = 3,
REFRESH_LOGICOP_AND_INVERTED = 4,
REFRESH_LOGICOP_NO_OP = 5,
REFRESH_LOGICOP_XOR = 6,
REFRESH_LOGICOP_OR = 7,
REFRESH_LOGICOP_NOR = 8,
REFRESH_LOGICOP_EQUIVALENT = 9,
REFRESH_LOGICOP_INVERT = 10,
REFRESH_LOGICOP_OR_REVERSE = 11,
REFRESH_LOGICOP_COPY_INVERTED = 12,
REFRESH_LOGICOP_OR_INVERTED = 13,
REFRESH_LOGICOP_NAND = 14,
REFRESH_LOGICOP_SET = 15
} Refresh_LogicOp;
typedef enum Refresh_BlendFactor
{
REFRESH_BLENDFACTOR_ZERO,
REFRESH_BLENDFACTOR_ONE,
REFRESH_BLENDFACTOR_SRC_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
REFRESH_BLENDFACTOR_DST_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_COLOR,
REFRESH_BLENDFACTOR_SRC_ALPHA,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
REFRESH_BLENDFACTOR_DST_ALPHA,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_ALPHA,
REFRESH_BLENDFACTOR_CONSTANT_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR,
REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE
REFRESH_BLENDFACTOR_ZERO = 0,
REFRESH_BLENDFACTOR_ONE = 1,
REFRESH_BLENDFACTOR_SRC_COLOR = 2,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 3,
REFRESH_BLENDFACTOR_DST_COLOR = 4,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_COLOR = 5,
REFRESH_BLENDFACTOR_SRC_ALPHA = 6,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 7,
REFRESH_BLENDFACTOR_DST_ALPHA = 8,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 9,
REFRESH_BLENDFACTOR_CONSTANT_COLOR = 10,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR = 11,
REFRESH_BLENDFACTOR_CONSTANT_ALPHA = 12,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_ALPHA = 13,
REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE = 14,
REFRESH_BLENDFACTOR_SRC1_COLOR = 15,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_COLOR = 16,
REFRESH_BLENDFACTOR_SRC1_ALPHA = 17,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_ALPHA = 18
} Refresh_BlendFactor;
typedef enum Refresh_ColorComponentFlagBits
@ -295,10 +308,17 @@ typedef enum Refresh_ColorComponentFlagBits
typedef uint32_t Refresh_ColorComponentFlags;
typedef enum Refresh_ShaderStageType
{
REFRESH_SHADERSTAGE_VERTEX,
REFRESH_SHADERSTAGE_FRAGMENT
} Refresh_ShaderStageType;
typedef enum Refresh_Filter
{
REFRESH_FILTER_NEAREST,
REFRESH_FILTER_LINEAR
REFRESH_FILTER_LINEAR,
REFRESH_FILTER_CUBIC
} Refresh_Filter;
typedef enum Refresh_SamplerMipmapMode
@ -318,22 +338,14 @@ typedef enum Refresh_SamplerAddressMode
/* FIXME: we should probably make a library-level decision about color types */
typedef enum Refresh_BorderColor
{
REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK,
REFRESH_BORDERCOLOR_INT_TRANSPARENT_BLACK,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_BLACK,
REFRESH_BORDERCOLOR_INT_OPAQUE_BLACK,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_WHITE,
REFRESH_BORDERCOLOR_INT_OPAQUE_WHITE
REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK = 0,
REFRESH_BORDERCOLOR_INT_TRANSPARENT_BLACK = 1,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_BLACK = 2,
REFRESH_BORDERCOLOR_INT_OPAQUE_BLACK = 3,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_WHITE = 4,
REFRESH_BORDERCOLOR_INT_OPAQUE_WHITE = 5
} Refresh_BorderColor;
typedef enum Refresh_Backend
{
REFRESH_BACKEND_DONTCARE,
REFRESH_BACKEND_VULKAN,
REFRESH_BACKEND_PS5,
REFRESH_BACKEND_INVALID
} Refresh_Backend;
/* Structures */
typedef struct Refresh_DepthStencilValue
@ -377,13 +389,11 @@ typedef struct Refresh_TextureSlice
uint32_t level;
} Refresh_TextureSlice;
typedef struct Refresh_IndirectDrawCommand
typedef struct Refresh_PresentationParameters
{
uint32_t vertexCount;
uint32_t instanceCount;
uint32_t firstVertex;
uint32_t firstInstance;
} Refresh_IndirectDrawCommand;
void* deviceWindowHandle;
Refresh_PresentMode presentMode;
} Refresh_PresentationParameters;
/* State structures */
@ -439,7 +449,7 @@ typedef struct Refresh_StencilOpState
uint32_t reference;
} Refresh_StencilOpState;
typedef struct Refresh_ColorAttachmentBlendState
typedef struct Refresh_ColorTargetBlendState
{
uint8_t blendEnable;
Refresh_BlendFactor srcColorBlendFactor;
@ -449,7 +459,43 @@ typedef struct Refresh_ColorAttachmentBlendState
Refresh_BlendFactor dstAlphaBlendFactor;
Refresh_BlendOp alphaBlendOp;
Refresh_ColorComponentFlags colorWriteMask;
} Refresh_ColorAttachmentBlendState;
} Refresh_ColorTargetBlendState;
typedef struct Refresh_ComputePipelineLayoutCreateInfo
{
uint32_t bufferBindingCount;
uint32_t imageBindingCount;
} Refresh_ComputePipelineLayoutCreateInfo;
typedef struct Refresh_GraphicsPipelineLayoutCreateInfo
{
uint32_t vertexSamplerBindingCount;
uint32_t fragmentSamplerBindingCount;
} Refresh_GraphicsPipelineLayoutCreateInfo;
typedef struct Refresh_ColorTargetDescription
{
Refresh_TextureFormat format;
Refresh_SampleCount multisampleCount;
Refresh_LoadOp loadOp;
Refresh_StoreOp storeOp;
} Refresh_ColorTargetDescription;
typedef struct Refresh_DepthStencilTargetDescription
{
Refresh_TextureFormat depthStencilFormat;
Refresh_LoadOp loadOp;
Refresh_StoreOp storeOp;
Refresh_LoadOp stencilLoadOp;
Refresh_StoreOp stencilStoreOp;
} Refresh_DepthStencilTargetDescription;
typedef struct Refresh_RenderPassCreateInfo
{
const Refresh_ColorTargetDescription *colorTargetDescriptions;
uint32_t colorTargetCount;
const Refresh_DepthStencilTargetDescription *depthTargetDescription; /* can be NULL */
} Refresh_RenderPassCreateInfo;
typedef struct Refresh_ShaderModuleCreateInfo
{
@ -463,33 +509,32 @@ typedef struct Refresh_TextureCreateInfo
uint32_t height;
uint32_t depth;
uint8_t isCube;
uint32_t levelCount;
Refresh_SampleCount sampleCount;
uint32_t levelCount;
Refresh_TextureFormat format;
Refresh_TextureUsageFlags usageFlags;
} Refresh_TextureCreateInfo;
/* Pipeline state structures */
typedef struct Refresh_GraphicsShaderInfo
typedef struct Refresh_ShaderStageState
{
Refresh_ShaderModule *shaderModule;
const char* entryPointName;
uint64_t uniformBufferSize;
uint32_t samplerBindingCount;
} Refresh_GraphicsShaderInfo;
} Refresh_ShaderStageState;
typedef struct Refresh_ComputeShaderInfo
typedef struct Refresh_ViewportState
{
Refresh_ShaderModule* shaderModule;
const char* entryPointName;
uint64_t uniformBufferSize;
uint32_t bufferBindingCount;
uint32_t imageBindingCount;
} Refresh_ComputeShaderInfo;
const Refresh_Viewport *viewports;
uint32_t viewportCount;
const Refresh_Rect *scissors;
uint32_t scissorCount;
} Refresh_ViewportState;
typedef struct Refresh_RasterizerState
{
uint8_t depthClampEnable;
Refresh_FillMode fillMode;
Refresh_CullMode cullMode;
Refresh_FrontFace frontFace;
@ -497,6 +542,7 @@ typedef struct Refresh_RasterizerState
float depthBiasConstantFactor;
float depthBiasClamp;
float depthBiasSlopeFactor;
float lineWidth;
} Refresh_RasterizerState;
typedef struct Refresh_MultisampleState
@ -518,58 +564,111 @@ typedef struct Refresh_DepthStencilState
float maxDepthBounds;
} Refresh_DepthStencilState;
typedef struct Refresh_ColorAttachmentDescription
typedef struct Refresh_ColorBlendState
{
Refresh_TextureFormat format;
Refresh_ColorAttachmentBlendState blendState;
} Refresh_ColorAttachmentDescription;
uint8_t logicOpEnable;
Refresh_LogicOp logicOp;
const Refresh_ColorTargetBlendState *blendStates;
uint32_t blendStateCount;
float blendConstants[4];
} Refresh_ColorBlendState;
typedef struct Refresh_GraphicsPipelineAttachmentInfo
typedef struct Refresh_ComputePipelineCreateInfo
{
Refresh_ColorAttachmentDescription *colorAttachmentDescriptions;
uint32_t colorAttachmentCount;
uint8_t hasDepthStencilAttachment;
Refresh_TextureFormat depthStencilFormat;
} Refresh_GraphicsPipelineAttachmentInfo;
Refresh_ShaderStageState computeShaderState;
Refresh_ComputePipelineLayoutCreateInfo pipelineLayoutCreateInfo;
} Refresh_ComputePipelineCreateInfo;
typedef struct Refresh_GraphicsPipelineCreateInfo
{
Refresh_GraphicsShaderInfo vertexShaderInfo;
Refresh_GraphicsShaderInfo fragmentShaderInfo;
Refresh_ShaderStageState vertexShaderState;
Refresh_ShaderStageState fragmentShaderState;
Refresh_VertexInputState vertexInputState;
Refresh_PrimitiveType primitiveType;
Refresh_ViewportState viewportState;
Refresh_RasterizerState rasterizerState;
Refresh_MultisampleState multisampleState;
Refresh_DepthStencilState depthStencilState;
Refresh_GraphicsPipelineAttachmentInfo attachmentInfo;
float blendConstants[4];
Refresh_ColorBlendState colorBlendState;
Refresh_GraphicsPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
Refresh_RenderPass *renderPass;
} Refresh_GraphicsPipelineCreateInfo;
/* Render pass structures */
typedef struct Refresh_ColorAttachmentInfo
typedef struct Refresh_FramebufferCreateInfo
{
Refresh_Texture *texture; /* We can't use TextureSlice because render passes take a single rectangle. */
uint32_t depth;
uint32_t layer;
uint32_t level;
Refresh_Vec4 clearColor; /* Can be ignored by RenderPass */
Refresh_LoadOp loadOp;
Refresh_StoreOp storeOp;
} Refresh_ColorAttachmentInfo;
Refresh_RenderPass *renderPass;
Refresh_RenderTarget **pColorTargets;
uint32_t colorTargetCount;
Refresh_RenderTarget *pDepthStencilTarget;
uint32_t width;
uint32_t height;
} Refresh_FramebufferCreateInfo;
typedef struct Refresh_DepthStencilAttachmentInfo
/* Interop Structs */
typedef enum Refresh_SysRendererType
{
Refresh_Texture *texture; /* We can't use TextureSlice because render passes take a single rectangle. */
uint32_t depth;
uint32_t layer;
uint32_t level;
Refresh_DepthStencilValue depthStencilClearValue; /* Can be ignored by RenderPass */
Refresh_LoadOp loadOp;
Refresh_StoreOp storeOp;
Refresh_LoadOp stencilLoadOp;
Refresh_StoreOp stencilStoreOp;
} Refresh_DepthStencilAttachmentInfo;
REFRESH_RENDERER_TYPE_VULKAN
} Refresh_SysRendererType;
typedef struct Refresh_SysRenderer
{
Refresh_SysRendererType rendererType;
union
{
#if REFRESH_DRIVER_VULKAN
struct
{
void* instance;
void* physicalDevice;
void* logicalDevice;
uint32_t queueFamilyIndex;
} vulkan;
#endif /* REFRESH_DRIVER_VULKAN */
uint8_t filler[64];
} renderer;
} Refresh_SysRenderer;
typedef struct Refresh_TextureHandles
{
Refresh_SysRendererType rendererType;
union
{
#if REFRESH_DRIVER_VULKAN
#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__)
#define REFRESH_VULKAN_HANDLE_TYPE void*
#else
#define REFRESH_VULKAN_HANDLE_TYPE uint64_t
#endif
struct
{
REFRESH_VULKAN_HANDLE_TYPE image; /* VkImage */
REFRESH_VULKAN_HANDLE_TYPE view; /* VkImageView */
} vulkan;
#endif /* REFRESH_DRIVER_VULKAN */
uint8_t filler[64];
} texture;
} Refresh_TextureHandles;
/* Version API */
#define REFRESH_ABI_VERSION 0
#define REFRESH_MAJOR_VERSION 0
#define REFRESH_MINOR_VERSION 1
#define REFRESH_PATCH_VERSION 0
#define REFRESH_COMPILED_VERSION ( \
(REFRESH_ABI_VERSION * 100 * 100 * 100) + \
(REFRESH_MAJOR_VERSION * 100 * 100) + \
(REFRESH_MINOR_VERSION * 100) + \
(REFRESH_PATCH_VERSION) \
)
REFRESHAPI uint32_t Refresh_LinkedVersion(void);
/* Functions */
@ -589,29 +688,16 @@ REFRESHAPI void Refresh_HookLogFunctions(
Refresh_LogFunc error
);
/* Backend selection */
/* Select the graphics API backend that Refresh should use.
*
* Note that Refresh is not required to select your preferred backend
* if it detects an incompatibility.
*
* Returns the backend that will actually be used, and fills in a window flag bitmask.
* This bitmask should be used to create all windows that the device claims.
*
* preferredBackend: The preferred backend that Refresh should select.
* flags: A pointer to a bitflag value that will be filled in with required SDL_WindowFlags masks.
*/
REFRESHAPI Refresh_Backend Refresh_SelectBackend(Refresh_Backend preferredBackend, uint32_t *flags);
/* Device */
/* Create a rendering context for use on the calling thread.
* You MUST have called Refresh_SelectDriver prior to calling this function.
*
* presentationParameters:
* If the windowHandle is NULL, Refresh will run in headless mode.
* debugMode: Enable debug mode properties.
*/
REFRESHAPI Refresh_Device* Refresh_CreateDevice(
Refresh_PresentationParameters *presentationParameters,
uint8_t debugMode
);
@ -620,6 +706,30 @@ REFRESHAPI void Refresh_DestroyDevice(Refresh_Device *device);
/* Drawing */
/* Clears the targets of the currently bound framebuffer.
* If fewer colors are passed than the number of color targets in the
* framebuffer, this function will clear the first n color targets.
*
* NOTE:
* It is generally recommended to clear in BeginRenderPass
* rather than by calling this function unless necessary.
*
* clearRect: Area to clear.
* options: Bitflags to specify color/depth/stencil buffers for clearing.
* colors: An array of color values for the cleared color buffers.
* colorCount: The number of colors in the above array.
* depthStencil: Depth and stencil values for the cleared depth stencil buffer.
*/
REFRESHAPI void Refresh_Clear(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *clearRect,
Refresh_ClearOptions options,
Refresh_Vec4 *colors,
uint32_t colorCount,
Refresh_DepthStencilValue depthStencil
);
/* Draws data from vertex/index buffers with instancing enabled.
*
* baseVertex: The starting offset to read from the vertex buffer.
@ -674,27 +784,6 @@ REFRESHAPI void Refresh_DrawPrimitives(
uint32_t fragmentParamOffset
);
/* Similar to Refresh_DrawPrimitives, but draw parameters are set from a buffer.
* The buffer layout should match the layout of Refresh_IndirectDrawCommand.
*
* buffer: A buffer containing draw parameters.
* 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,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
uint32_t offsetInBytes,
uint32_t drawCount,
uint32_t stride,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
);
/* Dispatches work compute items.
*
* groupCountX: Number of local workgroups to dispatch in the X dimension.
@ -713,10 +802,16 @@ REFRESHAPI void Refresh_DispatchCompute(
/* State Creation */
/* Returns an allocated RenderPass* object. */
REFRESHAPI Refresh_RenderPass* Refresh_CreateRenderPass(
Refresh_Device *device,
Refresh_RenderPassCreateInfo *renderPassCreateInfo
);
/* Returns an allocated ComputePipeline* object. */
REFRESHAPI Refresh_ComputePipeline* Refresh_CreateComputePipeline(
Refresh_Device *device,
Refresh_ComputeShaderInfo *computeShaderInfo
Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
);
/* Returns an allocated GraphicsPipeline* object. */
@ -731,6 +826,12 @@ REFRESHAPI Refresh_Sampler* Refresh_CreateSampler(
Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
);
/* Returns an allocated Framebuffer* object. */
REFRESHAPI Refresh_Framebuffer* Refresh_CreateFramebuffer(
Refresh_Device *device,
Refresh_FramebufferCreateInfo *framebufferCreateInfo
);
/* Returns an allocated ShaderModule* object. */
REFRESHAPI Refresh_ShaderModule* Refresh_CreateShaderModule(
Refresh_Device *device,
@ -745,6 +846,17 @@ REFRESHAPI Refresh_Texture* Refresh_CreateTexture(
Refresh_TextureCreateInfo *textureCreateInfo
);
/* Creates a color target.
*
* textureSlice: The texture slice that the color target will resolve to.
* multisampleCount: The MSAA value for the color target.
*/
REFRESHAPI Refresh_RenderTarget* Refresh_CreateRenderTarget(
Refresh_Device *device,
Refresh_TextureSlice *textureSlice,
Refresh_SampleCount multisampleCount
);
/* Creates a buffer.
*
* usageFlags: Specifies how the buffer will be used.
@ -759,11 +871,6 @@ REFRESHAPI Refresh_Buffer* Refresh_CreateBuffer(
/* Setters */
/* Uploads image data to a texture object.
*
* NOTE:
* DO NOT expect this to execute in sequence relative to other commands!
* Calling SetTextureData in a command buffer that also references the
* texture may result in undefined behavior.
*
* textureSlice: The texture slice to be updated.
* data: A pointer to the image data.
@ -786,13 +893,8 @@ REFRESHAPI void Refresh_SetTextureData(
* yHeight: The height of the Y plane.
* uvWidth: The width of the U/V planes.
* uvHeight: The height of the U/V planes.
* yData: A pointer to the raw Y image data.
* uData: A pointer to the raw U image data.
* vData: A pointer to the raw V image data.
* yDataLength: The size of the Y image data in bytes.
* uvDataLength: The size of the UV image data in bytes.
* yStride: The length of a Y image data row in bytes.
* uvStride: The length of a UV image data row in bytes.
* data: A pointer to the raw YUV image data.
* dataLength: The size of the image data in bytes.
*/
REFRESHAPI void Refresh_SetTextureDataYUV(
Refresh_Device *driverData,
@ -804,13 +906,8 @@ REFRESHAPI void Refresh_SetTextureDataYUV(
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void *yDataPtr,
void *uDataPtr,
void *vDataPtr,
uint32_t yDataLength,
uint32_t uvDataLength,
uint32_t yStride,
uint32_t uvStride
void* data,
uint32_t dataLength
);
/* Performs an asynchronous texture-to-texture copy.
@ -968,6 +1065,30 @@ REFRESHAPI void Refresh_QueueDestroyBuffer(
Refresh_Buffer *buffer
);
/* Sends a color target to be destroyed by the renderer. Note that we call it
* "QueueDestroy" 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).
*
* renderTarget: The Refresh_ColorTarget to be destroyed.
*/
REFRESHAPI void Refresh_QueueDestroyRenderTarget(
Refresh_Device *device,
Refresh_RenderTarget *renderTarget
);
/* Sends a framebuffer to be destroyed by the renderer. Note that we call it
* "QueueDestroy" 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).
*
* framebuffer: The Refresh_Framebuffer to be destroyed.
*/
REFRESHAPI void Refresh_QueueDestroyFramebuffer(
Refresh_Device *device,
Refresh_Framebuffer *frameBuffer
);
/* Sends a shader module to be destroyed by the renderer. Note that we call it
* "QueueDestroy" 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
@ -980,6 +1101,18 @@ REFRESHAPI void Refresh_QueueDestroyShaderModule(
Refresh_ShaderModule *shaderModule
);
/* Sends a render pass to be destroyed by the renderer. Note that we call it
* "QueueDestroy" 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).
*
* renderPass: The Refresh_RenderPass to be destroyed.
*/
REFRESHAPI void Refresh_QueueDestroyRenderPass(
Refresh_Device *device,
Refresh_RenderPass *renderPass
);
/* Sends a compute pipeline to be destroyed by the renderer. Note that we call it
* "QueueDestroy" 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
@ -1007,20 +1140,29 @@ REFRESHAPI void Refresh_QueueDestroyGraphicsPipeline(
/* Graphics State */
/* Begins a render pass.
* This will also set a default viewport and scissor state.
*
* colorAttachmentInfos:
* A pointer to an array of Refresh_ColorAttachmentInfo structures
* that contains render targets and clear values. May be NULL.
* colorAttachmentCount: The amount of structs in the above array.
* depthStencilAttachmentInfo: The depth/stencil render target and clear value. May be NULL.
* renderPass: The renderpass to begin.
* framebuffer: The framebuffer to bind for the render pass.
* renderArea:
* The area affected by the render pass.
* All load, store and resolve operations are restricted
* to the given rectangle.
* clearValues:
* A pointer to an array of Refresh_Color structures
* that contains clear values for each color target in the
* framebuffer. May be NULL.
* clearCount: The amount of color structs in the above array.
* depthStencilClearValue: The depth/stencil clear value. May be NULL.
*/
REFRESHAPI void Refresh_BeginRenderPass(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_ColorAttachmentInfo *colorAttachmentInfos,
uint32_t colorAttachmentCount,
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
Refresh_RenderPass *renderPass,
Refresh_Framebuffer *framebuffer,
Refresh_Rect *renderArea,
Refresh_Vec4 *pColorClearValues,
uint32_t colorClearCount,
Refresh_DepthStencilValue *depthStencilClearValue
);
/* Ends the current render pass. */
@ -1036,23 +1178,7 @@ REFRESHAPI void Refresh_BindGraphicsPipeline(
Refresh_GraphicsPipeline *graphicsPipeline
);
/* Sets the current viewport state. */
REFRESHAPI void Refresh_SetViewport(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Viewport *viewport
);
/* Sets the current scissor state. */
REFRESHAPI void Refresh_SetScissor(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *scissor
);
/* Binds vertex buffers for use with subsequent draw calls.
* Note that this may only be called after binding a graphics pipeline.
*/
/* Binds vertex buffers for use with subsequent draw calls. */
REFRESHAPI void Refresh_BindVertexBuffers(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
@ -1136,41 +1262,6 @@ REFRESHAPI void Refresh_BindComputeTextures(
/* Submission/Presentation */
/* Claims a window, creating a swapchain structure for it.
* This function MUST be called before any swapchain functions
* are called using the window.
*
* Returns 0 on swapchain creation failure.
*/
REFRESHAPI uint8_t Refresh_ClaimWindow(
Refresh_Device *device,
void *windowHandle,
Refresh_PresentMode presentMode
);
/* Unclaims a window, destroying the swapchain structure for it.
* It is good practice to call this when a window is closed to
* prevent memory bloat, but windows are automatically unclaimed
* by DestroyDevice.
*/
REFRESHAPI void Refresh_UnclaimWindow(
Refresh_Device *device,
void *windowHandle
);
/* Changes the present mode of the swapchain for the given window. */
REFRESHAPI void Refresh_SetSwapchainPresentMode(
Refresh_Device *device,
void *windowHandle,
Refresh_PresentMode presentMode
);
/* Returns the format of the swapchain for the given window. */
REFRESHAPI Refresh_TextureFormat Refresh_GetSwapchainFormat(
Refresh_Device *device,
void *windowHandle
);
/* Returns an allocated Refresh_CommandBuffer* object.
* This command buffer is managed by the implementation and
* should NOT be freed by the user.
@ -1179,78 +1270,49 @@ REFRESHAPI Refresh_TextureFormat Refresh_GetSwapchainFormat(
* A command buffer may only be used on the thread that
* it was acquired on. Using it on any other thread is an error.
*
* fixed:
* If a command buffer is designated as fixed, it can be
* acquired once, have commands recorded into it, and
* be re-submitted indefinitely.
*
*/
REFRESHAPI Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
Refresh_Device *device
Refresh_Device *device,
uint8_t fixed
);
/* Acquires a texture to use for presentation.
* May return NULL under certain conditions.
* If NULL, the user must ensure to not use the texture.
* Once a swapchain texture is acquired,
* it will automatically be presented on command buffer submission.
/* Queues an image to be presented to a window.
* The image will be presented upon the next Refresh_Submit call.
*
* NOTE:
* It is not recommended to hold a reference to this texture long term.
* It is an error to call this function in headless mode.
*
* pWidth: A pointer to a uint32 that will be filled with the texture width.
* pHeight: A pointer to a uint32 that will be filled with the texture height.
* textureSlice: The texture slice to present.
* destinationRectangle: The region of the window to update. Can be NULL.
* filter: The filter to use if scaling is required.
* windowHandle: The window to present to.
*/
REFRESHAPI Refresh_Texture* Refresh_AcquireSwapchainTexture(
REFRESHAPI void Refresh_QueuePresent(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
void *windowHandle,
uint32_t *pWidth,
uint32_t *pHeight
Refresh_TextureSlice *textureSlice,
Refresh_Rect *destinationRectangle,
Refresh_Filter filter,
void *windowHandle
);
/* Submits all of the enqueued commands. */
REFRESHAPI void Refresh_Submit(
Refresh_Device* device,
Refresh_CommandBuffer *commandBuffer
uint32_t commandBufferCount,
Refresh_CommandBuffer **pCommandBuffers
);
/* Submits a command buffer and acquires a fence.
* You can use the fence to check if or wait until the command buffer has finished processing.
* You are responsible for releasing this fence when you are done using it.
*/
REFRESHAPI Refresh_Fence* Refresh_SubmitAndAcquireFence(
Refresh_Device* device,
Refresh_CommandBuffer *commandBuffer
);
/* Waits for the device to become idle. */
/* Waits for the previous submission to complete. */
REFRESHAPI void Refresh_Wait(
Refresh_Device *device
);
/* Waits for given fences to be signaled.
*
* waitAll: If 0, waits for any fence to be signaled. If 1, waits for all fences to be signaled.
* fenceCount: The number of fences being submitted.
* pFences: An array of fences to be waited on.
*/
REFRESHAPI void Refresh_WaitForFences(
Refresh_Device *device,
uint8_t waitAll,
uint32_t fenceCount,
Refresh_Fence **pFences
);
/* Check the status of a fence. 1 means the fence is signaled. */
REFRESHAPI int Refresh_QueryFence(
Refresh_Device *device,
Refresh_Fence *fence
);
/* Allows the fence to be reused by future command buffer submissions.
* If you do not release fences after acquiring them, you will cause unbounded resource growth.
*/
REFRESHAPI void Refresh_ReleaseFence(
Refresh_Device *device,
Refresh_Fence *fence
);
#ifdef __cplusplus
}
#endif /* __cplusplus */

View File

@ -44,45 +44,42 @@
extern "C" {
#endif /* __cplusplus */
/* Image Read API */
/* Decodes image data into raw RGBA8 texture data.
/* Decodes PNG data into raw RGBA8 texture data.
*
* w: Filled with the width of the image.
* h: Filled with the height of the image.
* len: Filled with the length of pixel data in bytes.
* numChannels: Filled with the number of channels in the image.
*
* Returns a block of memory suitable for use with Refresh_SetTextureData2D.
* Be sure to free the memory with Refresh_Image_Free after use!
*/
REFRESHAPI uint8_t* Refresh_Image_Load(
uint8_t *bufferPtr,
int32_t bufferLength,
char const *filename,
int32_t *w,
int32_t *h,
int32_t *len
int32_t *numChannels
);
/* Frees memory returned by Refresh_Image_Load. Do NOT free the memory yourself!
/* Frees memory returned by Refresh_Image_Load. (Do NOT free the memory yourself!)
*
* mem: A pointer previously returned by Refresh_Image_LoadPNG.
* mem: A pointer previously returned by Refresh_Image_Load.
*/
REFRESHAPI void Refresh_Image_Free(uint8_t *mem);
/* Image Write API */
/* Returns a buffer of PNG encoded from RGBA8 color data.
/* Encodes RGBA8 image data into PNG data.
*
* data: The raw color data.
* w: The width of the color data.
* h: The height of the color data.
* len: Filled with the length of PNG data in bytes.
* filename: The filename that the image will be written to.
* w: The width of the PNG data.
* h: The height of the PNG data.
* data: The raw RGBA8 image data.
*/
REFRESHAPI void Refresh_Image_SavePNG(
const char* filename,
uint8_t* data,
char const *filename,
int32_t w,
int32_t h
int32_t h,
uint8_t *data
);
#ifdef __cplusplus

View File

@ -1,268 +0,0 @@
using System;
using System.IO;
using System.Diagnostics;
partial class Program
{
struct CompileShaderData
{
public string glslPath;
public string outputDir;
public bool preserveTemp;
public bool vulkan;
public bool d3d11;
public bool ps5;
}
private static void DisplayHelpText()
{
Console.WriteLine("Usage: refreshc <path-to-glsl-source | directory-with-glsl-source-files>");
Console.WriteLine("Options:");
Console.WriteLine(" --vulkan Emit shader compatible with the Refresh Vulkan backend");
Console.WriteLine(" --d3d11 Emit shader compatible with the Refresh D3D11 backend");
Console.WriteLine(" --ps5 Emit shader compatible with the Refresh PS5 backend");
Console.WriteLine(" --out dir Write output file(s) to the directory `dir`");
Console.WriteLine(" --preserve-temp Do not delete the temp directory after compilation. Useful for debugging.");
}
public static int Main(string[] args)
{
if (args.Length == 0)
{
DisplayHelpText();
return 1;
}
CompileShaderData data = new CompileShaderData();
string inputPath = null;
for (int i = 0; i < args.Length; i += 1)
{
switch (args[i])
{
case "--vulkan":
data.vulkan = true;
break;
case "--d3d11":
data.d3d11 = true;
break;
case "--ps5":
data.ps5 = true;
break;
case "--out":
i += 1;
data.outputDir = args[i];
break;
case "--preserve-temp":
data.preserveTemp = true;
break;
default:
if (inputPath == null)
{
inputPath = args[i];
}
else
{
Console.WriteLine($"refreshc: Unknown parameter {args[i]}");
return 1;
}
break;
}
}
if (!data.vulkan && !data.d3d11 && !data.ps5)
{
Console.WriteLine($"refreshc: No Refresh platforms selected!");
return 1;
}
#if !PS5
if (data.ps5)
{
Console.WriteLine($"refreshc: `PS5` must be defined in the to target the PS5 backend!");
return 1;
}
#endif
if (data.outputDir == null)
{
data.outputDir = Directory.GetCurrentDirectory();
}
else if (!Directory.Exists(data.outputDir))
{
Console.WriteLine($"refreshc: Output directory {data.outputDir} does not exist");
return 1;
}
if (Directory.Exists(inputPath))
{
// Loop over and compile each file in the directory
string[] files = Directory.GetFiles(inputPath);
foreach (string file in files)
{
Console.WriteLine($"Compiling {file}");
data.glslPath = file;
int res = CompileShader(ref data);
if (res != 0)
{
return res;
}
}
}
else
{
if (!File.Exists(inputPath))
{
Console.WriteLine($"refreshc: glsl source file or directory ({inputPath}) does not exist");
return 1;
}
data.glslPath = inputPath;
int res = CompileShader(ref data);
if (res != 0)
{
return res;
}
}
return 0;
}
static int CompileShader(ref CompileShaderData data)
{
int res = 0;
string shaderName = Path.GetFileNameWithoutExtension(data.glslPath);
string shaderType = Path.GetExtension(data.glslPath);
if (shaderType != ".vert" && shaderType != ".frag" && shaderType != ".comp")
{
Console.WriteLine("refreshc: Expected glsl source file with extension '.vert', '.frag', or '.comp'");
return 1;
}
// Create the temp directory, if needed
string tempDir = Path.Combine(Directory.GetCurrentDirectory(), "temp");
if (!Directory.Exists(tempDir))
{
Directory.CreateDirectory(tempDir);
}
// Compile to spirv
string spirvPath = Path.Combine(tempDir, $"{shaderName}.spv");
res = CompileGlslToSpirv(data.glslPath, shaderName, spirvPath);
if (res != 0)
{
goto cleanup;
}
if (data.d3d11 || data.ps5)
{
// Transpile to hlsl
string hlslPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
res = TranslateSpirvToHlsl(spirvPath, hlslPath);
if (res != 0)
{
goto cleanup;
}
// FIXME: Is there a cross-platform way to compile HLSL to DXBC?
#if PS5
// Transpile to ps5, if requested
if (data.ps5)
{
res = TranslateHlslToPS5(hlslPath, shaderName, shaderType, tempDir);
if (res != 0)
{
goto cleanup;
}
}
#endif
}
// Create the output blob file
string outputFilepath = Path.Combine(data.outputDir, $"{shaderName}{shaderType}.refresh");
using (FileStream fs = File.Create(outputFilepath))
{
using (BinaryWriter writer = new BinaryWriter(fs))
{
// Magic
writer.Write(new char[] { 'R', 'F', 'S', 'H'});
if (data.vulkan)
{
string inputPath = Path.Combine(tempDir, $"{shaderName}.spv");
WriteShaderBlob(writer, inputPath, 1);
}
#if PS5
if (data.ps5)
{
string ext = GetPS5ShaderFileExtension();
string inputPath = Path.Combine(tempDir, $"{shaderName}{ext}");
WriteShaderBlob(writer, inputPath, 2);
}
#endif
if (data.d3d11)
{
string inputPath = Path.Combine(tempDir, $"{shaderName}.hlsl");
WriteShaderBlob(writer, inputPath, 3);
}
}
}
cleanup:
// Clean up the temp directory
if (!data.preserveTemp)
{
Directory.Delete(tempDir, true);
}
return res;
}
static void WriteShaderBlob(BinaryWriter writer, string inputPath, byte backend)
{
byte[] shaderBlob = File.ReadAllBytes(inputPath);
writer.Write(backend); // Corresponds to Refresh_Backend
writer.Write(shaderBlob.Length);
writer.Write(shaderBlob);
}
static int CompileGlslToSpirv(string glslPath, string shaderName, string outputPath)
{
Process glslc = Process.Start(
"glslc",
$"\"{glslPath}\" -o \"{outputPath}\""
);
glslc.WaitForExit();
if (glslc.ExitCode != 0)
{
Console.WriteLine($"refreshc: Could not compile GLSL code");
return 1;
}
return 0;
}
static int TranslateSpirvToHlsl(string spirvPath, string outputPath)
{
Process spirvcross = Process.Start(
"spirv-cross",
$"\"{spirvPath}\" --hlsl --shader-model 50 --output \"{outputPath}\""
);
spirvcross.WaitForExit();
if (spirvcross.ExitCode != 0)
{
Console.WriteLine($"refreshc: Could not translate SPIR-V to HLSL");
return 1;
}
return 0;
}
}

View File

@ -1,10 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>Exe</OutputType>
<TargetFramework>net7.0</TargetFramework>
<TargetName>refreshc</TargetName>
<PublishAot>true</PublishAot>
</PropertyGroup>
</Project>

View File

@ -1,4 +1,4 @@
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
@ -33,22 +33,9 @@
/* Drivers */
#ifdef REFRESH_DRIVER_VULKAN
#define VULKAN_DRIVER &VulkanDriver
#else
#define VULKAN_DRIVER NULL
#endif
#ifdef REFRESH_DRIVER_PS5
#define PS5_DRIVER &PS5Driver
#else
#define PS5_DRIVER NULL
#endif
static const Refresh_Driver *backends[] = {
NULL,
VULKAN_DRIVER,
PS5_DRIVER
static const Refresh_Driver *drivers[] = {
&VulkanDriver,
NULL
};
/* Logging */
@ -137,55 +124,19 @@ uint32_t Refresh_LinkedVersion(void)
/* Driver Functions */
static Refresh_Backend selectedBackend = REFRESH_BACKEND_INVALID;
Refresh_Backend Refresh_SelectBackend(Refresh_Backend preferredBackend, uint32_t *flags)
{
uint32_t i;
if (preferredBackend != REFRESH_BACKEND_DONTCARE)
{
if (backends[preferredBackend] == NULL)
{
Refresh_LogWarn("Preferred backend was not compiled into this binary! Attempting to fall back!");
}
else if (backends[preferredBackend]->PrepareDriver(flags))
{
selectedBackend = preferredBackend;
return selectedBackend;
}
}
/* Iterate until we find an appropriate backend. */
for (i = 1; i < SDL_arraysize(backends); i += 1)
{
if (i != preferredBackend && backends[i] != NULL && backends[i]->PrepareDriver(flags))
{
selectedBackend = i;
return i;
}
}
if (backends[i] == NULL)
{
Refresh_LogError("No supported Refresh backend found!");
}
selectedBackend = REFRESH_BACKEND_INVALID;
return REFRESH_BACKEND_INVALID;
}
static int32_t selectedDriver = 0;
Refresh_Device* Refresh_CreateDevice(
Refresh_PresentationParameters *presentationParameters,
uint8_t debugMode
) {
if (selectedBackend == REFRESH_BACKEND_INVALID)
if (selectedDriver < 0)
{
Refresh_LogError("Invalid backend selection. Did you call Refresh_SelectBackend?");
return NULL;
}
return backends[selectedBackend]->CreateDevice(
return drivers[selectedDriver]->CreateDevice(
presentationParameters,
debugMode
);
}
@ -196,6 +147,27 @@ void Refresh_DestroyDevice(Refresh_Device *device)
device->DestroyDevice(device);
}
void Refresh_Clear(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *clearRect,
Refresh_ClearOptions options,
Refresh_Vec4 *colors,
uint32_t colorCount,
Refresh_DepthStencilValue depthStencil
) {
NULL_RETURN(device);
device->Clear(
device->driverData,
commandBuffer,
clearRect,
options,
colors,
colorCount,
depthStencil
);
}
void Refresh_DrawIndexedPrimitives(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
@ -259,29 +231,6 @@ void Refresh_DrawPrimitives(
);
}
void Refresh_DrawPrimitivesIndirect(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
uint32_t offsetInBytes,
uint32_t drawCount,
uint32_t stride,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
) {
NULL_RETURN(device);
device->DrawPrimitivesIndirect(
device->driverData,
commandBuffer,
buffer,
offsetInBytes,
drawCount,
stride,
vertexParamOffset,
fragmentParamOffset
);
}
void Refresh_DispatchCompute(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
@ -301,14 +250,25 @@ void Refresh_DispatchCompute(
);
}
Refresh_RenderPass* Refresh_CreateRenderPass(
Refresh_Device *device,
Refresh_RenderPassCreateInfo *renderPassCreateInfo
) {
NULL_RETURN_NULL(device);
return device->CreateRenderPass(
device->driverData,
renderPassCreateInfo
);
}
Refresh_ComputePipeline* Refresh_CreateComputePipeline(
Refresh_Device *device,
Refresh_ComputeShaderInfo *computeShaderInfo
Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
) {
NULL_RETURN_NULL(device);
return device->CreateComputePipeline(
device->driverData,
computeShaderInfo
pipelineCreateInfo
);
}
@ -334,56 +294,25 @@ Refresh_Sampler* Refresh_CreateSampler(
);
}
Refresh_Framebuffer* Refresh_CreateFramebuffer(
Refresh_Device *device,
Refresh_FramebufferCreateInfo *framebufferCreateInfo
) {
NULL_RETURN_NULL(device);
return device->CreateFramebuffer(
device->driverData,
framebufferCreateInfo
);
}
Refresh_ShaderModule* Refresh_CreateShaderModule(
Refresh_Device *device,
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
) {
Refresh_ShaderModuleCreateInfo driverSpecificCreateInfo = { 0, NULL };
uint8_t *bytes;
uint32_t i, size;
NULL_RETURN_NULL(device);
/* verify the magic number in the shader blob header */
bytes = (uint8_t*) shaderModuleCreateInfo->byteCode;
if (bytes[0] != 'R' || bytes[1] != 'F' || bytes[2] != 'S' || bytes[3] != 'H')
{
Refresh_LogError("Cannot parse malformed Refresh shader blob!");
return NULL;
}
/* find the code for the selected backend */
i = 4;
while (i < shaderModuleCreateInfo->codeSize)
{
size = *((uint32_t*) &bytes[i + 1]);
if (bytes[i] == (uint8_t) selectedBackend)
{
driverSpecificCreateInfo.codeSize = size;
driverSpecificCreateInfo.byteCode = (uint32_t*) &bytes[i + 1 + sizeof(uint32_t)];
break;
}
else
{
/* skip over the backend byte, the blob size, and the blob */
i += 1 + sizeof(uint32_t) + size;
}
}
/* verify the shader blob supports the selected backend */
if (driverSpecificCreateInfo.byteCode == NULL)
{
Refresh_LogError(
"Cannot create shader module that does not contain shader code for the selected backend! "
"Recompile your shader and enable this backend."
);
return NULL;
}
return device->CreateShaderModule(
device->driverData,
&driverSpecificCreateInfo
shaderModuleCreateInfo
);
}
@ -398,6 +327,19 @@ Refresh_Texture* Refresh_CreateTexture(
);
}
Refresh_RenderTarget* Refresh_CreateRenderTarget(
Refresh_Device *device,
Refresh_TextureSlice *textureSlice,
Refresh_SampleCount multisampleCount
) {
NULL_RETURN_NULL(device);
return device->CreateRenderTarget(
device->driverData,
textureSlice,
multisampleCount
);
}
Refresh_Buffer* Refresh_CreateBuffer(
Refresh_Device *device,
Refresh_BufferUsageFlags usageFlags,
@ -438,13 +380,8 @@ void Refresh_SetTextureDataYUV(
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void *yDataPtr,
void *uDataPtr,
void *vDataPtr,
uint32_t yDataLength,
uint32_t uvDataLength,
uint32_t yStride,
uint32_t uvStride
void* data,
uint32_t dataLength
) {
NULL_RETURN(device);
device->SetTextureDataYUV(
@ -457,13 +394,8 @@ void Refresh_SetTextureDataYUV(
yHeight,
uvWidth,
uvHeight,
yDataPtr,
uDataPtr,
vDataPtr,
yDataLength,
uvDataLength,
yStride,
uvStride
data,
dataLength
);
}
@ -641,6 +573,28 @@ void Refresh_QueueDestroyBuffer(
);
}
void Refresh_QueueDestroyRenderTarget(
Refresh_Device *device,
Refresh_RenderTarget *renderTarget
) {
NULL_RETURN(device);
device->QueueDestroyRenderTarget(
device->driverData,
renderTarget
);
}
void Refresh_QueueDestroyFramebuffer(
Refresh_Device *device,
Refresh_Framebuffer *frameBuffer
) {
NULL_RETURN(device);
device->QueueDestroyFramebuffer(
device->driverData,
frameBuffer
);
}
void Refresh_QueueDestroyShaderModule(
Refresh_Device *device,
Refresh_ShaderModule *shaderModule
@ -652,6 +606,17 @@ void Refresh_QueueDestroyShaderModule(
);
}
void Refresh_QueueDestroyRenderPass(
Refresh_Device *device,
Refresh_RenderPass *renderPass
) {
NULL_RETURN(device);
device->QueueDestroyRenderPass(
device->driverData,
renderPass
);
}
void Refresh_QueueDestroyComputePipeline(
Refresh_Device *device,
Refresh_ComputePipeline *computePipeline
@ -677,17 +642,23 @@ void Refresh_QueueDestroyGraphicsPipeline(
void Refresh_BeginRenderPass(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_ColorAttachmentInfo *colorAttachmentInfos,
uint32_t colorAttachmentCount,
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
Refresh_RenderPass *renderPass,
Refresh_Framebuffer *framebuffer,
Refresh_Rect *renderArea,
Refresh_Vec4 *pColorClearValues,
uint32_t colorClearCount,
Refresh_DepthStencilValue *depthStencilClearValue
) {
NULL_RETURN(device);
device->BeginRenderPass(
device->driverData,
commandBuffer,
colorAttachmentInfos,
colorAttachmentCount,
depthStencilAttachmentInfo
renderPass,
framebuffer,
renderArea,
pColorClearValues,
colorClearCount,
depthStencilClearValue
);
}
@ -702,32 +673,6 @@ void Refresh_EndRenderPass(
);
}
void Refresh_SetViewport(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Viewport *viewport
) {
NULL_RETURN(device)
device->SetViewport(
device->driverData,
commandBuffer,
viewport
);
}
void Refresh_SetScissor(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *scissor
) {
NULL_RETURN(device)
device->SetScissor(
device->driverData,
commandBuffer,
scissor
);
}
void Refresh_BindGraphicsPipeline(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
@ -816,99 +761,46 @@ void Refresh_BindComputeTextures(
);
}
uint8_t Refresh_ClaimWindow(
Refresh_Device *device,
void *windowHandle,
Refresh_PresentMode presentMode
) {
if (device == NULL) { return 0; }
return device->ClaimWindow(
device->driverData,
windowHandle,
presentMode
);
}
void Refresh_UnclaimWindow(
Refresh_Device *device,
void *windowHandle
) {
NULL_RETURN(device);
device->UnclaimWindow(
device->driverData,
windowHandle
);
}
Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
Refresh_Device *device
Refresh_Device *device,
uint8_t fixed
) {
NULL_RETURN_NULL(device);
return device->AcquireCommandBuffer(
device->driverData
device->driverData,
fixed
);
}
Refresh_Texture* Refresh_AcquireSwapchainTexture(
void Refresh_QueuePresent(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer,
void *windowHandle,
uint32_t *pWidth,
uint32_t *pHeight
) {
NULL_RETURN_NULL(device);
return device->AcquireSwapchainTexture(
device->driverData,
commandBuffer,
windowHandle,
pWidth,
pHeight
);
}
Refresh_TextureFormat Refresh_GetSwapchainFormat(
Refresh_Device *device,
Refresh_TextureSlice* textureSlice,
Refresh_Rect *destinationRectangle,
Refresh_Filter filter,
void *windowHandle
) {
if (device == NULL) { return 0; }
return device->GetSwapchainFormat(
device->driverData,
windowHandle
);
}
void Refresh_SetSwapchainPresentMode(
Refresh_Device *device,
void *windowHandle,
Refresh_PresentMode presentMode
) {
NULL_RETURN(device);
device->SetSwapchainPresentMode(
device->QueuePresent(
device->driverData,
windowHandle,
presentMode
commandBuffer,
textureSlice,
destinationRectangle,
filter,
windowHandle
);
}
void Refresh_Submit(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer
uint32_t commandBufferCount,
Refresh_CommandBuffer **pCommandBuffers
) {
NULL_RETURN(device);
device->Submit(
device->driverData,
commandBuffer
);
}
Refresh_Fence* Refresh_SubmitAndAcquireFence(
Refresh_Device *device,
Refresh_CommandBuffer *commandBuffer
) {
NULL_RETURN_NULL(device);
return device->SubmitAndAcquireFence(
device->driverData,
commandBuffer
commandBufferCount,
pCommandBuffers
);
}
@ -921,44 +813,4 @@ void Refresh_Wait(
);
}
void Refresh_WaitForFences(
Refresh_Device *device,
uint8_t waitAll,
uint32_t fenceCount,
Refresh_Fence **pFences
) {
NULL_RETURN(device);
device->WaitForFences(
device->driverData,
waitAll,
fenceCount,
pFences
);
}
int Refresh_QueryFence(
Refresh_Device *device,
Refresh_Fence *fence
) {
if (device == NULL) {
return 0;
}
return device->QueryFence(
device->driverData,
fence
);
}
void Refresh_ReleaseFence(
Refresh_Device *device,
Refresh_Fence *fence
) {
NULL_RETURN(device);
device->ReleaseFence(
device->driverData,
fence
);
}
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */

View File

@ -1,4 +1,4 @@
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
@ -36,15 +36,9 @@
/* Logging */
#ifdef __cplusplus
extern "C" {
#endif
void Refresh_LogInfo(const char *fmt, ...);
void Refresh_LogWarn(const char *fmt, ...);
void Refresh_LogError(const char *fmt, ...);
#ifdef __cplusplus
}
#endif
extern void Refresh_LogInfo(const char *fmt, ...);
extern void Refresh_LogWarn(const char *fmt, ...);
extern void Refresh_LogError(const char *fmt, ...);
/* Internal Helper Utilities */
@ -57,31 +51,24 @@ static inline uint32_t Texture_GetFormatSize(
return 8;
case REFRESH_TEXTUREFORMAT_BC2:
case REFRESH_TEXTUREFORMAT_BC3:
case REFRESH_TEXTUREFORMAT_BC7:
return 16;
case REFRESH_TEXTUREFORMAT_R8:
case REFRESH_TEXTUREFORMAT_R8_UINT:
return 1;
case REFRESH_TEXTUREFORMAT_R5G6B5:
case REFRESH_TEXTUREFORMAT_B4G4R4A4:
case REFRESH_TEXTUREFORMAT_A1R5G5B5:
case REFRESH_TEXTUREFORMAT_R16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R8G8_SNORM:
case REFRESH_TEXTUREFORMAT_R8G8_UINT:
case REFRESH_TEXTUREFORMAT_R16_UINT:
return 2;
case REFRESH_TEXTUREFORMAT_R8G8B8A8:
case REFRESH_TEXTUREFORMAT_R32_SFLOAT:
case REFRESH_TEXTUREFORMAT_R16G16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM:
case REFRESH_TEXTUREFORMAT_A2R10G10B10:
case REFRESH_TEXTUREFORMAT_R8G8B8A8_UINT:
case REFRESH_TEXTUREFORMAT_R16G16_UINT:
return 4;
case REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R16G16B16A16:
case REFRESH_TEXTUREFORMAT_R32G32_SFLOAT:
case REFRESH_TEXTUREFORMAT_R16G16B16A16_UINT:
return 8;
case REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT:
return 16;
@ -130,8 +117,7 @@ static inline uint32_t BytesPerRow(
if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
format == REFRESH_TEXTUREFORMAT_BC2 ||
format == REFRESH_TEXTUREFORMAT_BC3 ||
format == REFRESH_TEXTUREFORMAT_BC7 )
format == REFRESH_TEXTUREFORMAT_BC3 )
{
blocksPerRow = (width + 3) / 4;
}
@ -149,8 +135,7 @@ static inline int32_t BytesPerImage(
if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
format == REFRESH_TEXTUREFORMAT_BC2 ||
format == REFRESH_TEXTUREFORMAT_BC3 ||
format == REFRESH_TEXTUREFORMAT_BC7 )
format == REFRESH_TEXTUREFORMAT_BC3 )
{
blocksPerRow = (width + 3) / 4;
blocksPerColumn = (height + 3) / 4;
@ -169,7 +154,6 @@ static inline int32_t BytesPerImage(
#define MAX_BUFFER_BINDINGS 16
#define MAX_COLOR_TARGET_BINDINGS 4
#define MAX_PRESENT_COUNT 16
/* Refresh_Device Definition */
@ -183,6 +167,16 @@ struct Refresh_Device
/* Drawing */
void (*Clear)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *clearRect,
Refresh_ClearOptions options,
Refresh_Vec4 *colors,
uint32_t colorCount,
Refresh_DepthStencilValue depthStencil
);
void (*DrawInstancedPrimitives)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -213,17 +207,6 @@ struct Refresh_Device
uint32_t fragmentParamOffset
);
void (*DrawPrimitivesIndirect)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
uint32_t offsetInBytes,
uint32_t drawCount,
uint32_t stride,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
);
void (*DispatchCompute)(
Refresh_Renderer *device,
Refresh_CommandBuffer *commandBuffer,
@ -235,9 +218,14 @@ struct Refresh_Device
/* State Creation */
Refresh_RenderPass* (*CreateRenderPass)(
Refresh_Renderer *driverData,
Refresh_RenderPassCreateInfo *renderPassCreateInfo
);
Refresh_ComputePipeline* (*CreateComputePipeline)(
Refresh_Renderer *driverData,
Refresh_ComputeShaderInfo *computeShaderInfo
Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
);
Refresh_GraphicsPipeline* (*CreateGraphicsPipeline)(
@ -250,6 +238,11 @@ struct Refresh_Device
Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
);
Refresh_Framebuffer* (*CreateFramebuffer)(
Refresh_Renderer *driverData,
Refresh_FramebufferCreateInfo *framebufferCreateInfo
);
Refresh_ShaderModule* (*CreateShaderModule)(
Refresh_Renderer *driverData,
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
@ -260,6 +253,12 @@ struct Refresh_Device
Refresh_TextureCreateInfo *textureCreateInfo
);
Refresh_RenderTarget* (*CreateRenderTarget)(
Refresh_Renderer *driverData,
Refresh_TextureSlice *textureSlice,
Refresh_SampleCount multisampleCount
);
Refresh_Buffer* (*CreateBuffer)(
Refresh_Renderer *driverData,
Refresh_BufferUsageFlags usageFlags,
@ -286,13 +285,8 @@ struct Refresh_Device
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void *yDataPtr,
void *uDataPtr,
void *vDataPtr,
uint32_t yDataLength,
uint32_t uvDataLength,
uint32_t yStride,
uint32_t uvStride
void* data,
uint32_t dataLength
);
void(*CopyTextureToTexture)(
@ -380,11 +374,26 @@ struct Refresh_Device
Refresh_Buffer *buffer
);
void(*QueueDestroyRenderTarget)(
Refresh_Renderer *driverData,
Refresh_RenderTarget *renderTarget
);
void(*QueueDestroyFramebuffer)(
Refresh_Renderer *driverData,
Refresh_Framebuffer *frameBuffer
);
void(*QueueDestroyShaderModule)(
Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule
);
void(*QueueDestroyRenderPass)(
Refresh_Renderer *driverData,
Refresh_RenderPass *renderPass
);
void(*QueueDestroyComputePipeline)(
Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline
@ -400,9 +409,12 @@ struct Refresh_Device
void(*BeginRenderPass)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ColorAttachmentInfo *colorAttachmentInfos,
uint32_t colorAttachmentCount,
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
Refresh_RenderPass *renderPass,
Refresh_Framebuffer *framebuffer,
Refresh_Rect *renderArea,
Refresh_Vec4 *pColorClearValues,
uint32_t colorClearCount,
Refresh_DepthStencilValue *depthStencilClearValue
);
void(*EndRenderPass)(
@ -410,18 +422,6 @@ struct Refresh_Device
Refresh_CommandBuffer *commandBuffer
);
void (*SetViewport)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Viewport *viewport
);
void (*SetScissor)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *scissor
);
void(*BindGraphicsPipeline)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -463,71 +463,30 @@ struct Refresh_Device
Refresh_Texture **pTextures
);
uint8_t (*ClaimWindow)(
Refresh_Renderer *driverData,
void *windowHandle,
Refresh_PresentMode presentMode
);
void (*UnclaimWindow)(
Refresh_Renderer *driverData,
void *windowHandle
);
Refresh_CommandBuffer* (*AcquireCommandBuffer)(
Refresh_Renderer *driverData
Refresh_Renderer *driverData,
uint8_t fixed
);
Refresh_Texture* (*AcquireSwapchainTexture)(
void(*QueuePresent)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
void *windowHandle,
uint32_t *pWidth,
uint32_t *pHeight
);
Refresh_TextureFormat (*GetSwapchainFormat)(
Refresh_Renderer *driverData,
Refresh_TextureSlice *textureSlice,
Refresh_Rect *destinationRectangle,
Refresh_Filter filter,
void *windowHandle
);
void (*SetSwapchainPresentMode)(
Refresh_Renderer *driverData,
void *windowHandle,
Refresh_PresentMode presentMode
);
void(*Submit)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
);
Refresh_Fence* (*SubmitAndAcquireFence)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
uint32_t commandBufferCount,
Refresh_CommandBuffer **pCommandBuffers
);
void(*Wait)(
Refresh_Renderer *driverData
);
void (*WaitForFences)(
Refresh_Renderer *driverData,
uint8_t waitAll,
uint32_t fenceCount,
Refresh_Fence **pFences
);
int (*QueryFence)(
Refresh_Renderer *driverData,
Refresh_Fence *fence
);
void (*ReleaseFence)(
Refresh_Renderer *driverData,
Refresh_Fence *fence
);
/* Opaque pointer for the Driver */
Refresh_Renderer *driverData;
};
@ -536,16 +495,19 @@ struct Refresh_Device
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(DrawPrimitivesIndirect, name) \
ASSIGN_DRIVER_FUNC(DispatchCompute, name) \
ASSIGN_DRIVER_FUNC(CreateRenderPass, name) \
ASSIGN_DRIVER_FUNC(CreateComputePipeline, name) \
ASSIGN_DRIVER_FUNC(CreateGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(CreateSampler, name) \
ASSIGN_DRIVER_FUNC(CreateFramebuffer, name) \
ASSIGN_DRIVER_FUNC(CreateShaderModule, name) \
ASSIGN_DRIVER_FUNC(CreateTexture, name) \
ASSIGN_DRIVER_FUNC(CreateRenderTarget, name) \
ASSIGN_DRIVER_FUNC(CreateBuffer, name) \
ASSIGN_DRIVER_FUNC(SetTextureData, name) \
ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
@ -561,43 +523,35 @@ struct Refresh_Device
ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyRenderTarget, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyFramebuffer, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyRenderPass, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
ASSIGN_DRIVER_FUNC(SetViewport, name) \
ASSIGN_DRIVER_FUNC(SetScissor, name) \
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(BindVertexBuffers, name) \
ASSIGN_DRIVER_FUNC(BindIndexBuffer, name) \
ASSIGN_DRIVER_FUNC(BindComputePipeline, name) \
ASSIGN_DRIVER_FUNC(BindComputeBuffers, name) \
ASSIGN_DRIVER_FUNC(BindComputeTextures, name) \
ASSIGN_DRIVER_FUNC(ClaimWindow, name) \
ASSIGN_DRIVER_FUNC(UnclaimWindow, name) \
ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \
ASSIGN_DRIVER_FUNC(AcquireSwapchainTexture, name) \
ASSIGN_DRIVER_FUNC(GetSwapchainFormat, name) \
ASSIGN_DRIVER_FUNC(SetSwapchainPresentMode, name) \
ASSIGN_DRIVER_FUNC(QueuePresent, name) \
ASSIGN_DRIVER_FUNC(Submit, name) \
ASSIGN_DRIVER_FUNC(SubmitAndAcquireFence, name) \
ASSIGN_DRIVER_FUNC(Wait, name) \
ASSIGN_DRIVER_FUNC(WaitForFences, name) \
ASSIGN_DRIVER_FUNC(QueryFence, name) \
ASSIGN_DRIVER_FUNC(ReleaseFence, name)
ASSIGN_DRIVER_FUNC(Wait, name)
typedef struct Refresh_Driver
{
const char *Name;
uint8_t (*PrepareDriver)(uint32_t *flags);
Refresh_Device* (*CreateDevice)(
Refresh_PresentationParameters *presentationParameters,
uint8_t debugMode
);
} Refresh_Driver;
extern Refresh_Driver VulkanDriver;
extern Refresh_Driver PS5Driver;
#endif /* REFRESH_DRIVER_H */

View File

@ -37,7 +37,6 @@
static TEMPLATE_SURFACE_FORMAT_TYPE RefreshToTEMPLATE_SurfaceFormat[] =
{
0, /* R8G8B8A8 */
0, /* B8G8R8A8 */
0, /* R5G6B5 */
0, /* A1R5G5B5 */
0, /* B4G4R4A4 */
@ -97,6 +96,7 @@ static TEMPLATE_POLYGON_MODE_TYPE RefreshToTEMPLATE_PolygonMode[] =
{
0, /* FILL */
0, /* LINE */
0 /* POINT */
};
static TEMPLATE_CULL_MODE_TYPE RefreshToTEMPLATE_CullMode[] =
@ -104,6 +104,7 @@ static TEMPLATE_CULL_MODE_TYPE RefreshToTEMPLATE_CullMode[] =
0, /* NONE */
0, /* FRONT */
0, /* BACK */
0 /* FRONT_AND_BACK */
};
static TEMPLATE_FRONT_FACE_TYPE RefreshToTEMPLATE_FrontFace[] =
@ -126,7 +127,13 @@ static TEMPLATE_BLEND_FACTOR_TYPE RefreshToTEMPLATE_BlendFactor[] =
0, /* ONE_MINUS_DST_ALPHA */
0, /* CONSTANT_COLOR */
0, /* ONE_MINUS_CONSTANT_COLOR */
0 /* SRC_ALPHA_SATURATE */
0, /* CONSTANT_ALPHA */
0, /* ONE_MINUS_CONSTANT_ALPHA */
0, /* SRC_ALPHA_SATURATE */
0, /* SRC1_COLOR */
0, /* ONE_MINUS_SRC1_COLOR */
0, /* SRC1_ALPHA */
0 /* ONE_MINUS_SRC1_ALPHA */
};
static TEMPLATE_BLEND_OP_TYPE RefreshToTEMPLATE_BlendOp[] =
@ -138,6 +145,26 @@ static TEMPLATE_BLEND_OP_TYPE RefreshToTEMPLATE_BlendOp[] =
0 /* MAX */
};
static TEMPLATE_LOGIC_OP_TYPE RefreshToTEMPLATE_LogicOp[] =
{
0, /* CLEAR */
0, /* AND */
0, /* AND_REVERSE */
0, /* COPY */
0, /* AND_INVERTED */
0, /* NO_OP */
0, /* XOR */
0, /* OR */
0, /* NOR */
0, /* EQUIVALENT */
0, /* INVERT */
0, /* OR_REVERSE */
0, /* COPY_INVERTED */
0, /* OR_INVERTED */
0, /* NAND */
0 /* SET */
};
static TEMPLATE_COMPARE_OP_TYPE RefreshToTEMPLATE_CompareOp[] =
{
0, /* NEVER */
@ -196,6 +223,7 @@ static TEMPLATE_FILTER_TYPE RefreshToTEMPLATE_Filter[] =
{
0, /* NEAREST */
0, /* LINEAR */
0 /* CUBIC */
};
static TEMPLATE_SAMPLER_MIPMAP_MODE_TYPE RefreshToTEMPLATE_SamplerMipmapMode[] =
@ -232,6 +260,18 @@ static void TEMPLATE_DestroyDevice(
/* Drawing */
static void TEMPLATE_Clear(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *clearRect,
Refresh_ClearOptions options,
Refresh_Vec4 *colors,
uint32_t colorCount,
Refresh_DepthStencilValue depthStencil
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_DrawInstancedPrimitives(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -268,19 +308,6 @@ static void TEMPLATE_DrawPrimitives(
NOT_IMPLEMENTED
}
static void TEMPLATE_DrawPrimitivesIndirect(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
uint32_t offsetInBytes,
uint32_t drawCount,
uint32_t stride,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_DispatchCompute(
Refresh_Renderer *device,
Refresh_CommandBuffer *commandBuffer,
@ -294,10 +321,16 @@ static void TEMPLATE_DispatchCompute(
/* State Creation */
static Refresh_RenderPass* TEMPLATE_CreateRenderPass(
Refresh_Renderer *driverData,
Refresh_RenderPassCreateInfo *renderPassCreateInfo
) {
NOT_IMPLEMENTED
}
static Refresh_ComputePipeline* TEMPLATE_CreateComputePipeline(
Refresh_Renderer *driverData,
Refresh_ComputeShaderInfo *computeShaderInfo
Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
) {
NOT_IMPLEMENTED
}
@ -316,6 +349,13 @@ static Refresh_Sampler* TEMPLATE_CreateSampler(
NOT_IMPLEMENTED
}
static Refresh_Framebuffer* TEMPLATE_CreateFramebuffer(
Refresh_Renderer *driverData,
Refresh_FramebufferCreateInfo *framebufferCreateInfo
) {
NOT_IMPLEMENTED
}
static Refresh_ShaderModule* TEMPLATE_CreateShaderModule(
Refresh_Renderer *driverData,
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
@ -330,6 +370,14 @@ static Refresh_Texture* TEMPLATE_CreateTexture(
NOT_IMPLEMENTED
}
static Refresh_RenderTarget* TEMPLATE_CreateRenderTarget(
Refresh_Renderer *driverData,
Refresh_TextureSlice *textureSlice,
Refresh_SampleCount multisampleCount
) {
NOT_IMPLEMENTED
}
static Refresh_Buffer* TEMPLATE_CreateBuffer(
Refresh_Renderer *driverData,
Refresh_BufferUsageFlags usageFlags,
@ -360,13 +408,8 @@ static void TEMPLATE_SetTextureDataYUV(
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void *yDataPtr,
void *uDataPtr,
void *vDataPtr,
uint32_t yDataLength,
uint32_t uvDataLength,
uint32_t yStride,
uint32_t uvStride
void* data,
uint32_t dataLength
) {
NOT_IMPLEMENTED
}
@ -480,6 +523,20 @@ static void TEMPLATE_QueueDestroyBuffer(
NOT_IMPLEMENTED
}
static void TEMPLATE_QueueDestroyRenderTarget(
Refresh_Renderer *driverData,
Refresh_RenderTarget *renderTarget
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_QueueDestroyFramebuffer(
Refresh_Renderer *driverData,
Refresh_Framebuffer *frameBuffer
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_QueueDestroyShaderModule(
Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule
@ -487,6 +544,13 @@ static void TEMPLATE_QueueDestroyShaderModule(
NOT_IMPLEMENTED
}
static void TEMPLATE_QueueDestroyRenderPass(
Refresh_Renderer *driverData,
Refresh_RenderPass *renderPass
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_QueueDestroyComputePipeline(
Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline
@ -503,18 +567,15 @@ static void TEMPLATE_QueueDestroyGraphicsPipeline(
/* Graphics State */
static Refresh_CommandBuffer* TEMPLATE_AcquireCommandBuffer(
Refresh_Renderer *driverData
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_BeginRenderPass(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ColorAttachmentInfo *colorAttachmentInfos,
uint32_t colorAttachmentCount,
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
Refresh_RenderPass *renderPass,
Refresh_Framebuffer *framebuffer,
Refresh_Rect *renderArea,
Refresh_Vec4 *pColorClearValues,
uint32_t colorClearCount,
Refresh_DepthStencilValue *depthStencilClearValue
) {
NOT_IMPLEMENTED
}
@ -534,22 +595,6 @@ static void TEMPLATE_BindGraphicsPipeline(
NOT_IMPLEMENTED
}
static void TEMPLATE_SetViewport(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Viewport *viewport
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_SetScissor(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *scissor
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_BindVertexBuffers(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -571,8 +616,6 @@ static void TEMPLATE_BindIndexBuffer(
NOT_IMPLEMENTED
}
/* Compute State */
static void TEMPLATE_BindComputePipeline(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -597,60 +640,28 @@ static void TEMPLATE_BindComputeTextures(
NOT_IMPLEMENTED
}
/* Window and Swapchain Management */
static uint8_t TEMPLATE_ClaimWindow(
static Refresh_CommandBuffer* TEMPLATE_AcquireCommandBuffer(
Refresh_Renderer *driverData,
void *windowHandle,
Refresh_PresentMode presentMode
uint8_t fixed
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_UnclaimWindow(
Refresh_Renderer *driverData,
void *windowHandle
) {
NOT_IMPLEMENTED
}
static Refresh_Texture* TEMPLATE_AcquireSwapchainTexture(
static void TEMPLATE_QueuePresent(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
void *windowHandle,
uint32_t *pWidth,
uint32_t *pHeight
) {
NOT_IMPLEMENTED
}
static Refresh_TextureFormat TEMPLATE_GetSwapchainFormat(
Refresh_Renderer *driverData,
Refresh_TextureSlice *textureSlice,
Refresh_Rect *destinationRectangle,
Refresh_Filter filter,
void *windowHandle
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_SetSwapchainPresentMode(
Refresh_Renderer *driverData,
void *windowHandle,
Refresh_PresentMode presentMode
) {
NOT_IMPLEMENTED
}
/* Submission and Fences */
static void TEMPLATE_Submit(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
) {
NOT_IMPLEMENTED
}
static Refresh_Fence* TEMPLATE_SubmitAndAcquireFence(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
uint32_t commandBufferCount,
Refresh_CommandBuffer **pCommandBuffers
) {
NOT_IMPLEMENTED
}
@ -661,38 +672,8 @@ static void TEMPLATE_Wait(
NOT_IMPLEMENTED
}
static void TEMPLATE_WaitForFences(
Refresh_Renderer *driverData,
uint8_t waitAll,
uint32_t fenceCount,
Refresh_Fence **pFences
) {
NOT_IMPLEMENTED
}
static int TEMPLATE_QueryFence(
Refresh_Renderer *driverData,
Refresh_Fence *fence
) {
NOT_IMPLEMENTED
}
static void TEMPLATE_ReleaseFence(
Refresh_Renderer *driverData,
Refresh_Fence *fence
) {
NOT_IMPLEMENTED
}
/* Device Creation */
static uint8_t TEMPLATE_PrepareDriver(
uint32_t *flags
) {
NOT_IMPLEMENTED
}
static Refresh_Device* TEMPLATE_CreateDevice(
Refresh_PresentationParameters *presentationParameters,
uint8_t debugMode
) {
NOT_IMPLEMENTED
@ -700,7 +681,6 @@ static Refresh_Device* TEMPLATE_CreateDevice(
Refresh_Driver TEMPLATEDriver = {
"TEMPLATE",
TEMPLATE_PrepareDriver,
TEMPLATE_CreateDevice
};

File diff suppressed because it is too large Load Diff

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@ -89,11 +89,9 @@ VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdClearDepthStencilImage, (VkCommandBuff
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdCopyBuffer, (VkCommandBuffer commandBuffer, VkBuffer srcBuffer, VkBuffer dstBuffer, uint32_t regionCount, const VkBufferCopy* pRegions))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdCopyBufferToImage, (VkCommandBuffer commandBuffer, VkBuffer srcBuffer, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkBufferImageCopy *pRegions))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdCopyImageToBuffer, (VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkBuffer dstBuffer, uint32_t regionCount, const VkBufferImageCopy *pRegions))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdCopyImage, (VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageCopy* pRegions))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdDispatch, (VkCommandBuffer commandBuffer, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdDraw, (VkCommandBuffer commandBuffer, uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdDrawIndexed, (VkCommandBuffer commandBuffer, uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdDrawIndirect, (VkCommandBuffer commandBuffer, VkBuffer buffer, VkDeviceSize offset, uint32_t drawCount, uint32_t stride))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdEndRenderPass, (VkCommandBuffer commandBuffer))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdPipelineBarrier, (VkCommandBuffer commandBuffer, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags dstStageMask, VkDependencyFlags dependencyFlags, uint32_t memoryBarrierCount, const VkMemoryBarrier *pMemoryBarriers, uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier *pBufferMemoryBarriers, uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier *pImageMemoryBarriers))
VULKAN_DEVICE_FUNCTION(BaseVK, void, vkCmdResolveImage, (VkCommandBuffer commandBuffer, VkImage srcImage, VkImageLayout srcImageLayout, VkImage dstImage, VkImageLayout dstImageLayout, uint32_t regionCount, const VkImageResolve *pRegions))

View File

@ -48,6 +48,7 @@
#define floorf SDL_floorf
#define ldexp SDL_scalbn
#define pow SDL_pow
#define strtol SDL_strtol
#ifdef memcmp
#undef memcmp
@ -73,10 +74,13 @@
#undef strlen
#endif
#define strlen SDL_strlen
#ifdef strncmp
#undef strncmp
#endif
#define strncmp SDL_strncmp
/* These are per the Texture2D.FromStream spec */
#define STBI_ONLY_PNG
#define STBI_ONLY_QOI
/* These are per the Texture2D.SaveAs* spec */
#define STBIW_ONLY_PNG
@ -136,7 +140,6 @@ SDL_SIMDRealloc(void *mem, const size_t len)
#endif
#define STB_IMAGE_STATIC
#define STBI_NO_HDR
#define STBI_ASSERT SDL_assert
#define STBI_MALLOC SDL_SIMDAlloc
#define STBI_REALLOC SDL_SIMDRealloc
@ -187,72 +190,28 @@ static unsigned char* dgibson_stbi_zlib_compress(
/* Image Read API */
uint8_t* Refresh_Image_Load(
uint8_t *bufferPtr,
int32_t bufferLength,
char const *filename,
int32_t *w,
int32_t *h,
int32_t *len
int32_t *numChannels
) {
uint8_t* result;
uint8_t* pixels;
int32_t format;
int32_t i;
result = stbi_load_from_memory(
bufferPtr,
bufferLength,
w,
h,
&format,
STBI_rgb_alpha
);
if (result == NULL)
{
SDL_LogWarn(SDL_LOG_CATEGORY_ERROR, "Image loading failed: %s", stbi_failure_reason());
}
/* Ensure that the alpha pixels are... well, actual alpha.
* You think this looks stupid, but be assured: Your paint program is
* almost certainly even stupider.
* -flibit
*/
pixels = result;
*len = (*w) * (*h) *4;
for (i = 0; i < *len; i += 4, pixels += 4)
{
if (pixels[3] == 0)
{
pixels[0] = 0;
pixels[1] = 1;
pixels[2] = 2;
}
}
return result;
return stbi_load(filename, w, h, numChannels, STBI_rgb_alpha);
}
void Refresh_Image_Free(uint8_t *mem)
{
SDL_SIMDFree(mem);
stbi_image_free(mem);
}
/* Image Write API */
void Refresh_Image_SavePNG(
const char *filename,
uint8_t* data,
int32_t w,
int32_t h
int32_t h,
uint8_t *data
) {
stbi_write_png(
filename,
w,
h,
4,
data,
w * 4
);
stbi_write_png(filename, w, h, 4, data, w * 4);
}
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */

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