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12 changed files with 1696 additions and 3566 deletions

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@ -8,8 +8,8 @@ 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_MINOR_VERSION "9")
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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@ -55,8 +55,8 @@ extern "C" {
/* Version API */
#define REFRESH_MAJOR_VERSION 1
#define REFRESH_MINOR_VERSION 15
#define REFRESH_PATCH_VERSION 4
#define REFRESH_MINOR_VERSION 9
#define REFRESH_PATCH_VERSION 0
#define REFRESH_COMPILED_VERSION ( \
(REFRESH_MAJOR_VERSION * 100 * 100) + \
@ -76,7 +76,6 @@ typedef struct Refresh_ShaderModule Refresh_ShaderModule;
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
{
@ -282,7 +281,11 @@ typedef enum Refresh_BlendFactor
REFRESH_BLENDFACTOR_ONE_MINUS_DST_ALPHA,
REFRESH_BLENDFACTOR_CONSTANT_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR,
REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE
REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE,
REFRESH_BLENDFACTOR_SRC1_COLOR,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_COLOR,
REFRESH_BLENDFACTOR_SRC1_ALPHA,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_ALPHA
} Refresh_BlendFactor;
typedef enum Refresh_ColorComponentFlagBits
@ -377,14 +380,6 @@ typedef struct Refresh_TextureSlice
uint32_t level;
} Refresh_TextureSlice;
typedef struct Refresh_IndirectDrawCommand
{
uint32_t vertexCount;
uint32_t instanceCount;
uint32_t firstVertex;
uint32_t firstInstance;
} Refresh_IndirectDrawCommand;
/* State structures */
typedef struct Refresh_SamplerStateCreateInfo
@ -451,6 +446,12 @@ typedef struct Refresh_ColorAttachmentBlendState
Refresh_ColorComponentFlags colorWriteMask;
} Refresh_ColorAttachmentBlendState;
typedef struct Refresh_ComputePipelineLayoutCreateInfo
{
uint32_t bufferBindingCount;
uint32_t imageBindingCount;
} Refresh_ComputePipelineLayoutCreateInfo;
typedef struct Refresh_ShaderModuleCreateInfo
{
size_t codeSize;
@ -464,7 +465,6 @@ typedef struct Refresh_TextureCreateInfo
uint32_t depth;
uint8_t isCube;
uint32_t levelCount;
Refresh_SampleCount sampleCount;
Refresh_TextureFormat format;
Refresh_TextureUsageFlags usageFlags;
} Refresh_TextureCreateInfo;
@ -490,6 +490,7 @@ typedef struct Refresh_ComputeShaderInfo
typedef struct Refresh_RasterizerState
{
uint8_t depthClampEnable;
Refresh_FillMode fillMode;
Refresh_CullMode cullMode;
Refresh_FrontFace frontFace;
@ -553,6 +554,7 @@ typedef struct Refresh_ColorAttachmentInfo
uint32_t depth;
uint32_t layer;
uint32_t level;
Refresh_SampleCount sampleCount;
Refresh_Vec4 clearColor; /* Can be ignored by RenderPass */
Refresh_LoadOp loadOp;
Refresh_StoreOp storeOp;
@ -675,7 +677,6 @@ REFRESHAPI void Refresh_DrawPrimitives(
);
/* 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.
@ -759,11 +760,6 @@ 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.
@ -779,20 +775,15 @@ REFRESHAPI void Refresh_SetTextureData(
/* Uploads YUV image data to three R8 texture objects.
*
* y: The texture storing the Y data.
* u: The texture storing the U (Cb) data.
* v: The texture storing the V (Cr) data.
* yWidth: The width of the Y plane.
* 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.
* y: The texture storing the Y data.
* u: The texture storing the U (Cb) data.
* v: The texture storing the V (Cr) data.
* yWidth: The width of the Y plane.
* yHeight: The height of the Y plane.
* uvWidth: The width of the U/V planes.
* uvHeight: The height of the U/V planes.
* 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 +795,8 @@ 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.
@ -1050,9 +1036,7 @@ REFRESHAPI void Refresh_SetScissor(
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,
@ -1179,9 +1163,15 @@ 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.
@ -1207,50 +1197,15 @@ REFRESHAPI Refresh_Texture* Refresh_AcquireSwapchainTexture(
/* 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 all submissions 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 */

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@ -44,45 +44,44 @@
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 32-bit color 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.
* bgra: Whether the data is in BGRA8 format. Otherwise will assume RBGA8.
* data: The raw color 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 bgra,
uint8_t *data
);
#ifdef __cplusplus

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@ -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;
}
}

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@ -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

@ -338,52 +338,10 @@ 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
);
}
@ -438,13 +396,8 @@ 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 +410,8 @@ void Refresh_SetTextureDataYUV(
yHeight,
uvWidth,
uvHeight,
yDataPtr,
uDataPtr,
vDataPtr,
yDataLength,
uvDataLength,
yStride,
uvStride
data,
dataLength
);
}
@ -841,11 +789,13 @@ void Refresh_UnclaimWindow(
}
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
);
}
@ -892,23 +842,14 @@ void Refresh_SetSwapchainPresentMode(
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 +862,4 @@ 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

@ -268,7 +268,7 @@ struct Refresh_Device
/* Setters */
void (*SetTextureData)(
void(*SetTextureData)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
@ -276,7 +276,7 @@ struct Refresh_Device
uint32_t dataLengthInBytes
);
void (*SetTextureDataYUV)(
void(*SetTextureDataYUV)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer* commandBuffer,
Refresh_Texture *y,
@ -286,16 +286,11 @@ 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)(
void(*CopyTextureToTexture)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *sourceTextureSlice,
@ -303,14 +298,14 @@ struct Refresh_Device
Refresh_Filter filter
);
void (*CopyTextureToBuffer)(
void(*CopyTextureToBuffer)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
Refresh_Buffer *buffer
);
void (*SetBufferData)(
void(*SetBufferData)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
@ -319,14 +314,14 @@ struct Refresh_Device
uint32_t dataLength
);
uint32_t (*PushVertexShaderUniforms)(
uint32_t(*PushVertexShaderUniforms)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
void *data,
uint32_t dataLengthInBytes
);
uint32_t (*PushFragmentShaderUniforms)(
uint32_t(*PushFragmentShaderUniforms)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
void *data,
@ -340,14 +335,14 @@ struct Refresh_Device
uint32_t dataLengthInBytes
);
void (*BindVertexSamplers)(
void(*BindVertexSamplers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
Refresh_Sampler **pSamplers
);
void (*BindFragmentSamplers)(
void(*BindFragmentSamplers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
@ -356,7 +351,7 @@ struct Refresh_Device
/* Getters */
void (*GetBufferData)(
void(*GetBufferData)(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
void *data,
@ -365,39 +360,39 @@ struct Refresh_Device
/* Disposal */
void (*QueueDestroyTexture)(
void(*QueueDestroyTexture)(
Refresh_Renderer *driverData,
Refresh_Texture *texture
);
void (*QueueDestroySampler)(
void(*QueueDestroySampler)(
Refresh_Renderer *driverData,
Refresh_Sampler *sampler
);
void (*QueueDestroyBuffer)(
void(*QueueDestroyBuffer)(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer
);
void (*QueueDestroyShaderModule)(
void(*QueueDestroyShaderModule)(
Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule
);
void (*QueueDestroyComputePipeline)(
void(*QueueDestroyComputePipeline)(
Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline
);
void (*QueueDestroyGraphicsPipeline)(
void(*QueueDestroyGraphicsPipeline)(
Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *graphicsPipeline
);
/* Graphics State */
void (*BeginRenderPass)(
void(*BeginRenderPass)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ColorAttachmentInfo *colorAttachmentInfos,
@ -405,30 +400,30 @@ struct Refresh_Device
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
);
void (*EndRenderPass)(
void(*EndRenderPass)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
);
void (*SetViewport)(
void(*SetViewport)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Viewport *viewport
);
void (*SetScissor)(
void(*SetScissor)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *scissor
);
void (*BindGraphicsPipeline)(
void(*BindGraphicsPipeline)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_GraphicsPipeline *graphicsPipeline
);
void (*BindVertexBuffers)(
void(*BindVertexBuffers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
uint32_t firstBinding,
@ -437,7 +432,7 @@ struct Refresh_Device
uint64_t *pOffsets
);
void (*BindIndexBuffer)(
void(*BindIndexBuffer)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
@ -445,19 +440,19 @@ struct Refresh_Device
Refresh_IndexElementSize indexElementSize
);
void (*BindComputePipeline)(
void(*BindComputePipeline)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ComputePipeline *computePipeline
);
void (*BindComputeBuffers)(
void(*BindComputeBuffers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer **pBuffers
);
void (*BindComputeTextures)(
void(*BindComputeTextures)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures
@ -469,13 +464,14 @@ struct Refresh_Device
Refresh_PresentMode presentMode
);
void (*UnclaimWindow)(
void(*UnclaimWindow)(
Refresh_Renderer *driverData,
void *windowHandle
);
Refresh_CommandBuffer* (*AcquireCommandBuffer)(
Refresh_Renderer *driverData
Refresh_Renderer *driverData,
uint8_t fixed
);
Refresh_Texture* (*AcquireSwapchainTexture)(
@ -497,37 +493,16 @@ struct Refresh_Device
Refresh_PresentMode presentMode
);
void (*Submit)(
void(*Submit)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
uint32_t commandBufferCount,
Refresh_CommandBuffer **pCommandBuffers
);
Refresh_Fence* (*SubmitAndAcquireFence)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
);
void (*Wait)(
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;
};
@ -581,11 +556,7 @@ struct Refresh_Device
ASSIGN_DRIVER_FUNC(GetSwapchainFormat, name) \
ASSIGN_DRIVER_FUNC(SetSwapchainPresentMode, 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
{

View File

@ -126,7 +126,11 @@ 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, /* 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[] =
@ -268,19 +272,6 @@ 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,
@ -360,13 +351,8 @@ 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
}
@ -503,15 +489,10 @@ 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_Rect *renderArea,
Refresh_ColorAttachmentInfo *colorAttachmentInfos,
uint32_t colorAttachmentCount,
Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo
@ -571,8 +552,6 @@ static void TEMPLATE_BindIndexBuffer(
NOT_IMPLEMENTED
}
/* Compute State */
static void TEMPLATE_BindComputePipeline(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
@ -597,24 +576,14 @@ 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(
Refresh_Texture* TEMPLATE_AcquireSwapchainTexture(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
void *windowHandle,
@ -624,33 +593,17 @@ static Refresh_Texture* TEMPLATE_AcquireSwapchainTexture(
NOT_IMPLEMENTED
}
static Refresh_TextureFormat TEMPLATE_GetSwapchainFormat(
Refresh_TextureFormat TEMPLATE_GetSwapchainFormat(
Refresh_Renderer *driverData,
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 +614,8 @@ 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 +623,6 @@ static Refresh_Device* TEMPLATE_CreateDevice(
Refresh_Driver TEMPLATEDriver = {
"TEMPLATE",
TEMPLATE_PrepareDriver,
TEMPLATE_CreateDevice
};

File diff suppressed because it is too large Load Diff

View File

@ -89,7 +89,6 @@ 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))

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 +190,51 @@ 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,
const char *filename,
int32_t w,
int32_t h
int32_t h,
uint8_t bgra,
uint8_t *data
) {
stbi_write_png(
filename,
w,
h,
4,
data,
w * 4
);
uint32_t i;
uint8_t *bgraData;
if (bgra)
{
bgraData = SDL_malloc(w * h * 4);
for (i = 0; i < w * h * 4; i += 4)
{
bgraData[i] = data[i + 2];
bgraData[i + 1] = data[i + 1];
bgraData[i + 2] = data[i];
bgraData[i + 3] = data[i + 3];
}
stbi_write_png(filename, w, h, 4, bgraData, w * 4);
SDL_free(bgraData);
}
else
{
stbi_write_png(filename, w, h, 4, data, w * 4);
}
}
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */

File diff suppressed because it is too large Load Diff