/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities * * Copyright (c) 2020 Evan Hemsley * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software in a * product, an acknowledgment in the product documentation would be * appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * * Evan "cosmonaut" Hemsley * */ #include #ifndef REFRESH_H #define REFRESH_H #ifdef _WIN32 #define REFRESHAPI __declspec(dllexport) #define REFRESHCALL __cdecl #else #define REFRESHAPI #define REFRESHCALL #endif /* -Wpedantic nameless union/struct silencing */ #ifndef REFRESHNAMELESS #ifdef __GNUC__ #define REFRESHNAMELESS __extension__ #else #define REFRESHNAMELESS #endif /* __GNUC__ */ #endif /* REFRESHNAMELESS */ #include #ifdef __cplusplus 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_GpuBuffer Refresh_GpuBuffer; typedef struct Refresh_TransferBuffer Refresh_TransferBuffer; typedef struct Refresh_Texture Refresh_Texture; typedef struct Refresh_Sampler Refresh_Sampler; 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 { REFRESH_PRESENTMODE_IMMEDIATE, REFRESH_PRESENTMODE_MAILBOX, REFRESH_PRESENTMODE_FIFO, REFRESH_PRESENTMODE_FIFO_RELAXED } Refresh_PresentMode; typedef enum Refresh_PrimitiveType { REFRESH_PRIMITIVETYPE_POINTLIST, REFRESH_PRIMITIVETYPE_LINELIST, REFRESH_PRIMITIVETYPE_LINESTRIP, REFRESH_PRIMITIVETYPE_TRIANGLELIST, REFRESH_PRIMITIVETYPE_TRIANGLESTRIP } Refresh_PrimitiveType; typedef enum Refresh_LoadOp { REFRESH_LOADOP_LOAD, REFRESH_LOADOP_CLEAR, REFRESH_LOADOP_DONT_CARE } Refresh_LoadOp; typedef enum Refresh_StoreOp { REFRESH_STOREOP_STORE, REFRESH_STOREOP_DONT_CARE } Refresh_StoreOp; typedef enum Refresh_IndexElementSize { REFRESH_INDEXELEMENTSIZE_16BIT, REFRESH_INDEXELEMENTSIZE_32BIT } Refresh_IndexElementSize; typedef enum Refresh_TextureFormat { /* Unsigned Normalized Float Color Formats */ REFRESH_TEXTUREFORMAT_R8G8B8A8, REFRESH_TEXTUREFORMAT_B8G8R8A8, REFRESH_TEXTUREFORMAT_R5G6B5, REFRESH_TEXTUREFORMAT_A1R5G5B5, REFRESH_TEXTUREFORMAT_B4G4R4A4, 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, /* Depth Formats */ REFRESH_TEXTUREFORMAT_D16_UNORM, REFRESH_TEXTUREFORMAT_D32_SFLOAT, REFRESH_TEXTUREFORMAT_D16_UNORM_S8_UINT, REFRESH_TEXTUREFORMAT_D32_SFLOAT_S8_UINT } Refresh_TextureFormat; 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_TextureUsageFlagBits; typedef uint32_t Refresh_TextureUsageFlags; typedef enum Refresh_SampleCount { REFRESH_SAMPLECOUNT_1, REFRESH_SAMPLECOUNT_2, REFRESH_SAMPLECOUNT_4, REFRESH_SAMPLECOUNT_8 } Refresh_SampleCount; typedef enum Refresh_CubeMapFace { REFRESH_CUBEMAPFACE_POSITIVEX, REFRESH_CUBEMAPFACE_NEGATIVEX, REFRESH_CUBEMAPFACE_POSITIVEY, REFRESH_CUBEMAPFACE_NEGATIVEY, REFRESH_CUBEMAPFACE_POSITIVEZ, REFRESH_CUBEMAPFACE_NEGATIVEZ } Refresh_CubeMapFace; 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_BufferUsageFlagBits; typedef uint32_t Refresh_BufferUsageFlags; typedef enum Refresh_VertexElementFormat { REFRESH_VERTEXELEMENTFORMAT_UINT, REFRESH_VERTEXELEMENTFORMAT_FLOAT, REFRESH_VERTEXELEMENTFORMAT_VECTOR2, REFRESH_VERTEXELEMENTFORMAT_VECTOR3, REFRESH_VERTEXELEMENTFORMAT_VECTOR4, REFRESH_VERTEXELEMENTFORMAT_COLOR, REFRESH_VERTEXELEMENTFORMAT_BYTE4, REFRESH_VERTEXELEMENTFORMAT_SHORT2, REFRESH_VERTEXELEMENTFORMAT_SHORT4, REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT2, REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT4, REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR2, REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR4 } Refresh_VertexElementFormat; typedef enum Refresh_VertexInputRate { REFRESH_VERTEXINPUTRATE_VERTEX = 0, REFRESH_VERTEXINPUTRATE_INSTANCE = 1 } Refresh_VertexInputRate; typedef enum Refresh_FillMode { REFRESH_FILLMODE_FILL, REFRESH_FILLMODE_LINE } Refresh_FillMode; typedef enum Refresh_CullMode { REFRESH_CULLMODE_NONE, REFRESH_CULLMODE_FRONT, REFRESH_CULLMODE_BACK } Refresh_CullMode; typedef enum Refresh_FrontFace { REFRESH_FRONTFACE_COUNTER_CLOCKWISE, REFRESH_FRONTFACE_CLOCKWISE } Refresh_FrontFace; typedef enum Refresh_CompareOp { REFRESH_COMPAREOP_NEVER, REFRESH_COMPAREOP_LESS, REFRESH_COMPAREOP_EQUAL, REFRESH_COMPAREOP_LESS_OR_EQUAL, REFRESH_COMPAREOP_GREATER, REFRESH_COMPAREOP_NOT_EQUAL, REFRESH_COMPAREOP_GREATER_OR_EQUAL, REFRESH_COMPAREOP_ALWAYS } Refresh_CompareOp; typedef enum Refresh_StencilOp { REFRESH_STENCILOP_KEEP, REFRESH_STENCILOP_ZERO, REFRESH_STENCILOP_REPLACE, REFRESH_STENCILOP_INCREMENT_AND_CLAMP, REFRESH_STENCILOP_DECREMENT_AND_CLAMP, REFRESH_STENCILOP_INVERT, REFRESH_STENCILOP_INCREMENT_AND_WRAP, REFRESH_STENCILOP_DECREMENT_AND_WRAP } Refresh_StencilOp; typedef enum Refresh_BlendOp { REFRESH_BLENDOP_ADD, REFRESH_BLENDOP_SUBTRACT, REFRESH_BLENDOP_REVERSE_SUBTRACT, REFRESH_BLENDOP_MIN, REFRESH_BLENDOP_MAX } Refresh_BlendOp; 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; typedef enum Refresh_ColorComponentFlagBits { REFRESH_COLORCOMPONENT_R_BIT = 0x00000001, REFRESH_COLORCOMPONENT_G_BIT = 0x00000002, REFRESH_COLORCOMPONENT_B_BIT = 0x00000004, REFRESH_COLORCOMPONENT_A_BIT = 0x00000008 } Refresh_ColorComponentFlagBits; typedef uint32_t Refresh_ColorComponentFlags; typedef enum Refresh_Filter { REFRESH_FILTER_NEAREST, REFRESH_FILTER_LINEAR } Refresh_Filter; typedef enum Refresh_SamplerMipmapMode { REFRESH_SAMPLERMIPMAPMODE_NEAREST, REFRESH_SAMPLERMIPMAPMODE_LINEAR } Refresh_SamplerMipmapMode; typedef enum Refresh_SamplerAddressMode { REFRESH_SAMPLERADDRESSMODE_REPEAT, REFRESH_SAMPLERADDRESSMODE_MIRRORED_REPEAT, REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_BORDER } 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; typedef enum Refresh_TransferOptions { REFRESH_TRANSFEROPTIONS_SAFEDISCARD, REFRESH_TRANSFEROPTIONS_OVERWRITE } Refresh_TransferOptions; typedef enum Refresh_WriteOptions { REFRESH_WRITEOPTIONS_SAFEDISCARD, REFRESH_WRITEOPTIONS_SAFEOVERWRITE } Refresh_WriteOptions; typedef enum Refresh_Backend { REFRESH_BACKEND_DONTCARE, REFRESH_BACKEND_VULKAN, REFRESH_BACKEND_D3D11, REFRESH_BACKEND_PS5, REFRESH_BACKEND_INVALID } Refresh_Backend; /* Structures */ typedef struct Refresh_DepthStencilValue { float depth; uint32_t stencil; } Refresh_DepthStencilValue; typedef struct Refresh_Rect { int32_t x; int32_t y; int32_t w; int32_t h; } Refresh_Rect; typedef struct Refresh_Vec4 { float x; float y; float z; float w; } Refresh_Vec4; typedef struct Refresh_Viewport { float x; float y; float w; float h; float minDepth; float maxDepth; } Refresh_Viewport; typedef struct Refresh_TextureSlice { Refresh_Texture *texture; uint32_t mipLevel; uint32_t layer; } Refresh_TextureSlice; typedef struct Refresh_TextureRegion { Refresh_TextureSlice textureSlice; uint32_t x; uint32_t y; uint32_t z; uint32_t w; uint32_t h; uint32_t d; } Refresh_TextureRegion; typedef struct Refresh_BufferImageCopy { uint32_t bufferOffset; uint32_t bufferStride; uint32_t bufferImageHeight; } Refresh_BufferImageCopy; typedef struct Refresh_BufferCopy { uint32_t srcOffset; uint32_t dstOffset; uint32_t size; } Refresh_BufferCopy; typedef struct Refresh_IndirectDrawCommand { uint32_t vertexCount; uint32_t instanceCount; uint32_t firstVertex; uint32_t firstInstance; } Refresh_IndirectDrawCommand; /* State structures */ typedef struct Refresh_SamplerStateCreateInfo { Refresh_Filter minFilter; Refresh_Filter magFilter; Refresh_SamplerMipmapMode mipmapMode; Refresh_SamplerAddressMode addressModeU; Refresh_SamplerAddressMode addressModeV; Refresh_SamplerAddressMode addressModeW; float mipLodBias; uint8_t anisotropyEnable; float maxAnisotropy; uint8_t compareEnable; Refresh_CompareOp compareOp; float minLod; float maxLod; Refresh_BorderColor borderColor; } Refresh_SamplerStateCreateInfo; typedef struct Refresh_VertexBinding { uint32_t binding; uint32_t stride; Refresh_VertexInputRate inputRate; } Refresh_VertexBinding; typedef struct Refresh_VertexAttribute { uint32_t location; uint32_t binding; Refresh_VertexElementFormat format; uint32_t offset; } Refresh_VertexAttribute; typedef struct Refresh_VertexInputState { const Refresh_VertexBinding *vertexBindings; uint32_t vertexBindingCount; const Refresh_VertexAttribute *vertexAttributes; uint32_t vertexAttributeCount; } Refresh_VertexInputState; typedef struct Refresh_StencilOpState { Refresh_StencilOp failOp; Refresh_StencilOp passOp; Refresh_StencilOp depthFailOp; Refresh_CompareOp compareOp; } Refresh_StencilOpState; typedef struct Refresh_ColorAttachmentBlendState { uint8_t blendEnable; Refresh_BlendFactor srcColorBlendFactor; Refresh_BlendFactor dstColorBlendFactor; Refresh_BlendOp colorBlendOp; Refresh_BlendFactor srcAlphaBlendFactor; Refresh_BlendFactor dstAlphaBlendFactor; Refresh_BlendOp alphaBlendOp; Refresh_ColorComponentFlags colorWriteMask; } Refresh_ColorAttachmentBlendState; typedef struct Refresh_ShaderModuleCreateInfo { size_t codeSize; const uint32_t *byteCode; } Refresh_ShaderModuleCreateInfo; typedef struct Refresh_TextureCreateInfo { uint32_t width; uint32_t height; uint32_t depth; uint8_t isCube; uint32_t layerCount; uint32_t levelCount; Refresh_SampleCount sampleCount; Refresh_TextureFormat format; Refresh_TextureUsageFlags usageFlags; } Refresh_TextureCreateInfo; /* Pipeline state structures */ typedef struct Refresh_GraphicsShaderInfo { Refresh_ShaderModule *shaderModule; const char* entryPointName; uint32_t uniformBufferSize; uint32_t samplerBindingCount; } Refresh_GraphicsShaderInfo; typedef struct Refresh_ComputeShaderInfo { Refresh_ShaderModule* shaderModule; const char* entryPointName; uint32_t uniformBufferSize; uint32_t bufferBindingCount; uint32_t imageBindingCount; } Refresh_ComputeShaderInfo; typedef struct Refresh_RasterizerState { Refresh_FillMode fillMode; Refresh_CullMode cullMode; Refresh_FrontFace frontFace; uint8_t depthBiasEnable; float depthBiasConstantFactor; float depthBiasClamp; float depthBiasSlopeFactor; } Refresh_RasterizerState; typedef struct Refresh_MultisampleState { Refresh_SampleCount multisampleCount; uint32_t sampleMask; } Refresh_MultisampleState; typedef struct Refresh_DepthStencilState { uint8_t depthTestEnable; uint8_t depthWriteEnable; Refresh_CompareOp compareOp; uint8_t depthBoundsTestEnable; uint8_t stencilTestEnable; Refresh_StencilOpState backStencilState; Refresh_StencilOpState frontStencilState; uint32_t compareMask; uint32_t writeMask; uint32_t reference; float minDepthBounds; float maxDepthBounds; } Refresh_DepthStencilState; typedef struct Refresh_ColorAttachmentDescription { Refresh_TextureFormat format; Refresh_ColorAttachmentBlendState blendState; } Refresh_ColorAttachmentDescription; typedef struct Refresh_GraphicsPipelineAttachmentInfo { Refresh_ColorAttachmentDescription *colorAttachmentDescriptions; uint32_t colorAttachmentCount; uint8_t hasDepthStencilAttachment; Refresh_TextureFormat depthStencilFormat; } Refresh_GraphicsPipelineAttachmentInfo; typedef struct Refresh_GraphicsPipelineCreateInfo { Refresh_GraphicsShaderInfo vertexShaderInfo; Refresh_GraphicsShaderInfo fragmentShaderInfo; Refresh_VertexInputState vertexInputState; Refresh_PrimitiveType primitiveType; Refresh_RasterizerState rasterizerState; Refresh_MultisampleState multisampleState; Refresh_DepthStencilState depthStencilState; Refresh_GraphicsPipelineAttachmentInfo attachmentInfo; float blendConstants[4]; } Refresh_GraphicsPipelineCreateInfo; /* Render pass structures */ /* These structures define how textures will be read/written in a render pass. * * loadOp: Determines what is done with the texture slice at the beginning of the render pass. * * LOAD: * Loads the data currently in the texture slice. * * CLEAR: * Clears the texture slice to a single color. * * DONT_CARE: * The driver will do whatever it wants with the texture slice memory. * This is a good option if you know that every single pixel will be touched in the render pass. * * storeOp: Determines what is done with the texture slice at the end of the render pass. * * STORE: * Stores the results of the render pass in the texture slice. * * DONT_CARE: * The driver will do whatever it wants with the texture slice memory. * This is often a good option for depth/stencil textures. * * * writeOption is ignored if loadOp is LOAD and is implicitly assumed to be SAFEOVERWRITE. * Interleaving LOAD and SAFEDISCARD successively on the same texture (not slice!) is undefined behavior. * * writeOption: * SAFEDISCARD: * If this texture slice has been used in commands that have not completed, * this option will prevent a data dependency at the cost of increased memory usage. * You may NOT assume that any of the previous texture data is retained. * If the texture slice was not in use, this option is equivalent to SAFEOVERWRITE. * This is a good option to prevent stalls when frequently reusing a texture slice in rendering. * * SAFEOVERWRITE: * Overwrites the data safely using a GPU memory barrier. */ typedef struct Refresh_ColorAttachmentInfo { Refresh_TextureSlice textureSlice; Refresh_Vec4 clearColor; /* Can be ignored by RenderPass if CLEAR is not used */ Refresh_LoadOp loadOp; Refresh_StoreOp storeOp; Refresh_WriteOptions writeOption; } Refresh_ColorAttachmentInfo; typedef struct Refresh_DepthStencilAttachmentInfo { Refresh_TextureSlice textureSlice; Refresh_DepthStencilValue depthStencilClearValue; /* Can be ignored by RenderPass if CLEAR is not used */ Refresh_LoadOp loadOp; Refresh_StoreOp storeOp; Refresh_LoadOp stencilLoadOp; Refresh_StoreOp stencilStoreOp; Refresh_WriteOptions writeOption; } Refresh_DepthStencilAttachmentInfo; /* Binding structs */ typedef struct Refresh_BufferBinding { Refresh_GpuBuffer *gpuBuffer; uint32_t offset; } Refresh_BufferBinding; typedef struct Refresh_TextureSamplerBinding { Refresh_Texture *texture; Refresh_Sampler *sampler; } Refresh_TextureSamplerBinding; typedef struct Refresh_ComputeBufferBinding { Refresh_GpuBuffer *gpuBuffer; Refresh_WriteOptions writeOption; } Refresh_ComputeBufferBinding; typedef struct Refresh_ComputeTextureBinding { Refresh_TextureSlice textureSlice; Refresh_WriteOptions writeOption; } Refresh_ComputeTextureBinding; /* Functions */ /* Logging */ typedef void (REFRESHCALL * Refresh_LogFunc)(const char *msg); /* Reroutes Refresh's logging to custom logging functions. * * info: Basic logs that might be useful to have stored for support. * warn: Something went wrong, but it's really just annoying, not fatal. * error: You better have this stored somewhere because it's crashing now! */ REFRESHAPI void Refresh_HookLogFunctions( Refresh_LogFunc info, Refresh_LogFunc warn, 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_SelectBackend prior to calling this function. * * debugMode: Enable debug mode properties. */ REFRESHAPI Refresh_Device* Refresh_CreateDevice( uint8_t debugMode ); /* Destroys a rendering context previously returned by Refresh_CreateDevice. */ REFRESHAPI void Refresh_DestroyDevice(Refresh_Device *device); /* State Creation */ /* Returns an allocated ComputePipeline* object. */ REFRESHAPI Refresh_ComputePipeline* Refresh_CreateComputePipeline( Refresh_Device *device, Refresh_ComputeShaderInfo *computeShaderInfo ); /* Returns an allocated GraphicsPipeline* object. */ REFRESHAPI Refresh_GraphicsPipeline* Refresh_CreateGraphicsPipeline( Refresh_Device *device, Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo ); /* Returns an allocated Sampler* object. */ REFRESHAPI Refresh_Sampler* Refresh_CreateSampler( Refresh_Device *device, Refresh_SamplerStateCreateInfo *samplerStateCreateInfo ); /* Returns an allocated ShaderModule* object. */ REFRESHAPI Refresh_ShaderModule* Refresh_CreateShaderModule( Refresh_Device *device, Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo ); /* Returns an allocated Refresh_Texture* object. Note that the contents of * the texture are undefined until SetData is called. */ REFRESHAPI Refresh_Texture* Refresh_CreateTexture( Refresh_Device *device, Refresh_TextureCreateInfo *textureCreateInfo ); /* Creates a GpuBuffer. * * usageFlags: Specifies how the buffer will be used. * sizeInBytes: The length of the buffer. */ REFRESHAPI Refresh_GpuBuffer* Refresh_CreateGpuBuffer( Refresh_Device *device, Refresh_BufferUsageFlags usageFlags, uint32_t sizeInBytes ); /* Creates a TransferBuffer. * * sizeInBytes: The length of the buffer. */ REFRESHAPI Refresh_TransferBuffer* Refresh_CreateTransferBuffer( Refresh_Device *device, uint32_t sizeInBytes ); /* Disposal */ /* Sends a texture 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). * * texture: The Refresh_Texture to be destroyed. */ REFRESHAPI void Refresh_QueueDestroyTexture( Refresh_Device *device, Refresh_Texture *texture ); /* Sends a sampler 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). * * texture: The Refresh_Sampler to be destroyed. */ REFRESHAPI void Refresh_QueueDestroySampler( Refresh_Device *device, Refresh_Sampler *sampler ); /* Sends a buffer to be destroyed by the renderer. Note that we call it * "QueueDestroy" because it may not be immediately destroyed by the renderer. * * buffer: The Refresh_GpuBuffer to be destroyed. */ REFRESHAPI void Refresh_QueueDestroyGpuBuffer( Refresh_Device *device, Refresh_GpuBuffer *gpuBuffer ); /* Sends a buffer to be destroyed by the renderer. Note that we call it * "QueueDestroy" because it may not be immediately destroyed by the renderer. * * buffer: The Refresh_TransferBuffer to be destroyed. */ REFRESHAPI void Refresh_QueueDestroyTransferBuffer( Refresh_Device *device, Refresh_TransferBuffer *transferBuffer ); /* 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. * * shaderModule: The Refresh_ShaderModule to be destroyed. */ REFRESHAPI void Refresh_QueueDestroyShaderModule( Refresh_Device *device, Refresh_ShaderModule *shaderModule ); /* 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. * * computePipeline: The Refresh_ComputePipeline to be destroyed. */ REFRESHAPI void Refresh_QueueDestroyComputePipeline( Refresh_Device *device, Refresh_ComputePipeline *computePipeline ); /* Sends a graphics pipeline to be destroyed by the renderer. Note that we call it * "QueueDestroy" because it may not be immediately destroyed by the renderer. * * graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed. */ REFRESHAPI void Refresh_QueueDestroyGraphicsPipeline( Refresh_Device *device, Refresh_GraphicsPipeline *graphicsPipeline ); /* 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. */ REFRESHAPI void Refresh_BeginRenderPass( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_ColorAttachmentInfo *colorAttachmentInfos, uint32_t colorAttachmentCount, Refresh_DepthStencilAttachmentInfo *depthStencilAttachmentInfo ); /* Binds a graphics pipeline to the graphics bind point. */ REFRESHAPI void Refresh_BindGraphicsPipeline( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, 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. */ REFRESHAPI void Refresh_BindVertexBuffers( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t firstBinding, uint32_t bindingCount, Refresh_BufferBinding *pBindings ); /* Binds an index buffer for use with subsequent draw calls. */ REFRESHAPI void Refresh_BindIndexBuffer( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_BufferBinding *pBinding, Refresh_IndexElementSize indexElementSize ); /* Sets textures/samplers for use with the currently bound vertex shader. * * NOTE: * The length of the bindings array must be equal to the number * of sampler bindings specified by the pipeline. * * pBindings: A pointer to an array of TextureSamplerBindings. */ REFRESHAPI void Refresh_BindVertexSamplers( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_TextureSamplerBinding *pBindings ); /* Sets textures/samplers for use with the currently bound fragment shader. * * NOTE: * The length of the bindings array must be equal to the number * of sampler bindings specified by the pipeline. * * pBindings: A pointer to an array of TextureSamplerBindings. */ REFRESHAPI void Refresh_BindFragmentSamplers( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_TextureSamplerBinding *pBindings ); /* Pushes vertex shader uniforms to the device. * This uniform data will be used with subsequent draw calls. * * NOTE: * A graphics pipeline must be bound. * Will use the block size of the currently bound vertex shader. * * data: The client data to write into the buffer. * dataLengthInBytes: The length of the data to write. */ REFRESHAPI void Refresh_PushVertexShaderUniforms( Refresh_Device *device, Refresh_CommandBuffer * commandBuffer, void *data, uint32_t dataLengthInBytes ); /* Pushes fragment shader params to the device. * This uniform data will be used with subsequent draw calls. * * NOTE: * A graphics pipeline must be bound. * Will use the block size of the currently bound fragment shader. * * data: The client data to write into the buffer. * dataLengthInBytes: The length of the data to write. */ REFRESHAPI void Refresh_PushFragmentShaderUniforms( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, void *data, uint32_t dataLengthInBytes ); /* Drawing */ /* Draws data from vertex/index buffers with instancing enabled. * * baseVertex: The starting offset to read from the vertex buffer. * startIndex: The starting offset to read from the index buffer. * primitiveCount: The number of primitives to draw. * instanceCount: The number of instances that will be drawn. */ REFRESHAPI void Refresh_DrawInstancedPrimitives( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t baseVertex, uint32_t startIndex, uint32_t primitiveCount, uint32_t instanceCount ); /* Draws data from vertex/index buffers. * * baseVertex: The starting offset to read from the vertex buffer. * startIndex: The starting offset to read from the index buffer. * primitiveCount: The number of primitives to draw. */ REFRESHAPI void Refresh_DrawIndexedPrimitives( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t baseVertex, uint32_t startIndex, uint32_t primitiveCount ); /* Draws data from vertex buffers. * * vertexStart: The starting offset to read from the vertex buffer. * primitiveCount: The number of primitives to draw. */ REFRESHAPI void Refresh_DrawPrimitives( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t vertexStart, uint32_t primitiveCount ); /* 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. */ REFRESHAPI void Refresh_DrawPrimitivesIndirect( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_GpuBuffer *gpuBuffer, uint32_t offsetInBytes, uint32_t drawCount, uint32_t stride ); /* Ends the current render pass. */ REFRESHAPI void Refresh_EndRenderPass( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer ); /* Compute Pass */ /* Begins a compute pass. */ REFRESHAPI void Refresh_BeginComputePass( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer ); /* Binds a compute pipeline to the compute bind point. */ REFRESHAPI void Refresh_BindComputePipeline( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_ComputePipeline *computePipeline ); /* Binds buffers for use with the currently bound compute pipeline. * * pBindings: * An array of ComputeBufferBinding structs. * Length must be equal to the number of buffers * specified by the compute pipeline. */ REFRESHAPI void Refresh_BindComputeBuffers( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_ComputeBufferBinding *pBindings ); /* Binds textures for use with the currently bound compute pipeline. * * pBindings: * An array of ComputeTextureBinding structs. * Length must be equal to the number of textures * specified by the compute pipeline. */ REFRESHAPI void Refresh_BindComputeTextures( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_ComputeTextureBinding *pBindings ); /* Pushes compute shader params to the device. * This uniform data will be used with subsequent dispatch calls. * * NOTE: * A compute pipeline must be bound. * Will use the block size of the currently bound compute shader. * * data: The client data to write into the buffer. * dataLengthInBytes: The length of the data to write. */ REFRESHAPI void Refresh_PushComputeShaderUniforms( Refresh_Device *device, Refresh_CommandBuffer * commandBuffer, void *data, uint32_t dataLengthInBytes ); /* Dispatches work compute items. * * groupCountX: Number of local workgroups to dispatch in the X dimension. * groupCountY: Number of local workgroups to dispatch in the Y dimension. * groupCountZ: Number of local workgroups to dispatch in the Z dimension. */ REFRESHAPI void Refresh_DispatchCompute( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ ); /* Ends the current compute pass. */ REFRESHAPI void Refresh_EndComputePass( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer ); /* TransferBuffer Set/Get */ /* Immediately copies data from a pointer into a TransferBuffer. * * transferOption: * SAFEDISCARD: * If this TransferBuffer has been used in commands that have not completed, * the issued commands will still be valid at the cost of increased memory usage. * You may NOT assume that any of the previous data is retained. * If the TransferBuffer was not in use, this option is equivalent to OVERWRITE. * This is a good option to prevent stalls when frequently updating data. * It is not recommended to use this option with large TransferBuffers. * * OVERWRITE: * Overwrites the data regardless of whether a command has been issued. * Use this option with great care, as it can cause data races to occur! */ REFRESHAPI void Refresh_SetTransferData( Refresh_Device *device, void* data, Refresh_TransferBuffer *transferBuffer, Refresh_BufferCopy *copyParams, Refresh_TransferOptions transferOption ); /* Immediately copies data from a TransferBuffer into a pointer. */ REFRESHAPI void Refresh_GetTransferData( Refresh_Device *device, Refresh_TransferBuffer *transferBuffer, void* data, Refresh_BufferCopy *copyParams ); /* Copy Pass */ /* Begins a copy pass. */ REFRESHAPI void Refresh_BeginCopyPass( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer ); /* CPU-to-GPU copies occur on the GPU timeline. * * You MAY assume that the copy has finished for subsequent commands. */ /* * writeOption: * SAFEDISCARD: * If the destination resource has been used in commands that have not completed, * this option will prevent a data dependency at the cost of increased memory usage. * You may NOT assume that any of the previous data is retained. * If the destination resource was not in use, this option is equivalent to SAFEOVERWRITE. * This is a good option to prevent stalls on resources with frequent updates. * It is not recommended to use this option with large resources. * * SAFEOVERWRITE: * Overwrites the data safely using a GPU memory barrier. */ /* Uploads data from a TransferBuffer to a texture. */ REFRESHAPI void Refresh_UploadToTexture( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_TransferBuffer *transferBuffer, Refresh_TextureRegion *textureRegion, Refresh_BufferImageCopy *copyParams, Refresh_WriteOptions writeOption ); /* Uploads data from a TransferBuffer to a GpuBuffer. */ REFRESHAPI void Refresh_UploadToBuffer( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_TransferBuffer *transferBuffer, Refresh_GpuBuffer *gpuBuffer, Refresh_BufferCopy *copyParams, Refresh_WriteOptions writeOption ); /* GPU-to-CPU copies occur on the GPU timeline. * * You may NOT assume that the data in the TransferBuffer is fully copied * until the command buffer has finished execution. */ /* * transferOption: * SAFEDISCARD: * If this TransferBuffer has been used in commands that have not completed, * the issued commands will still be valid at the cost of increased memory usage. * You may NOT assume that any of the previous data is retained. * If the TransferBuffer was not in use, this option is equivalent to OVERWRITE. * It is not recommended to use this option with large TransferBuffers. * * OVERWRITE: * Overwrites the data regardless of whether a command has been issued. * Use this option with great care, as it can cause data races to occur! */ /* Downloads data from a texture to a TransferBuffer. */ REFRESHAPI void Refresh_DownloadFromTexture( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_TextureRegion *textureRegion, Refresh_TransferBuffer *transferBuffer, Refresh_BufferImageCopy *copyParams, Refresh_TransferOptions transferOption ); /* Downloads data from a GpuBuffer object. */ REFRESHAPI void Refresh_DownloadFromBuffer( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_GpuBuffer *gpuBuffer, Refresh_TransferBuffer *transferBuffer, Refresh_BufferCopy *copyParams, Refresh_TransferOptions transferOption ); /* GPU-to-GPU copies occur on the GPU timeline, * and you may assume the copy has finished in subsequent commands. */ /* * writeOption: * SAFEDISCARD: * If the destination resource has been used in commands that have not completed, * this option will prevent a data dependency at the cost of increased memory usage. * You may NOT assume that any of the previous data is retained. * If the destination resource was not in use, this option is equivalent to SAFEOVERWRITE. * This is a good option to prevent stalls on resources with frequent updates. * It is not recommended to use this option with large resources. * * SAFEOVERWRITE: * Overwrites the data safely using a GPU memory barrier. */ /* Performs a texture-to-texture copy. */ REFRESHAPI void Refresh_CopyTextureToTexture( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_TextureRegion *source, Refresh_TextureRegion *destination, Refresh_WriteOptions writeOption ); /* Copies data from a buffer to a buffer. */ REFRESHAPI void Refresh_CopyBufferToBuffer( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_GpuBuffer *source, Refresh_GpuBuffer *destination, Refresh_BufferCopy *copyParams, Refresh_WriteOptions writeOption ); /* Generate mipmaps for the given texture. */ REFRESHAPI void Refresh_GenerateMipmaps( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, Refresh_Texture *texture ); REFRESHAPI void Refresh_EndCopyPass( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer ); /* Ends a copy pass. */ /* 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. * * NOTE: * A command buffer may only be used on the thread that * it was acquired on. Using it on any other thread is an error. * */ REFRESHAPI Refresh_CommandBuffer* Refresh_AcquireCommandBuffer( Refresh_Device *device ); /* 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. * * NOTE: * It is not recommended to hold a reference to this texture long term. * * 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. */ REFRESHAPI Refresh_Texture* Refresh_AcquireSwapchainTexture( Refresh_Device *device, Refresh_CommandBuffer *commandBuffer, void *windowHandle, uint32_t *pWidth, uint32_t *pHeight ); /* Submits all of the enqueued commands. */ REFRESHAPI void Refresh_Submit( Refresh_Device* device, Refresh_CommandBuffer *commandBuffer ); /* 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. */ 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 */ #endif /* REFRESH_H */ /* vim: set noexpandtab shiftwidth=8 tabstop=8: */