568 lines
16 KiB
C
568 lines
16 KiB
C
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
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*
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* Copyright (c) 2020 Evan Hemsley
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Evan "cosmonaut" Hemsley <evan@moonside.games>
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*
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*/
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#ifndef REFRESH_DRIVER_H
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#define REFRESH_DRIVER_H
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#include "Refresh.h"
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/* Windows/Visual Studio cruft */
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#ifdef _WIN32
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#define inline __inline
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#endif
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/* Logging */
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extern void Refresh_LogInfo(const char *fmt, ...);
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extern void Refresh_LogWarn(const char *fmt, ...);
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extern void Refresh_LogError(const char *fmt, ...);
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/* Internal Helper Utilities */
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static inline uint32_t Texture_GetFormatSize(
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Refresh_TextureFormat format
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) {
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switch (format)
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{
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case REFRESH_TEXTUREFORMAT_BC1:
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return 8;
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case REFRESH_TEXTUREFORMAT_BC2:
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case REFRESH_TEXTUREFORMAT_BC3:
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return 16;
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case REFRESH_TEXTUREFORMAT_R8:
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return 1;
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case REFRESH_TEXTUREFORMAT_R5G6B5:
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case REFRESH_TEXTUREFORMAT_B4G4R4A4:
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case REFRESH_TEXTUREFORMAT_A1R5G5B5:
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case REFRESH_TEXTUREFORMAT_R16_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R8G8_SNORM:
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return 2;
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case REFRESH_TEXTUREFORMAT_R8G8B8A8:
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case REFRESH_TEXTUREFORMAT_R32_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R16G16_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM:
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case REFRESH_TEXTUREFORMAT_A2R10G10B10:
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return 4;
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case REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT:
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case REFRESH_TEXTUREFORMAT_R16G16B16A16:
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case REFRESH_TEXTUREFORMAT_R32G32_SFLOAT:
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return 8;
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case REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT:
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return 16;
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default:
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Refresh_LogError(
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"Unrecognized SurfaceFormat!"
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);
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return 0;
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}
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}
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static inline uint32_t PrimitiveVerts(
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Refresh_PrimitiveType primitiveType,
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uint32_t primitiveCount
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) {
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switch (primitiveType)
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{
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case REFRESH_PRIMITIVETYPE_TRIANGLELIST:
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return primitiveCount * 3;
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case REFRESH_PRIMITIVETYPE_TRIANGLESTRIP:
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return primitiveCount + 2;
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case REFRESH_PRIMITIVETYPE_LINELIST:
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return primitiveCount * 2;
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case REFRESH_PRIMITIVETYPE_LINESTRIP:
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return primitiveCount + 1;
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case REFRESH_PRIMITIVETYPE_POINTLIST:
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return primitiveCount;
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default:
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Refresh_LogError(
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"Unrecognized primitive type!"
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);
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return 0;
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}
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}
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static inline uint32_t IndexSize(Refresh_IndexElementSize size)
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{
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return (size == REFRESH_INDEXELEMENTSIZE_16BIT) ? 2 : 4;
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}
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static inline uint32_t BytesPerRow(
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int32_t width,
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Refresh_TextureFormat format
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) {
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uint32_t blocksPerRow = width;
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if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
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format == REFRESH_TEXTUREFORMAT_BC2 ||
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format == REFRESH_TEXTUREFORMAT_BC3 )
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{
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blocksPerRow = (width + 3) / 4;
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}
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return blocksPerRow * Texture_GetFormatSize(format);
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}
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static inline int32_t BytesPerImage(
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uint32_t width,
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uint32_t height,
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Refresh_TextureFormat format
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) {
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uint32_t blocksPerRow = width;
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uint32_t blocksPerColumn = height;
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if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
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format == REFRESH_TEXTUREFORMAT_BC2 ||
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format == REFRESH_TEXTUREFORMAT_BC3 )
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{
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blocksPerRow = (width + 3) / 4;
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blocksPerColumn = (height + 3) / 4;
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}
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return blocksPerRow * blocksPerColumn * Texture_GetFormatSize(format);
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}
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/* XNA GraphicsDevice Limits */
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/* TODO: can these be adjusted for modern low-end? */
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#define MAX_TEXTURE_SAMPLERS 16
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#define MAX_VERTEXTEXTURE_SAMPLERS 4
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#define MAX_TOTAL_SAMPLERS (MAX_TEXTURE_SAMPLERS + MAX_VERTEXTEXTURE_SAMPLERS)
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#define MAX_BUFFER_BINDINGS 16
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#define MAX_COLOR_TARGET_BINDINGS 4
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/* Refresh_Device Definition */
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typedef struct Refresh_Renderer Refresh_Renderer;
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struct Refresh_Device
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{
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/* Quit */
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void (*DestroyDevice)(Refresh_Device *device);
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/* Drawing */
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void (*Clear)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Rect *clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4 *colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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);
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void (*DrawInstancedPrimitives)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t baseVertex,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t instanceCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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);
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void (*DrawIndexedPrimitives)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t baseVertex,
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uint32_t startIndex,
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uint32_t primitiveCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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);
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void (*DrawPrimitives)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t vertexStart,
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uint32_t primitiveCount,
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uint32_t vertexParamOffset,
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uint32_t fragmentParamOffset
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);
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void (*DispatchCompute)(
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Refresh_Renderer *device,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t groupCountX,
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uint32_t groupCountY,
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uint32_t groupCountZ,
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uint32_t computeParamOffset
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);
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/* State Creation */
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Refresh_RenderPass* (*CreateRenderPass)(
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Refresh_Renderer *driverData,
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Refresh_RenderPassCreateInfo *renderPassCreateInfo
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);
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Refresh_ComputePipeline* (*CreateComputePipeline)(
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Refresh_Renderer *driverData,
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Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
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);
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Refresh_GraphicsPipeline* (*CreateGraphicsPipeline)(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
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);
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Refresh_Sampler* (*CreateSampler)(
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Refresh_Renderer *driverData,
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Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
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);
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Refresh_Framebuffer* (*CreateFramebuffer)(
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Refresh_Renderer *driverData,
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Refresh_FramebufferCreateInfo *framebufferCreateInfo
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);
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Refresh_ShaderModule* (*CreateShaderModule)(
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Refresh_Renderer *driverData,
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Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
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);
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Refresh_Texture* (*CreateTexture)(
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Refresh_Renderer *driverData,
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Refresh_TextureCreateInfo *textureCreateInfo
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);
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Refresh_RenderTarget* (*CreateRenderTarget)(
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Refresh_Renderer *driverData,
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Refresh_TextureSlice *textureSlice,
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Refresh_SampleCount multisampleCount
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);
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Refresh_Buffer* (*CreateBuffer)(
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Refresh_Renderer *driverData,
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Refresh_BufferUsageFlags usageFlags,
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uint32_t sizeInBytes
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);
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/* Setters */
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void(*SetTextureData)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *textureSlice,
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void *data,
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uint32_t dataLengthInBytes
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);
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void(*SetTextureDataYUV)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer* commandBuffer,
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Refresh_Texture *y,
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Refresh_Texture *u,
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Refresh_Texture *v,
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uint32_t yWidth,
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uint32_t yHeight,
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uint32_t uvWidth,
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uint32_t uvHeight,
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void* data,
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uint32_t dataLength
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);
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void(*CopyTextureToTexture)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *sourceTextureSlice,
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Refresh_TextureSlice *destinationTextureSlice,
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Refresh_Filter filter
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);
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void(*CopyTextureToBuffer)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *textureSlice,
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Refresh_Buffer *buffer
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);
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void(*SetBufferData)(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer,
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uint32_t offsetInBytes,
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void* data,
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uint32_t dataLength
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);
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uint32_t(*PushVertexShaderUniforms)(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipeline* pipeline,
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void *data,
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uint32_t dataLengthInBytes
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);
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uint32_t(*PushFragmentShaderUniforms)(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipeline *pipeline,
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void *data,
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uint32_t dataLengthInBytes
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);
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uint32_t (*PushComputeShaderUniforms)(
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Refresh_Renderer *driverData,
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Refresh_ComputePipeline *pipeline,
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void *data,
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uint32_t dataLengthInBytes
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);
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void(*BindVertexSamplers)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Texture **pTextures,
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Refresh_Sampler **pSamplers
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);
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void(*BindFragmentSamplers)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Texture **pTextures,
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Refresh_Sampler **pSamplers
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);
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/* Getters */
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void(*GetBufferData)(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer,
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void *data,
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uint32_t dataLengthInBytes
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);
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/* Disposal */
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void(*QueueDestroyTexture)(
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Refresh_Renderer *driverData,
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Refresh_Texture *texture
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);
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void(*QueueDestroySampler)(
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Refresh_Renderer *driverData,
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Refresh_Sampler *sampler
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);
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void(*QueueDestroyBuffer)(
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Refresh_Renderer *driverData,
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Refresh_Buffer *buffer
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);
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void(*QueueDestroyRenderTarget)(
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Refresh_Renderer *driverData,
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Refresh_RenderTarget *renderTarget
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);
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void(*QueueDestroyFramebuffer)(
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Refresh_Renderer *driverData,
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Refresh_Framebuffer *frameBuffer
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);
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void(*QueueDestroyShaderModule)(
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Refresh_Renderer *driverData,
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Refresh_ShaderModule *shaderModule
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);
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void(*QueueDestroyRenderPass)(
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Refresh_Renderer *driverData,
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Refresh_RenderPass *renderPass
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);
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void(*QueueDestroyComputePipeline)(
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Refresh_Renderer *driverData,
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Refresh_ComputePipeline *computePipeline
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);
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void(*QueueDestroyGraphicsPipeline)(
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Refresh_Renderer *driverData,
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Refresh_GraphicsPipeline *graphicsPipeline
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);
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/* Graphics State */
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void(*BeginRenderPass)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_RenderPass *renderPass,
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Refresh_Framebuffer *framebuffer,
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Refresh_Rect *renderArea,
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Refresh_Vec4 *pColorClearValues,
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uint32_t colorClearCount,
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Refresh_DepthStencilValue *depthStencilClearValue
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);
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void(*EndRenderPass)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer
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);
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void(*BindGraphicsPipeline)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_GraphicsPipeline *graphicsPipeline
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);
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void(*BindVertexBuffers)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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uint32_t firstBinding,
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uint32_t bindingCount,
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Refresh_Buffer **pBuffers,
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uint64_t *pOffsets
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);
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void(*BindIndexBuffer)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Buffer *buffer,
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uint64_t offset,
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Refresh_IndexElementSize indexElementSize
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);
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void(*BindComputePipeline)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_ComputePipeline *computePipeline
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);
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void(*BindComputeBuffers)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Buffer **pBuffers
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);
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void(*BindComputeTextures)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Texture **pTextures
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);
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Refresh_CommandBuffer* (*AcquireCommandBuffer)(
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Refresh_Renderer *driverData,
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uint8_t fixed
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);
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void(*QueuePresent)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *textureSlice,
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Refresh_Rect *destinationRectangle,
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Refresh_Filter filter
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);
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void(*Submit)(
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Refresh_Renderer *driverData,
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uint32_t commandBufferCount,
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Refresh_CommandBuffer **pCommandBuffers
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);
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void(*Wait)(
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Refresh_Renderer *driverData
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);
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void(*GetTextureHandles)(
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Refresh_Renderer *driverData,
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Refresh_Texture *texture,
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Refresh_TextureHandles *handles
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);
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/* Opaque pointer for the Driver */
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Refresh_Renderer *driverData;
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};
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#define ASSIGN_DRIVER_FUNC(func, name) \
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result->func = name##_##func;
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#define ASSIGN_DRIVER(name) \
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ASSIGN_DRIVER_FUNC(DestroyDevice, name) \
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ASSIGN_DRIVER_FUNC(Clear, name) \
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ASSIGN_DRIVER_FUNC(DrawIndexedPrimitives, name) \
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ASSIGN_DRIVER_FUNC(DrawInstancedPrimitives, name) \
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ASSIGN_DRIVER_FUNC(DrawPrimitives, name) \
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ASSIGN_DRIVER_FUNC(DispatchCompute, name) \
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ASSIGN_DRIVER_FUNC(CreateRenderPass, name) \
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ASSIGN_DRIVER_FUNC(CreateComputePipeline, name) \
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ASSIGN_DRIVER_FUNC(CreateGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(CreateSampler, name) \
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ASSIGN_DRIVER_FUNC(CreateFramebuffer, name) \
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ASSIGN_DRIVER_FUNC(CreateShaderModule, name) \
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ASSIGN_DRIVER_FUNC(CreateTexture, name) \
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ASSIGN_DRIVER_FUNC(CreateRenderTarget, name) \
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ASSIGN_DRIVER_FUNC(CreateBuffer, name) \
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ASSIGN_DRIVER_FUNC(SetTextureData, name) \
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ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
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ASSIGN_DRIVER_FUNC(CopyTextureToTexture, name) \
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ASSIGN_DRIVER_FUNC(CopyTextureToBuffer, name) \
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ASSIGN_DRIVER_FUNC(SetBufferData, name) \
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ASSIGN_DRIVER_FUNC(PushVertexShaderUniforms, name) \
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ASSIGN_DRIVER_FUNC(PushFragmentShaderUniforms, name) \
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ASSIGN_DRIVER_FUNC(PushComputeShaderUniforms, name) \
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ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
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ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \
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ASSIGN_DRIVER_FUNC(GetBufferData, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyRenderTarget, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyFramebuffer, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyRenderPass, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
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ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
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ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
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ASSIGN_DRIVER_FUNC(BindVertexBuffers, name) \
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ASSIGN_DRIVER_FUNC(BindIndexBuffer, name) \
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ASSIGN_DRIVER_FUNC(BindComputePipeline, name) \
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ASSIGN_DRIVER_FUNC(BindComputeBuffers, name) \
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ASSIGN_DRIVER_FUNC(BindComputeTextures, name) \
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ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \
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ASSIGN_DRIVER_FUNC(QueuePresent, name) \
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ASSIGN_DRIVER_FUNC(Submit, name) \
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ASSIGN_DRIVER_FUNC(Wait, name) \
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ASSIGN_DRIVER_FUNC(GetTextureHandles, name)
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typedef struct Refresh_Driver
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{
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const char *Name;
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Refresh_Device* (*CreateDevice)(
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Refresh_PresentationParameters *presentationParameters,
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uint8_t debugMode
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);
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Refresh_Device* (*CreateDeviceUsingExternal)(
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Refresh_SysRenderer *sysRenderer,
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uint8_t debugMode
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);
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} Refresh_Driver;
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extern Refresh_Driver VulkanDriver;
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#endif /* REFRESH_DRIVER_H */
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/* vim: set noexpandtab shiftwidth=8 tabstop=8: */
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