Refresh/src/Refresh_Driver.h

568 lines
16 KiB
C

/* 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 <evan@moonside.games>
*
*/
#ifndef REFRESH_DRIVER_H
#define REFRESH_DRIVER_H
#include "Refresh.h"
/* Windows/Visual Studio cruft */
#ifdef _WIN32
#define inline __inline
#endif
/* Logging */
extern void Refresh_LogInfo(const char *fmt, ...);
extern void Refresh_LogWarn(const char *fmt, ...);
extern void Refresh_LogError(const char *fmt, ...);
/* Internal Helper Utilities */
static inline uint32_t Texture_GetFormatSize(
Refresh_TextureFormat format
) {
switch (format)
{
case REFRESH_TEXTUREFORMAT_BC1:
return 8;
case REFRESH_TEXTUREFORMAT_BC2:
case REFRESH_TEXTUREFORMAT_BC3:
return 16;
case REFRESH_TEXTUREFORMAT_R8:
return 1;
case REFRESH_TEXTUREFORMAT_R5G6B5:
case REFRESH_TEXTUREFORMAT_B4G4R4A4:
case REFRESH_TEXTUREFORMAT_A1R5G5B5:
case REFRESH_TEXTUREFORMAT_R16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R8G8_SNORM:
return 2;
case REFRESH_TEXTUREFORMAT_R8G8B8A8:
case REFRESH_TEXTUREFORMAT_R32_SFLOAT:
case REFRESH_TEXTUREFORMAT_R16G16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM:
case REFRESH_TEXTUREFORMAT_A2R10G10B10:
return 4;
case REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT:
case REFRESH_TEXTUREFORMAT_R16G16B16A16:
case REFRESH_TEXTUREFORMAT_R32G32_SFLOAT:
return 8;
case REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT:
return 16;
default:
Refresh_LogError(
"Unrecognized SurfaceFormat!"
);
return 0;
}
}
static inline uint32_t PrimitiveVerts(
Refresh_PrimitiveType primitiveType,
uint32_t primitiveCount
) {
switch (primitiveType)
{
case REFRESH_PRIMITIVETYPE_TRIANGLELIST:
return primitiveCount * 3;
case REFRESH_PRIMITIVETYPE_TRIANGLESTRIP:
return primitiveCount + 2;
case REFRESH_PRIMITIVETYPE_LINELIST:
return primitiveCount * 2;
case REFRESH_PRIMITIVETYPE_LINESTRIP:
return primitiveCount + 1;
case REFRESH_PRIMITIVETYPE_POINTLIST:
return primitiveCount;
default:
Refresh_LogError(
"Unrecognized primitive type!"
);
return 0;
}
}
static inline uint32_t IndexSize(Refresh_IndexElementSize size)
{
return (size == REFRESH_INDEXELEMENTSIZE_16BIT) ? 2 : 4;
}
static inline uint32_t BytesPerRow(
int32_t width,
Refresh_TextureFormat format
) {
uint32_t blocksPerRow = width;
if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
format == REFRESH_TEXTUREFORMAT_BC2 ||
format == REFRESH_TEXTUREFORMAT_BC3 )
{
blocksPerRow = (width + 3) / 4;
}
return blocksPerRow * Texture_GetFormatSize(format);
}
static inline int32_t BytesPerImage(
uint32_t width,
uint32_t height,
Refresh_TextureFormat format
) {
uint32_t blocksPerRow = width;
uint32_t blocksPerColumn = height;
if ( format == REFRESH_TEXTUREFORMAT_BC1 ||
format == REFRESH_TEXTUREFORMAT_BC2 ||
format == REFRESH_TEXTUREFORMAT_BC3 )
{
blocksPerRow = (width + 3) / 4;
blocksPerColumn = (height + 3) / 4;
}
return blocksPerRow * blocksPerColumn * Texture_GetFormatSize(format);
}
/* XNA GraphicsDevice Limits */
/* TODO: can these be adjusted for modern low-end? */
#define MAX_TEXTURE_SAMPLERS 16
#define MAX_VERTEXTEXTURE_SAMPLERS 4
#define MAX_TOTAL_SAMPLERS (MAX_TEXTURE_SAMPLERS + MAX_VERTEXTEXTURE_SAMPLERS)
#define MAX_BUFFER_BINDINGS 16
#define MAX_COLOR_TARGET_BINDINGS 4
/* Refresh_Device Definition */
typedef struct Refresh_Renderer Refresh_Renderer;
struct Refresh_Device
{
/* Quit */
void (*DestroyDevice)(Refresh_Device *device);
/* Drawing */
void (*Clear)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Rect *clearRect,
Refresh_ClearOptions options,
Refresh_Vec4 *colors,
uint32_t colorCount,
Refresh_DepthStencilValue depthStencil
);
void (*DrawInstancedPrimitives)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
uint32_t baseVertex,
uint32_t startIndex,
uint32_t primitiveCount,
uint32_t instanceCount,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
);
void (*DrawIndexedPrimitives)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
uint32_t baseVertex,
uint32_t startIndex,
uint32_t primitiveCount,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
);
void (*DrawPrimitives)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
uint32_t vertexStart,
uint32_t primitiveCount,
uint32_t vertexParamOffset,
uint32_t fragmentParamOffset
);
void (*DispatchCompute)(
Refresh_Renderer *device,
Refresh_CommandBuffer *commandBuffer,
uint32_t groupCountX,
uint32_t groupCountY,
uint32_t groupCountZ,
uint32_t computeParamOffset
);
/* State Creation */
Refresh_RenderPass* (*CreateRenderPass)(
Refresh_Renderer *driverData,
Refresh_RenderPassCreateInfo *renderPassCreateInfo
);
Refresh_ComputePipeline* (*CreateComputePipeline)(
Refresh_Renderer *driverData,
Refresh_ComputePipelineCreateInfo *pipelineCreateInfo
);
Refresh_GraphicsPipeline* (*CreateGraphicsPipeline)(
Refresh_Renderer *driverData,
Refresh_GraphicsPipelineCreateInfo *pipelineCreateInfo
);
Refresh_Sampler* (*CreateSampler)(
Refresh_Renderer *driverData,
Refresh_SamplerStateCreateInfo *samplerStateCreateInfo
);
Refresh_Framebuffer* (*CreateFramebuffer)(
Refresh_Renderer *driverData,
Refresh_FramebufferCreateInfo *framebufferCreateInfo
);
Refresh_ShaderModule* (*CreateShaderModule)(
Refresh_Renderer *driverData,
Refresh_ShaderModuleCreateInfo *shaderModuleCreateInfo
);
Refresh_Texture* (*CreateTexture)(
Refresh_Renderer *driverData,
Refresh_TextureCreateInfo *textureCreateInfo
);
Refresh_RenderTarget* (*CreateRenderTarget)(
Refresh_Renderer *driverData,
Refresh_TextureSlice *textureSlice,
Refresh_SampleCount multisampleCount
);
Refresh_Buffer* (*CreateBuffer)(
Refresh_Renderer *driverData,
Refresh_BufferUsageFlags usageFlags,
uint32_t sizeInBytes
);
/* Setters */
void(*SetTextureData)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
void *data,
uint32_t dataLengthInBytes
);
void(*SetTextureDataYUV)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer* commandBuffer,
Refresh_Texture *y,
Refresh_Texture *u,
Refresh_Texture *v,
uint32_t yWidth,
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void* data,
uint32_t dataLength
);
void(*CopyTextureToTexture)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *sourceTextureSlice,
Refresh_TextureSlice *destinationTextureSlice,
Refresh_Filter filter
);
void(*CopyTextureToBuffer)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
Refresh_Buffer *buffer
);
void(*SetBufferData)(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t dataLength
);
uint32_t(*PushVertexShaderUniforms)(
Refresh_Renderer *driverData,
Refresh_GraphicsPipeline* pipeline,
void *data,
uint32_t dataLengthInBytes
);
uint32_t(*PushFragmentShaderUniforms)(
Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *pipeline,
void *data,
uint32_t dataLengthInBytes
);
uint32_t (*PushComputeShaderUniforms)(
Refresh_Renderer *driverData,
Refresh_ComputePipeline *pipeline,
void *data,
uint32_t dataLengthInBytes
);
void(*BindVertexSamplers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
Refresh_Sampler **pSamplers
);
void(*BindFragmentSamplers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures,
Refresh_Sampler **pSamplers
);
/* Getters */
void(*GetBufferData)(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer,
void *data,
uint32_t dataLengthInBytes
);
/* Disposal */
void(*QueueDestroyTexture)(
Refresh_Renderer *driverData,
Refresh_Texture *texture
);
void(*QueueDestroySampler)(
Refresh_Renderer *driverData,
Refresh_Sampler *sampler
);
void(*QueueDestroyBuffer)(
Refresh_Renderer *driverData,
Refresh_Buffer *buffer
);
void(*QueueDestroyRenderTarget)(
Refresh_Renderer *driverData,
Refresh_RenderTarget *renderTarget
);
void(*QueueDestroyFramebuffer)(
Refresh_Renderer *driverData,
Refresh_Framebuffer *frameBuffer
);
void(*QueueDestroyShaderModule)(
Refresh_Renderer *driverData,
Refresh_ShaderModule *shaderModule
);
void(*QueueDestroyRenderPass)(
Refresh_Renderer *driverData,
Refresh_RenderPass *renderPass
);
void(*QueueDestroyComputePipeline)(
Refresh_Renderer *driverData,
Refresh_ComputePipeline *computePipeline
);
void(*QueueDestroyGraphicsPipeline)(
Refresh_Renderer *driverData,
Refresh_GraphicsPipeline *graphicsPipeline
);
/* Graphics State */
void(*BeginRenderPass)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_RenderPass *renderPass,
Refresh_Framebuffer *framebuffer,
Refresh_Rect *renderArea,
Refresh_Vec4 *pColorClearValues,
uint32_t colorClearCount,
Refresh_DepthStencilValue *depthStencilClearValue
);
void(*EndRenderPass)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer
);
void(*BindGraphicsPipeline)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_GraphicsPipeline *graphicsPipeline
);
void(*BindVertexBuffers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
uint32_t firstBinding,
uint32_t bindingCount,
Refresh_Buffer **pBuffers,
uint64_t *pOffsets
);
void(*BindIndexBuffer)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer *buffer,
uint64_t offset,
Refresh_IndexElementSize indexElementSize
);
void(*BindComputePipeline)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_ComputePipeline *computePipeline
);
void(*BindComputeBuffers)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Buffer **pBuffers
);
void(*BindComputeTextures)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_Texture **pTextures
);
Refresh_CommandBuffer* (*AcquireCommandBuffer)(
Refresh_Renderer *driverData,
uint8_t fixed
);
void(*QueuePresent)(
Refresh_Renderer *driverData,
Refresh_CommandBuffer *commandBuffer,
Refresh_TextureSlice *textureSlice,
Refresh_Rect *destinationRectangle,
Refresh_Filter filter
);
void(*Submit)(
Refresh_Renderer *driverData,
uint32_t commandBufferCount,
Refresh_CommandBuffer **pCommandBuffers
);
void(*Wait)(
Refresh_Renderer *driverData
);
void(*GetTextureHandles)(
Refresh_Renderer *driverData,
Refresh_Texture *texture,
Refresh_TextureHandles *handles
);
/* Opaque pointer for the Driver */
Refresh_Renderer *driverData;
};
#define ASSIGN_DRIVER_FUNC(func, name) \
result->func = name##_##func;
#define ASSIGN_DRIVER(name) \
ASSIGN_DRIVER_FUNC(DestroyDevice, name) \
ASSIGN_DRIVER_FUNC(Clear, name) \
ASSIGN_DRIVER_FUNC(DrawIndexedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawInstancedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawPrimitives, name) \
ASSIGN_DRIVER_FUNC(DispatchCompute, name) \
ASSIGN_DRIVER_FUNC(CreateRenderPass, name) \
ASSIGN_DRIVER_FUNC(CreateComputePipeline, name) \
ASSIGN_DRIVER_FUNC(CreateGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(CreateSampler, name) \
ASSIGN_DRIVER_FUNC(CreateFramebuffer, name) \
ASSIGN_DRIVER_FUNC(CreateShaderModule, name) \
ASSIGN_DRIVER_FUNC(CreateTexture, name) \
ASSIGN_DRIVER_FUNC(CreateRenderTarget, name) \
ASSIGN_DRIVER_FUNC(CreateBuffer, name) \
ASSIGN_DRIVER_FUNC(SetTextureData, name) \
ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
ASSIGN_DRIVER_FUNC(CopyTextureToTexture, name) \
ASSIGN_DRIVER_FUNC(CopyTextureToBuffer, name) \
ASSIGN_DRIVER_FUNC(SetBufferData, name) \
ASSIGN_DRIVER_FUNC(PushVertexShaderUniforms, name) \
ASSIGN_DRIVER_FUNC(PushFragmentShaderUniforms, name) \
ASSIGN_DRIVER_FUNC(PushComputeShaderUniforms, name) \
ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \
ASSIGN_DRIVER_FUNC(GetBufferData, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyRenderTarget, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyFramebuffer, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyRenderPass, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(BindVertexBuffers, name) \
ASSIGN_DRIVER_FUNC(BindIndexBuffer, name) \
ASSIGN_DRIVER_FUNC(BindComputePipeline, name) \
ASSIGN_DRIVER_FUNC(BindComputeBuffers, name) \
ASSIGN_DRIVER_FUNC(BindComputeTextures, name) \
ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \
ASSIGN_DRIVER_FUNC(QueuePresent, name) \
ASSIGN_DRIVER_FUNC(Submit, name) \
ASSIGN_DRIVER_FUNC(Wait, name) \
ASSIGN_DRIVER_FUNC(GetTextureHandles, name)
typedef struct Refresh_Driver
{
const char *Name;
Refresh_Device* (*CreateDevice)(
Refresh_PresentationParameters *presentationParameters,
uint8_t debugMode
);
Refresh_Device* (*CreateDeviceUsingExternal)(
Refresh_SysRenderer *sysRenderer,
uint8_t debugMode
);
} Refresh_Driver;
extern Refresh_Driver VulkanDriver;
#endif /* REFRESH_DRIVER_H */
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */