1431 lines
41 KiB
C
1431 lines
41 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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#include <stddef.h>
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#ifndef REFRESH_H
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#define REFRESH_H
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#ifdef _WIN32
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#define REFRESHAPI __declspec(dllexport)
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#define REFRESHCALL __cdecl
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#else
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#define REFRESHAPI
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#define REFRESHCALL
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#endif
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/* -Wpedantic nameless union/struct silencing */
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#ifndef REFRESHNAMELESS
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#ifdef __GNUC__
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#define REFRESHNAMELESS __extension__
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#else
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#define REFRESHNAMELESS
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#endif /* __GNUC__ */
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#endif /* REFRESHNAMELESS */
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif /* __cplusplus */
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/* Version API */
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#define REFRESH_MAJOR_VERSION 1
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#define REFRESH_MINOR_VERSION 15
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#define REFRESH_PATCH_VERSION 4
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#define REFRESH_COMPILED_VERSION ( \
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(REFRESH_MAJOR_VERSION * 100 * 100) + \
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(REFRESH_MINOR_VERSION * 100) + \
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(REFRESH_PATCH_VERSION) \
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)
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REFRESHAPI uint32_t Refresh_LinkedVersion(void);
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/* Type Declarations */
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typedef struct Refresh_Device Refresh_Device;
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typedef struct Refresh_GpuBuffer Refresh_GpuBuffer;
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typedef struct Refresh_TransferBuffer Refresh_TransferBuffer;
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typedef struct Refresh_Texture Refresh_Texture;
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typedef struct Refresh_Sampler Refresh_Sampler;
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typedef struct Refresh_ShaderModule Refresh_ShaderModule;
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typedef struct Refresh_ComputePipeline Refresh_ComputePipeline;
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typedef struct Refresh_GraphicsPipeline Refresh_GraphicsPipeline;
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typedef struct Refresh_CommandBuffer Refresh_CommandBuffer;
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typedef struct Refresh_Fence Refresh_Fence;
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typedef enum Refresh_PresentMode
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{
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REFRESH_PRESENTMODE_IMMEDIATE,
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REFRESH_PRESENTMODE_MAILBOX,
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REFRESH_PRESENTMODE_FIFO,
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REFRESH_PRESENTMODE_FIFO_RELAXED
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} Refresh_PresentMode;
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typedef enum Refresh_PrimitiveType
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{
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REFRESH_PRIMITIVETYPE_POINTLIST,
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REFRESH_PRIMITIVETYPE_LINELIST,
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REFRESH_PRIMITIVETYPE_LINESTRIP,
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REFRESH_PRIMITIVETYPE_TRIANGLELIST,
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REFRESH_PRIMITIVETYPE_TRIANGLESTRIP
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} Refresh_PrimitiveType;
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typedef enum Refresh_LoadOp
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{
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REFRESH_LOADOP_LOAD,
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REFRESH_LOADOP_CLEAR,
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REFRESH_LOADOP_DONT_CARE
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} Refresh_LoadOp;
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typedef enum Refresh_StoreOp
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{
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REFRESH_STOREOP_STORE,
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REFRESH_STOREOP_DONT_CARE
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} Refresh_StoreOp;
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typedef enum Refresh_IndexElementSize
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{
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REFRESH_INDEXELEMENTSIZE_16BIT,
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REFRESH_INDEXELEMENTSIZE_32BIT
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} Refresh_IndexElementSize;
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typedef enum Refresh_TextureFormat
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{
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/* Unsigned Normalized Float Color Formats */
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REFRESH_TEXTUREFORMAT_R8G8B8A8,
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REFRESH_TEXTUREFORMAT_B8G8R8A8,
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REFRESH_TEXTUREFORMAT_R5G6B5,
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REFRESH_TEXTUREFORMAT_A1R5G5B5,
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REFRESH_TEXTUREFORMAT_B4G4R4A4,
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REFRESH_TEXTUREFORMAT_A2R10G10B10,
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REFRESH_TEXTUREFORMAT_R16G16,
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REFRESH_TEXTUREFORMAT_R16G16B16A16,
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REFRESH_TEXTUREFORMAT_R8,
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/* Compressed Unsigned Normalized Float Color Formats */
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REFRESH_TEXTUREFORMAT_BC1,
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REFRESH_TEXTUREFORMAT_BC2,
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REFRESH_TEXTUREFORMAT_BC3,
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REFRESH_TEXTUREFORMAT_BC7,
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/* Signed Normalized Float Color Formats */
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REFRESH_TEXTUREFORMAT_R8G8_SNORM,
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REFRESH_TEXTUREFORMAT_R8G8B8A8_SNORM,
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/* Signed Float Color Formats */
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REFRESH_TEXTUREFORMAT_R16_SFLOAT,
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REFRESH_TEXTUREFORMAT_R16G16_SFLOAT,
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REFRESH_TEXTUREFORMAT_R16G16B16A16_SFLOAT,
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REFRESH_TEXTUREFORMAT_R32_SFLOAT,
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REFRESH_TEXTUREFORMAT_R32G32_SFLOAT,
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REFRESH_TEXTUREFORMAT_R32G32B32A32_SFLOAT,
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/* Unsigned Integer Color Formats */
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REFRESH_TEXTUREFORMAT_R8_UINT,
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REFRESH_TEXTUREFORMAT_R8G8_UINT,
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REFRESH_TEXTUREFORMAT_R8G8B8A8_UINT,
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REFRESH_TEXTUREFORMAT_R16_UINT,
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REFRESH_TEXTUREFORMAT_R16G16_UINT,
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REFRESH_TEXTUREFORMAT_R16G16B16A16_UINT,
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/* Depth Formats */
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REFRESH_TEXTUREFORMAT_D16_UNORM,
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REFRESH_TEXTUREFORMAT_D32_SFLOAT,
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REFRESH_TEXTUREFORMAT_D16_UNORM_S8_UINT,
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REFRESH_TEXTUREFORMAT_D32_SFLOAT_S8_UINT
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} Refresh_TextureFormat;
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typedef enum Refresh_TextureUsageFlagBits
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{
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REFRESH_TEXTUREUSAGE_SAMPLER_BIT = 0x00000001,
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REFRESH_TEXTUREUSAGE_COLOR_TARGET_BIT = 0x00000002,
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REFRESH_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT = 0x00000004,
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REFRESH_TEXTUREUSAGE_COMPUTE_BIT = 0X00000008
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} Refresh_TextureUsageFlagBits;
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typedef uint32_t Refresh_TextureUsageFlags;
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typedef enum Refresh_SampleCount
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{
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REFRESH_SAMPLECOUNT_1,
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REFRESH_SAMPLECOUNT_2,
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REFRESH_SAMPLECOUNT_4,
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REFRESH_SAMPLECOUNT_8
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} Refresh_SampleCount;
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typedef enum Refresh_CubeMapFace
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{
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REFRESH_CUBEMAPFACE_POSITIVEX,
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REFRESH_CUBEMAPFACE_NEGATIVEX,
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REFRESH_CUBEMAPFACE_POSITIVEY,
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REFRESH_CUBEMAPFACE_NEGATIVEY,
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REFRESH_CUBEMAPFACE_POSITIVEZ,
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REFRESH_CUBEMAPFACE_NEGATIVEZ
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} Refresh_CubeMapFace;
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typedef enum Refresh_BufferUsageFlagBits
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{
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REFRESH_BUFFERUSAGE_VERTEX_BIT = 0x00000001,
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REFRESH_BUFFERUSAGE_INDEX_BIT = 0x00000002,
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REFRESH_BUFFERUSAGE_COMPUTE_BIT = 0x00000004,
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REFRESH_BUFFERUSAGE_INDIRECT_BIT = 0x00000008
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} Refresh_BufferUsageFlagBits;
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typedef uint32_t Refresh_BufferUsageFlags;
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typedef enum Refresh_VertexElementFormat
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{
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REFRESH_VERTEXELEMENTFORMAT_UINT,
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REFRESH_VERTEXELEMENTFORMAT_FLOAT,
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REFRESH_VERTEXELEMENTFORMAT_VECTOR2,
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REFRESH_VERTEXELEMENTFORMAT_VECTOR3,
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REFRESH_VERTEXELEMENTFORMAT_VECTOR4,
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REFRESH_VERTEXELEMENTFORMAT_COLOR,
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REFRESH_VERTEXELEMENTFORMAT_BYTE4,
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REFRESH_VERTEXELEMENTFORMAT_SHORT2,
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REFRESH_VERTEXELEMENTFORMAT_SHORT4,
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REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT2,
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REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT4,
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REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR2,
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REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR4
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} Refresh_VertexElementFormat;
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typedef enum Refresh_VertexInputRate
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{
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REFRESH_VERTEXINPUTRATE_VERTEX = 0,
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REFRESH_VERTEXINPUTRATE_INSTANCE = 1
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} Refresh_VertexInputRate;
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typedef enum Refresh_FillMode
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{
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REFRESH_FILLMODE_FILL,
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REFRESH_FILLMODE_LINE
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} Refresh_FillMode;
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typedef enum Refresh_CullMode
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{
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REFRESH_CULLMODE_NONE,
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REFRESH_CULLMODE_FRONT,
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REFRESH_CULLMODE_BACK
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} Refresh_CullMode;
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typedef enum Refresh_FrontFace
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{
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REFRESH_FRONTFACE_COUNTER_CLOCKWISE,
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REFRESH_FRONTFACE_CLOCKWISE
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} Refresh_FrontFace;
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typedef enum Refresh_CompareOp
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{
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REFRESH_COMPAREOP_NEVER,
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REFRESH_COMPAREOP_LESS,
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REFRESH_COMPAREOP_EQUAL,
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REFRESH_COMPAREOP_LESS_OR_EQUAL,
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REFRESH_COMPAREOP_GREATER,
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REFRESH_COMPAREOP_NOT_EQUAL,
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REFRESH_COMPAREOP_GREATER_OR_EQUAL,
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REFRESH_COMPAREOP_ALWAYS
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} Refresh_CompareOp;
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typedef enum Refresh_StencilOp
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{
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REFRESH_STENCILOP_KEEP,
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REFRESH_STENCILOP_ZERO,
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REFRESH_STENCILOP_REPLACE,
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REFRESH_STENCILOP_INCREMENT_AND_CLAMP,
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REFRESH_STENCILOP_DECREMENT_AND_CLAMP,
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REFRESH_STENCILOP_INVERT,
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REFRESH_STENCILOP_INCREMENT_AND_WRAP,
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REFRESH_STENCILOP_DECREMENT_AND_WRAP
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} Refresh_StencilOp;
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typedef enum Refresh_BlendOp
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{
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REFRESH_BLENDOP_ADD,
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REFRESH_BLENDOP_SUBTRACT,
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REFRESH_BLENDOP_REVERSE_SUBTRACT,
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REFRESH_BLENDOP_MIN,
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REFRESH_BLENDOP_MAX
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} Refresh_BlendOp;
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typedef enum Refresh_BlendFactor
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{
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REFRESH_BLENDFACTOR_ZERO,
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REFRESH_BLENDFACTOR_ONE,
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REFRESH_BLENDFACTOR_SRC_COLOR,
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REFRESH_BLENDFACTOR_ONE_MINUS_SRC_COLOR,
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REFRESH_BLENDFACTOR_DST_COLOR,
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REFRESH_BLENDFACTOR_ONE_MINUS_DST_COLOR,
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REFRESH_BLENDFACTOR_SRC_ALPHA,
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REFRESH_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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REFRESH_BLENDFACTOR_DST_ALPHA,
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REFRESH_BLENDFACTOR_ONE_MINUS_DST_ALPHA,
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REFRESH_BLENDFACTOR_CONSTANT_COLOR,
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REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR,
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REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE
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} Refresh_BlendFactor;
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typedef enum Refresh_ColorComponentFlagBits
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{
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REFRESH_COLORCOMPONENT_R_BIT = 0x00000001,
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REFRESH_COLORCOMPONENT_G_BIT = 0x00000002,
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REFRESH_COLORCOMPONENT_B_BIT = 0x00000004,
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REFRESH_COLORCOMPONENT_A_BIT = 0x00000008
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} Refresh_ColorComponentFlagBits;
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typedef uint32_t Refresh_ColorComponentFlags;
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typedef enum Refresh_Filter
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{
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REFRESH_FILTER_NEAREST,
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REFRESH_FILTER_LINEAR
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} Refresh_Filter;
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typedef enum Refresh_SamplerMipmapMode
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{
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REFRESH_SAMPLERMIPMAPMODE_NEAREST,
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REFRESH_SAMPLERMIPMAPMODE_LINEAR
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} Refresh_SamplerMipmapMode;
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typedef enum Refresh_SamplerAddressMode
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{
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REFRESH_SAMPLERADDRESSMODE_REPEAT,
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REFRESH_SAMPLERADDRESSMODE_MIRRORED_REPEAT,
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REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
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REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_BORDER
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} Refresh_SamplerAddressMode;
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/* FIXME: we should probably make a library-level decision about color types */
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typedef enum Refresh_BorderColor
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{
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REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK,
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REFRESH_BORDERCOLOR_INT_TRANSPARENT_BLACK,
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REFRESH_BORDERCOLOR_FLOAT_OPAQUE_BLACK,
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REFRESH_BORDERCOLOR_INT_OPAQUE_BLACK,
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REFRESH_BORDERCOLOR_FLOAT_OPAQUE_WHITE,
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REFRESH_BORDERCOLOR_INT_OPAQUE_WHITE
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} Refresh_BorderColor;
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typedef enum Refresh_TransferOptions
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{
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REFRESH_TRANSFEROPTIONS_SAFEDISCARD,
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REFRESH_TRANSFEROPTIONS_OVERWRITE
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} Refresh_TransferOptions;
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typedef enum Refresh_WriteOptions
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{
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REFRESH_WRITEOPTIONS_SAFEDISCARD,
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REFRESH_WRITEOPTIONS_SAFEOVERWRITE
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} Refresh_WriteOptions;
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typedef enum Refresh_Backend
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{
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REFRESH_BACKEND_DONTCARE,
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REFRESH_BACKEND_VULKAN,
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REFRESH_BACKEND_D3D11,
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REFRESH_BACKEND_PS5,
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REFRESH_BACKEND_INVALID
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} Refresh_Backend;
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/* Structures */
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typedef struct Refresh_DepthStencilValue
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{
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float depth;
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uint32_t stencil;
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} Refresh_DepthStencilValue;
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typedef struct Refresh_Rect
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{
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int32_t x;
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int32_t y;
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int32_t w;
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int32_t h;
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} Refresh_Rect;
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typedef struct Refresh_Vec4
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{
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float x;
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float y;
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float z;
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float w;
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} Refresh_Vec4;
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typedef struct Refresh_Viewport
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{
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float x;
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float y;
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float w;
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float h;
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float minDepth;
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float maxDepth;
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} Refresh_Viewport;
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typedef struct Refresh_TextureSlice
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{
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Refresh_Texture *texture;
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uint32_t mipLevel;
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uint32_t layer;
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} Refresh_TextureSlice;
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typedef struct Refresh_TextureRegion
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{
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Refresh_TextureSlice textureSlice;
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uint32_t x;
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uint32_t y;
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uint32_t z;
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uint32_t w;
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uint32_t h;
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uint32_t d;
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} Refresh_TextureRegion;
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typedef struct Refresh_BufferImageCopy
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{
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uint32_t bufferOffset;
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uint32_t bufferStride;
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uint32_t bufferImageHeight;
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} Refresh_BufferImageCopy;
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typedef struct Refresh_BufferCopy
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{
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uint32_t srcOffset;
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uint32_t dstOffset;
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uint32_t size;
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} Refresh_BufferCopy;
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typedef struct Refresh_IndirectDrawCommand
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{
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uint32_t vertexCount;
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uint32_t instanceCount;
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uint32_t firstVertex;
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uint32_t firstInstance;
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} Refresh_IndirectDrawCommand;
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/* State structures */
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typedef struct Refresh_SamplerStateCreateInfo
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{
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Refresh_Filter minFilter;
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Refresh_Filter magFilter;
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Refresh_SamplerMipmapMode mipmapMode;
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Refresh_SamplerAddressMode addressModeU;
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Refresh_SamplerAddressMode addressModeV;
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Refresh_SamplerAddressMode addressModeW;
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float mipLodBias;
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uint8_t anisotropyEnable;
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float maxAnisotropy;
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uint8_t compareEnable;
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Refresh_CompareOp compareOp;
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float minLod;
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float maxLod;
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Refresh_BorderColor borderColor;
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} Refresh_SamplerStateCreateInfo;
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typedef struct Refresh_VertexBinding
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{
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uint32_t binding;
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uint32_t stride;
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Refresh_VertexInputRate inputRate;
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} Refresh_VertexBinding;
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typedef struct Refresh_VertexAttribute
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{
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uint32_t location;
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uint32_t binding;
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Refresh_VertexElementFormat format;
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uint32_t offset;
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} Refresh_VertexAttribute;
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typedef struct Refresh_VertexInputState
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{
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const Refresh_VertexBinding *vertexBindings;
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uint32_t vertexBindingCount;
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const Refresh_VertexAttribute *vertexAttributes;
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uint32_t vertexAttributeCount;
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} Refresh_VertexInputState;
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typedef struct Refresh_StencilOpState
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{
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Refresh_StencilOp failOp;
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Refresh_StencilOp passOp;
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Refresh_StencilOp depthFailOp;
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Refresh_CompareOp compareOp;
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} Refresh_StencilOpState;
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typedef struct Refresh_ColorAttachmentBlendState
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{
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uint8_t blendEnable;
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Refresh_BlendFactor srcColorBlendFactor;
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Refresh_BlendFactor dstColorBlendFactor;
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Refresh_BlendOp colorBlendOp;
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Refresh_BlendFactor srcAlphaBlendFactor;
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Refresh_BlendFactor dstAlphaBlendFactor;
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Refresh_BlendOp alphaBlendOp;
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Refresh_ColorComponentFlags colorWriteMask;
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} Refresh_ColorAttachmentBlendState;
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typedef struct Refresh_ShaderModuleCreateInfo
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{
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size_t codeSize;
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const uint32_t *byteCode;
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} Refresh_ShaderModuleCreateInfo;
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typedef struct Refresh_TextureCreateInfo
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{
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uint32_t width;
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uint32_t height;
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uint32_t depth;
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uint8_t isCube;
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uint32_t layerCount;
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uint32_t levelCount;
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Refresh_SampleCount sampleCount;
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Refresh_TextureFormat format;
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Refresh_TextureUsageFlags usageFlags;
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} Refresh_TextureCreateInfo;
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/* Pipeline state structures */
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typedef struct Refresh_GraphicsShaderInfo
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{
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Refresh_ShaderModule *shaderModule;
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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 image data from a texture slice into a buffer. */
|
|
REFRESHAPI void Refresh_CopyTextureToBuffer(
|
|
Refresh_Device *device,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
Refresh_TextureRegion *textureRegion,
|
|
Refresh_GpuBuffer *gpuBuffer,
|
|
Refresh_BufferImageCopy *copyParams,
|
|
Refresh_WriteOptions writeOption
|
|
);
|
|
|
|
/* Copies data from a buffer to a texture slice. */
|
|
REFRESHAPI void Refresh_CopyBufferToTexture(
|
|
Refresh_Device *device,
|
|
Refresh_CommandBuffer *commandBuffer,
|
|
Refresh_GpuBuffer *gpuBuffer,
|
|
Refresh_TextureRegion *textureRegion,
|
|
Refresh_BufferImageCopy *copyParams,
|
|
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: */
|