diff --git a/include/Refresh.h b/include/Refresh.h index a9b57ea..3e1e9dd 100644 --- a/include/Refresh.h +++ b/include/Refresh.h @@ -1065,121 +1065,121 @@ REFRESHAPI void Refresh_GetBufferData( /* Disposal */ /* Sends a texture to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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_AddDisposeTexture( +REFRESHAPI void Refresh_QueueDestroyTexture( Refresh_Device *device, Refresh_Texture *texture ); /* Sends a sampler to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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_AddDisposeSampler( +REFRESHAPI void Refresh_QueueDestroySampler( Refresh_Device *device, Refresh_Sampler *sampler ); /* Sends a buffer to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * buffer: The Refresh_Buffer to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeBuffer( +REFRESHAPI void Refresh_QueueDestroyBuffer( Refresh_Device *device, Refresh_Buffer *buffer ); /* Sends a color target to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * colorTarget: The Refresh_ColorTarget to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeColorTarget( +REFRESHAPI void Refresh_QueueDestroyColorTarget( Refresh_Device *device, Refresh_ColorTarget *colorTarget ); /* Sends a depth/stencil target to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * depthStencilTarget: The Refresh_DepthStencilTarget to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeDepthStencilTarget( +REFRESHAPI void Refresh_QueueDestroyDepthStencilTarget( Refresh_Device *device, Refresh_DepthStencilTarget *depthStencilTarget ); /* Sends a framebuffer to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * framebuffer: The Refresh_Framebuffer to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeFramebuffer( +REFRESHAPI void Refresh_QueueDestroyFramebuffer( Refresh_Device *device, Refresh_Framebuffer *frameBuffer ); /* Sends a shader module to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * shaderModule: The Refresh_ShaderModule to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeShaderModule( +REFRESHAPI void Refresh_QueueDestroyShaderModule( Refresh_Device *device, Refresh_ShaderModule *shaderModule ); /* Sends a render pass to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * renderPass: The Refresh_RenderPass to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeRenderPass( +REFRESHAPI void Refresh_QueueDestroyRenderPass( Refresh_Device *device, Refresh_RenderPass *renderPass ); /* Sends a compute pipeline to be destroyed by the renderer. Note that we call it - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * computePipeline: The Refresh_ComputePipeline to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeComputePipeline( +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 - * "AddDispose" because it may not be immediately destroyed by the renderer if + * "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). * * graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed. */ -REFRESHAPI void Refresh_AddDisposeGraphicsPipeline( +REFRESHAPI void Refresh_QueueDestroyGraphicsPipeline( Refresh_Device *device, Refresh_GraphicsPipeline *graphicsPipeline ); diff --git a/src/Refresh.c b/src/Refresh.c index c3743ee..676a80e 100644 --- a/src/Refresh.c +++ b/src/Refresh.c @@ -613,111 +613,111 @@ void Refresh_GetBufferData( ); } -void Refresh_AddDisposeTexture( +void Refresh_QueueDestroyTexture( Refresh_Device *device, Refresh_Texture *texture ) { NULL_RETURN(device); - device->AddDisposeTexture( + device->QueueDestroyTexture( device->driverData, texture ); } -void Refresh_AddDisposeSampler( +void Refresh_QueueDestroySampler( Refresh_Device *device, Refresh_Sampler *sampler ) { NULL_RETURN(device); - device->AddDisposeSampler( + device->QueueDestroySampler( device->driverData, sampler ); } -void Refresh_AddDisposeBuffer( +void Refresh_QueueDestroyBuffer( Refresh_Device *device, Refresh_Buffer *buffer ) { NULL_RETURN(device); - device->AddDisposeBuffer( + device->QueueDestroyBuffer( device->driverData, buffer ); } -void Refresh_AddDisposeColorTarget( +void Refresh_QueueDestroyColorTarget( Refresh_Device *device, Refresh_ColorTarget *colorTarget ) { NULL_RETURN(device); - device->AddDisposeColorTarget( + device->QueueDestroyColorTarget( device->driverData, colorTarget ); } -void Refresh_AddDisposeDepthStencilTarget( +void Refresh_QueueDestroyDepthStencilTarget( Refresh_Device *device, Refresh_DepthStencilTarget *depthStencilTarget ) { NULL_RETURN(device); - device->AddDisposeDepthStencilTarget( + device->QueueDestroyDepthStencilTarget( device->driverData, depthStencilTarget ); } -void Refresh_AddDisposeFramebuffer( +void Refresh_QueueDestroyFramebuffer( Refresh_Device *device, Refresh_Framebuffer *frameBuffer ) { NULL_RETURN(device); - device->AddDisposeFramebuffer( + device->QueueDestroyFramebuffer( device->driverData, frameBuffer ); } -void Refresh_AddDisposeShaderModule( +void Refresh_QueueDestroyShaderModule( Refresh_Device *device, Refresh_ShaderModule *shaderModule ) { NULL_RETURN(device); - device->AddDisposeShaderModule( + device->QueueDestroyShaderModule( device->driverData, shaderModule ); } -void Refresh_AddDisposeRenderPass( +void Refresh_QueueDestroyRenderPass( Refresh_Device *device, Refresh_RenderPass *renderPass ) { NULL_RETURN(device); - device->AddDisposeRenderPass( + device->QueueDestroyRenderPass( device->driverData, renderPass ); } -void Refresh_AddDisposeComputePipeline( +void Refresh_QueueDestroyComputePipeline( Refresh_Device *device, Refresh_ComputePipeline *computePipeline ) { NULL_RETURN(device); - device->AddDisposeComputePipeline( + device->QueueDestroyComputePipeline( device->driverData, computePipeline ); } -void Refresh_AddDisposeGraphicsPipeline( +void Refresh_QueueDestroyGraphicsPipeline( Refresh_Device *device, Refresh_GraphicsPipeline *graphicsPipeline ) { NULL_RETURN(device); - device->AddDisposeGraphicsPipeline( + device->QueueDestroyGraphicsPipeline( device->driverData, graphicsPipeline ); diff --git a/src/Refresh_Driver.h b/src/Refresh_Driver.h index fc31ad4..2cb005e 100644 --- a/src/Refresh_Driver.h +++ b/src/Refresh_Driver.h @@ -394,52 +394,52 @@ struct Refresh_Device /* Disposal */ - void(*AddDisposeTexture)( + void(*QueueDestroyTexture)( Refresh_Renderer *driverData, Refresh_Texture *texture ); - void(*AddDisposeSampler)( + void(*QueueDestroySampler)( Refresh_Renderer *driverData, Refresh_Sampler *sampler ); - void(*AddDisposeBuffer)( + void(*QueueDestroyBuffer)( Refresh_Renderer *driverData, Refresh_Buffer *buffer ); - void(*AddDisposeColorTarget)( + void(*QueueDestroyColorTarget)( Refresh_Renderer *driverData, Refresh_ColorTarget *colorTarget ); - void(*AddDisposeDepthStencilTarget)( + void(*QueueDestroyDepthStencilTarget)( Refresh_Renderer *driverData, Refresh_DepthStencilTarget *depthStencilTarget ); - void(*AddDisposeFramebuffer)( + void(*QueueDestroyFramebuffer)( Refresh_Renderer *driverData, Refresh_Framebuffer *frameBuffer ); - void(*AddDisposeShaderModule)( + void(*QueueDestroyShaderModule)( Refresh_Renderer *driverData, Refresh_ShaderModule *shaderModule ); - void(*AddDisposeRenderPass)( + void(*QueueDestroyRenderPass)( Refresh_Renderer *driverData, Refresh_RenderPass *renderPass ); - void(*AddDisposeComputePipeline)( + void(*QueueDestroyComputePipeline)( Refresh_Renderer *driverData, Refresh_ComputePipeline *computePipeline ); - void(*AddDisposeGraphicsPipeline)( + void(*QueueDestroyGraphicsPipeline)( Refresh_Renderer *driverData, Refresh_GraphicsPipeline *graphicsPipeline ); @@ -562,16 +562,16 @@ struct Refresh_Device ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \ ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \ ASSIGN_DRIVER_FUNC(GetBufferData, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeTexture, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeBuffer, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeColorTarget, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeDepthStencilTarget, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeFramebuffer, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeShaderModule, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeRenderPass, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeComputePipeline, name) \ - ASSIGN_DRIVER_FUNC(AddDisposeGraphicsPipeline, name) \ + ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \ + ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \ + ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \ + ASSIGN_DRIVER_FUNC(QueueDestroyColorTarget, name) \ + ASSIGN_DRIVER_FUNC(QueueDestroyDepthStencilTarget, 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) \ diff --git a/src/Refresh_Driver_Vulkan.c b/src/Refresh_Driver_Vulkan.c index efd6136..b976d8a 100644 --- a/src/Refresh_Driver_Vulkan.c +++ b/src/Refresh_Driver_Vulkan.c @@ -7133,7 +7133,7 @@ static void VULKAN_CopyTextureToBuffer( ); } -static void VULKAN_AddDisposeTexture( +static void VULKAN_QueueDestroyTexture( Refresh_Renderer *driverData, Refresh_Texture *texture ) { @@ -7156,7 +7156,7 @@ static void VULKAN_AddDisposeTexture( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeSampler( +static void VULKAN_QueueDestroySampler( Refresh_Renderer *driverData, Refresh_Sampler *sampler ) { @@ -7179,7 +7179,7 @@ static void VULKAN_AddDisposeSampler( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeBuffer( +static void VULKAN_QueueDestroyBuffer( Refresh_Renderer *driverData, Refresh_Buffer *buffer ) { @@ -7204,7 +7204,7 @@ static void VULKAN_AddDisposeBuffer( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeColorTarget( +static void VULKAN_QueueDestroyColorTarget( Refresh_Renderer *driverData, Refresh_ColorTarget *colorTarget ) { @@ -7227,7 +7227,7 @@ static void VULKAN_AddDisposeColorTarget( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeDepthStencilTarget( +static void VULKAN_QueueDestroyDepthStencilTarget( Refresh_Renderer *driverData, Refresh_DepthStencilTarget *depthStencilTarget ) { @@ -7250,7 +7250,7 @@ static void VULKAN_AddDisposeDepthStencilTarget( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeFramebuffer( +static void VULKAN_QueueDestroyFramebuffer( Refresh_Renderer *driverData, Refresh_Framebuffer *framebuffer ) { @@ -7273,7 +7273,7 @@ static void VULKAN_AddDisposeFramebuffer( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeShaderModule( +static void VULKAN_QueueDestroyShaderModule( Refresh_Renderer *driverData, Refresh_ShaderModule *shaderModule ) { @@ -7296,7 +7296,7 @@ static void VULKAN_AddDisposeShaderModule( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeRenderPass( +static void VULKAN_QueueDestroyRenderPass( Refresh_Renderer *driverData, Refresh_RenderPass *renderPass ) { @@ -7319,7 +7319,7 @@ static void VULKAN_AddDisposeRenderPass( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeComputePipeline( +static void VULKAN_QueueDestroyComputePipeline( Refresh_Renderer *driverData, Refresh_ComputePipeline *computePipeline ) { @@ -7342,7 +7342,7 @@ static void VULKAN_AddDisposeComputePipeline( SDL_UnlockMutex(renderer->disposeLock); } -static void VULKAN_AddDisposeGraphicsPipeline( +static void VULKAN_QueueDestroyGraphicsPipeline( Refresh_Renderer *driverData, Refresh_GraphicsPipeline *graphicsPipeline ) {