forked from MoonsideGames/Refresh
rename AddDispose to QueueDestroy
parent
d3d9c9ad55
commit
4b6f17054c
|
@ -1065,121 +1065,121 @@ REFRESHAPI void Refresh_GetBufferData(
|
||||||
/* Disposal */
|
/* Disposal */
|
||||||
|
|
||||||
/* Sends a texture to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* texture: The Refresh_Texture to be destroyed.
|
* texture: The Refresh_Texture to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeTexture(
|
REFRESHAPI void Refresh_QueueDestroyTexture(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Texture *texture
|
Refresh_Texture *texture
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a sampler to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* texture: The Refresh_Sampler to be destroyed.
|
* texture: The Refresh_Sampler to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeSampler(
|
REFRESHAPI void Refresh_QueueDestroySampler(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Sampler *sampler
|
Refresh_Sampler *sampler
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a buffer to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* buffer: The Refresh_Buffer to be destroyed.
|
* buffer: The Refresh_Buffer to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeBuffer(
|
REFRESHAPI void Refresh_QueueDestroyBuffer(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Buffer *buffer
|
Refresh_Buffer *buffer
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a color target to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* colorTarget: The Refresh_ColorTarget to be destroyed.
|
* colorTarget: The Refresh_ColorTarget to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeColorTarget(
|
REFRESHAPI void Refresh_QueueDestroyColorTarget(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_ColorTarget *colorTarget
|
Refresh_ColorTarget *colorTarget
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a depth/stencil target to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* depthStencilTarget: The Refresh_DepthStencilTarget to be destroyed.
|
* depthStencilTarget: The Refresh_DepthStencilTarget to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeDepthStencilTarget(
|
REFRESHAPI void Refresh_QueueDestroyDepthStencilTarget(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_DepthStencilTarget *depthStencilTarget
|
Refresh_DepthStencilTarget *depthStencilTarget
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a framebuffer to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* framebuffer: The Refresh_Framebuffer to be destroyed.
|
* framebuffer: The Refresh_Framebuffer to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeFramebuffer(
|
REFRESHAPI void Refresh_QueueDestroyFramebuffer(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Framebuffer *frameBuffer
|
Refresh_Framebuffer *frameBuffer
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a shader module to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* shaderModule: The Refresh_ShaderModule to be destroyed.
|
* shaderModule: The Refresh_ShaderModule to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeShaderModule(
|
REFRESHAPI void Refresh_QueueDestroyShaderModule(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_ShaderModule *shaderModule
|
Refresh_ShaderModule *shaderModule
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a render pass to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* renderPass: The Refresh_RenderPass to be destroyed.
|
* renderPass: The Refresh_RenderPass to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeRenderPass(
|
REFRESHAPI void Refresh_QueueDestroyRenderPass(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_RenderPass *renderPass
|
Refresh_RenderPass *renderPass
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a compute pipeline to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* computePipeline: The Refresh_ComputePipeline to be destroyed.
|
* computePipeline: The Refresh_ComputePipeline to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeComputePipeline(
|
REFRESHAPI void Refresh_QueueDestroyComputePipeline(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_ComputePipeline *computePipeline
|
Refresh_ComputePipeline *computePipeline
|
||||||
);
|
);
|
||||||
|
|
||||||
/* Sends a graphics pipeline to be destroyed by the renderer. Note that we call it
|
/* 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
|
* this is not called from the main thread (for example, if a garbage collector
|
||||||
* deletes the resource instead of the programmer).
|
* deletes the resource instead of the programmer).
|
||||||
*
|
*
|
||||||
* graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed.
|
* graphicsPipeline: The Refresh_GraphicsPipeline to be destroyed.
|
||||||
*/
|
*/
|
||||||
REFRESHAPI void Refresh_AddDisposeGraphicsPipeline(
|
REFRESHAPI void Refresh_QueueDestroyGraphicsPipeline(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_GraphicsPipeline *graphicsPipeline
|
Refresh_GraphicsPipeline *graphicsPipeline
|
||||||
);
|
);
|
||||||
|
|
|
@ -613,111 +613,111 @@ void Refresh_GetBufferData(
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeTexture(
|
void Refresh_QueueDestroyTexture(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Texture *texture
|
Refresh_Texture *texture
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeTexture(
|
device->QueueDestroyTexture(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
texture
|
texture
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeSampler(
|
void Refresh_QueueDestroySampler(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Sampler *sampler
|
Refresh_Sampler *sampler
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeSampler(
|
device->QueueDestroySampler(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
sampler
|
sampler
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeBuffer(
|
void Refresh_QueueDestroyBuffer(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Buffer *buffer
|
Refresh_Buffer *buffer
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeBuffer(
|
device->QueueDestroyBuffer(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
buffer
|
buffer
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeColorTarget(
|
void Refresh_QueueDestroyColorTarget(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_ColorTarget *colorTarget
|
Refresh_ColorTarget *colorTarget
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeColorTarget(
|
device->QueueDestroyColorTarget(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
colorTarget
|
colorTarget
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeDepthStencilTarget(
|
void Refresh_QueueDestroyDepthStencilTarget(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_DepthStencilTarget *depthStencilTarget
|
Refresh_DepthStencilTarget *depthStencilTarget
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeDepthStencilTarget(
|
device->QueueDestroyDepthStencilTarget(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
depthStencilTarget
|
depthStencilTarget
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeFramebuffer(
|
void Refresh_QueueDestroyFramebuffer(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_Framebuffer *frameBuffer
|
Refresh_Framebuffer *frameBuffer
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeFramebuffer(
|
device->QueueDestroyFramebuffer(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
frameBuffer
|
frameBuffer
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeShaderModule(
|
void Refresh_QueueDestroyShaderModule(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_ShaderModule *shaderModule
|
Refresh_ShaderModule *shaderModule
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeShaderModule(
|
device->QueueDestroyShaderModule(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
shaderModule
|
shaderModule
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeRenderPass(
|
void Refresh_QueueDestroyRenderPass(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_RenderPass *renderPass
|
Refresh_RenderPass *renderPass
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeRenderPass(
|
device->QueueDestroyRenderPass(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
renderPass
|
renderPass
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeComputePipeline(
|
void Refresh_QueueDestroyComputePipeline(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_ComputePipeline *computePipeline
|
Refresh_ComputePipeline *computePipeline
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeComputePipeline(
|
device->QueueDestroyComputePipeline(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
computePipeline
|
computePipeline
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Refresh_AddDisposeGraphicsPipeline(
|
void Refresh_QueueDestroyGraphicsPipeline(
|
||||||
Refresh_Device *device,
|
Refresh_Device *device,
|
||||||
Refresh_GraphicsPipeline *graphicsPipeline
|
Refresh_GraphicsPipeline *graphicsPipeline
|
||||||
) {
|
) {
|
||||||
NULL_RETURN(device);
|
NULL_RETURN(device);
|
||||||
device->AddDisposeGraphicsPipeline(
|
device->QueueDestroyGraphicsPipeline(
|
||||||
device->driverData,
|
device->driverData,
|
||||||
graphicsPipeline
|
graphicsPipeline
|
||||||
);
|
);
|
||||||
|
|
|
@ -394,52 +394,52 @@ struct Refresh_Device
|
||||||
|
|
||||||
/* Disposal */
|
/* Disposal */
|
||||||
|
|
||||||
void(*AddDisposeTexture)(
|
void(*QueueDestroyTexture)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Texture *texture
|
Refresh_Texture *texture
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeSampler)(
|
void(*QueueDestroySampler)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Sampler *sampler
|
Refresh_Sampler *sampler
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeBuffer)(
|
void(*QueueDestroyBuffer)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Buffer *buffer
|
Refresh_Buffer *buffer
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeColorTarget)(
|
void(*QueueDestroyColorTarget)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ColorTarget *colorTarget
|
Refresh_ColorTarget *colorTarget
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeDepthStencilTarget)(
|
void(*QueueDestroyDepthStencilTarget)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_DepthStencilTarget *depthStencilTarget
|
Refresh_DepthStencilTarget *depthStencilTarget
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeFramebuffer)(
|
void(*QueueDestroyFramebuffer)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Framebuffer *frameBuffer
|
Refresh_Framebuffer *frameBuffer
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeShaderModule)(
|
void(*QueueDestroyShaderModule)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ShaderModule *shaderModule
|
Refresh_ShaderModule *shaderModule
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeRenderPass)(
|
void(*QueueDestroyRenderPass)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_RenderPass *renderPass
|
Refresh_RenderPass *renderPass
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeComputePipeline)(
|
void(*QueueDestroyComputePipeline)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ComputePipeline *computePipeline
|
Refresh_ComputePipeline *computePipeline
|
||||||
);
|
);
|
||||||
|
|
||||||
void(*AddDisposeGraphicsPipeline)(
|
void(*QueueDestroyGraphicsPipeline)(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_GraphicsPipeline *graphicsPipeline
|
Refresh_GraphicsPipeline *graphicsPipeline
|
||||||
);
|
);
|
||||||
|
@ -562,16 +562,16 @@ struct Refresh_Device
|
||||||
ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
|
ASSIGN_DRIVER_FUNC(BindVertexSamplers, name) \
|
||||||
ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \
|
ASSIGN_DRIVER_FUNC(BindFragmentSamplers, name) \
|
||||||
ASSIGN_DRIVER_FUNC(GetBufferData, name) \
|
ASSIGN_DRIVER_FUNC(GetBufferData, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeTexture, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeBuffer, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeColorTarget, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyColorTarget, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeDepthStencilTarget, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyDepthStencilTarget, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeFramebuffer, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyFramebuffer, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeShaderModule, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeRenderPass, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyRenderPass, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeComputePipeline, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
|
||||||
ASSIGN_DRIVER_FUNC(AddDisposeGraphicsPipeline, name) \
|
ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
|
||||||
ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
|
ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
|
||||||
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
|
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
|
||||||
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
|
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name) \
|
||||||
|
|
|
@ -7133,7 +7133,7 @@ static void VULKAN_CopyTextureToBuffer(
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeTexture(
|
static void VULKAN_QueueDestroyTexture(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Texture *texture
|
Refresh_Texture *texture
|
||||||
) {
|
) {
|
||||||
|
@ -7156,7 +7156,7 @@ static void VULKAN_AddDisposeTexture(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeSampler(
|
static void VULKAN_QueueDestroySampler(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Sampler *sampler
|
Refresh_Sampler *sampler
|
||||||
) {
|
) {
|
||||||
|
@ -7179,7 +7179,7 @@ static void VULKAN_AddDisposeSampler(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeBuffer(
|
static void VULKAN_QueueDestroyBuffer(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Buffer *buffer
|
Refresh_Buffer *buffer
|
||||||
) {
|
) {
|
||||||
|
@ -7204,7 +7204,7 @@ static void VULKAN_AddDisposeBuffer(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeColorTarget(
|
static void VULKAN_QueueDestroyColorTarget(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ColorTarget *colorTarget
|
Refresh_ColorTarget *colorTarget
|
||||||
) {
|
) {
|
||||||
|
@ -7227,7 +7227,7 @@ static void VULKAN_AddDisposeColorTarget(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeDepthStencilTarget(
|
static void VULKAN_QueueDestroyDepthStencilTarget(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_DepthStencilTarget *depthStencilTarget
|
Refresh_DepthStencilTarget *depthStencilTarget
|
||||||
) {
|
) {
|
||||||
|
@ -7250,7 +7250,7 @@ static void VULKAN_AddDisposeDepthStencilTarget(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeFramebuffer(
|
static void VULKAN_QueueDestroyFramebuffer(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_Framebuffer *framebuffer
|
Refresh_Framebuffer *framebuffer
|
||||||
) {
|
) {
|
||||||
|
@ -7273,7 +7273,7 @@ static void VULKAN_AddDisposeFramebuffer(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeShaderModule(
|
static void VULKAN_QueueDestroyShaderModule(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ShaderModule *shaderModule
|
Refresh_ShaderModule *shaderModule
|
||||||
) {
|
) {
|
||||||
|
@ -7296,7 +7296,7 @@ static void VULKAN_AddDisposeShaderModule(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeRenderPass(
|
static void VULKAN_QueueDestroyRenderPass(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_RenderPass *renderPass
|
Refresh_RenderPass *renderPass
|
||||||
) {
|
) {
|
||||||
|
@ -7319,7 +7319,7 @@ static void VULKAN_AddDisposeRenderPass(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeComputePipeline(
|
static void VULKAN_QueueDestroyComputePipeline(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_ComputePipeline *computePipeline
|
Refresh_ComputePipeline *computePipeline
|
||||||
) {
|
) {
|
||||||
|
@ -7342,7 +7342,7 @@ static void VULKAN_AddDisposeComputePipeline(
|
||||||
SDL_UnlockMutex(renderer->disposeLock);
|
SDL_UnlockMutex(renderer->disposeLock);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void VULKAN_AddDisposeGraphicsPipeline(
|
static void VULKAN_QueueDestroyGraphicsPipeline(
|
||||||
Refresh_Renderer *driverData,
|
Refresh_Renderer *driverData,
|
||||||
Refresh_GraphicsPipeline *graphicsPipeline
|
Refresh_GraphicsPipeline *graphicsPipeline
|
||||||
) {
|
) {
|
||||||
|
|
Loading…
Reference in New Issue