getters and setters and disposers

submit_rewrite
cosmonaut 2020-12-16 14:53:34 -08:00
parent 6d10378978
commit 5850d0851f
1 changed files with 288 additions and 50 deletions

View File

@ -60,8 +60,10 @@ typedef struct REFRESH_Buffer REFRESH_Buffer;
typedef struct REFRESH_ColorTarget REFRESH_ColorTarget;
typedef struct REFRESH_DepthStencilTarget REFRESH_DepthStencilTarget;
typedef struct REFRESH_Framebuffer REFRESH_Framebuffer;
typedef struct REFRESH_ShaderModule REFRESH_ShaderModule;
typedef struct REFRESH_RenderPass REFRESH_RenderPass;
typedef struct REFRESH_Pipeline REFRESH_Pipeline;
typedef struct REFRESH_ComputePipeline REFRESH_ComputePipeline;
typedef struct REFRESH_GraphicsPipeline REFRESH_GraphicsPipeline;
typedef enum REFRESH_PrimitiveType
{
@ -139,12 +141,6 @@ typedef enum REFRESH_CubeMapFace
REFRESH_CUBEMAPFACE_NEGATIVEZ
} REFRESH_CubeMapFace;
typedef enum REFRESH_BufferUsage
{
REFRESH_BUFFERUSAGE_STATIC,
REFRESH_BUFFERUSAGE_DYNAMIC
} REFRESH_BufferUsage;
typedef enum REFRESH_VertexElementFormat
{
REFRESH_VERTEXELEMENTFORMAT_SINGLE,
@ -266,11 +262,11 @@ typedef enum REFRESH_ColorComponentFlagBits
typedef uint32_t REFRESH_ColorComponentFlags;
typedef enum REFRESH_ShaderStage
typedef enum REFRESH_ShaderStageType
{
REFRESH_SHADERSTAGE_VERTEX,
REFRESH_SHADERSTAGE_FRAGMENT
} REFRESH_ShaderStage;
} REFRESH_ShaderStageType;
typedef enum REFRESH_SamplerFilter
{
@ -419,7 +415,7 @@ typedef struct REFRESH_RenderTargetBlendState
typedef struct REFRESH_ShaderTextureSamplerLayoutBinding
{
uint32_t binding;
REFRESH_ShaderStage shaderStage;
REFRESH_ShaderStageType shaderStage;
} REFRESH_ShaderSampleLayoutBinding;
typedef struct REFRESH_ShaderTextureSamplerLayout
@ -431,7 +427,7 @@ typedef struct REFRESH_ShaderTextureSamplerLayout
typedef struct REFRESH_ShaderParamLayoutBinding
{
uint32_t binding;
REFRESH_ShaderStage shaderStage;
REFRESH_ShaderStageType shaderStage;
} REFRESH_ShaderParamLayoutBinding;
typedef struct REFRESH_ShaderParamLayout
@ -474,9 +470,15 @@ typedef struct REFRESH_RenderPassCreateInfo
/* Pipeline state structures */
typedef struct REFRESH_ShaderStageState
{
REFRESH_ShaderModule *shaderModule;
const char* entryPointName;
} REFRESH_ShaderStageState;
typedef struct REFRESH_TopologyState
{
REFRESH_TopologyState topology;
REFRESH_PrimitiveType topology;
} REFRESH_TopologyState;
typedef struct REFRESH_ViewportState
@ -528,19 +530,20 @@ typedef struct REFRESH_ColorBlendState
float blendConstants[4];
} REFRESH_ColorBlendState;
typedef struct REFRESH_PipelineCreateInfo
typedef struct REFRESH_GraphicsPipelineCreateInfo
{
const REFRESH_ShaderStage *shaderStages;
const REFRESH_VertexInputState *vertexInputState;
const REFRESH_TopologyState *topologyState;
const REFRESH_ViewportState *viewportState;
const REFRESH_RasterizerState *rasterizerState;
const REFRESH_MultisampleState *multisampleState;
const REFRESH_DepthStencilState *depthStencilState;
const REFRESH_ColorBlendState *colorBlendState;
REFRESH_PipelineLayoutCreateInfo *layoutCreateInfo;
const REFRESH_ShaderStageState vertexShaderState;
const REFRESH_ShaderStageState fragmentShaderState;
const REFRESH_VertexInputState vertexInputState;
const REFRESH_TopologyState topologyState;
const REFRESH_ViewportState viewportState;
const REFRESH_RasterizerState rasterizerState;
const REFRESH_MultisampleState multisampleState;
const REFRESH_DepthStencilState depthStencilState;
const REFRESH_ColorBlendState colorBlendState;
REFRESH_PipelineLayoutCreateInfo layoutCreateInfo;
REFRESH_RenderPass *renderPass;
} REFRESH_PipelineCreateInfo;
} REFRESH_GraphicsPipelineCreateInfo;
typedef struct REFRESH_FramebufferCreateInfo
{
@ -662,9 +665,9 @@ REFRESHAPI REFRESH_RenderPass* REFRESH_CreateRenderPass(
);
/* Returns an allocated Pipeline* object. */
REFRESHAPI REFRESH_Pipeline* REFRESH_CreatePipeline(
REFRESHAPI REFRESH_GraphicsPipeline* REFRESH_CreateGraphicsPipeline(
REFRESH_Device *device,
REFRESH_PipelineCreateInfo *pipelineCreateInfo
REFRESH_GraphicsPipelineCreateInfo *pipelineCreateInfo
);
/* Returns an allocated Sampler* object. */
@ -765,45 +768,157 @@ REFRESHAPI REFRESH_DepthStencilTarget* REFRESH_GenDepthStencilTarget(
REFRESH_Texture *texture
);
/* 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
* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
/* Creates a vertex buffer to be used by Draw commands.
*
* texture: The REFRESH_Texture to be destroyed.
* sizeInBytes: The length of the vertex buffer.
*/
REFRESHAPI void REFRESH_AddDisposeTexture(
REFRESHAPI REFRESH_Buffer* REFRESH_GenVertexBuffer(
REFRESH_Device *device,
REFRESH_Texture *texture
uint32_t sizeInBytes
);
/* 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
* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
/* Creates an index buffer to be used by Draw commands.
*
* colorTarget: The REFRESH_ColorTarget to be destroyed.
* sizeInBytes: The length of the index buffer.
*/
REFRESHAPI void REFRESH_AddDisposeColorTarget(
REFRESHAPI REFRESH_Buffer* REFRESH_GenIndexBuffer(
REFRESH_Device *device,
REFRESH_ColorTarget *colorTarget
uint32_t sizeInBytes
);
/* 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
* this is not called from the main thread (for example, if a garbage collector
* deletes the resource instead of the programmer).
/* Setters */
/* Uploads image data to a 2D texture object.
*
* depthStencilTarget: The REFRESH_DepthStencilTarget to be destroyed.
* texture: The texture to be updated.
* x: The x offset of the subregion being updated.
* y: The y offset of the subregion being updated.
* w: The width of the subregion being updated.
* h: The height of the subregion being updated.
* level: The mipmap level being updated.
* data: A pointer to the image data.
* dataLength: The size of the image data in bytes.
*/
REFRESHAPI void REFRESH_AddDisposeDepthStencilTarget(
REFRESHAPI void REFRESH_SetTextureData2D(
REFRESH_Device *device,
REFRESH_DepthStencilTarget *depthStencilTarget
REFRESH_Texture *texture,
uint32_t x,
uint32_t y,
uint32_t w,
uint32_t h,
uint32_t level,
void *data,
uint32_t dataLengthInBytes
);
/* Shader State */
/* Uploads image data to a 3D texture object.
*
* texture: The texture to be updated.
* x: The x offset of the subregion being updated.
* y: The y offset of the subregion being updated.
* z: The z offset of the subregion being updated.
* w: The width of the subregion being updated.
* h: The height of the subregion being updated.
* d: The depth of the subregion being updated.
* level: The mipmap level being updated.
* data: A pointer to the image data.
* dataLength: The size of the image data in bytes.
*/
REFRESHAPI void REFRESH_SetTextureData3D(
REFRESH_Device *device,
REFRESH_Texture *texture,
uint32_t x,
uint32_t y,
uint32_t z,
uint32_t w,
uint32_t h,
uint32_t d,
uint32_t level,
void* data,
uint32_t dataLength
);
/* Uploads image data to a single face of a texture cube object.
*
* texture: The texture to be updated.
* x: The x offset of the subregion being updated.
* y: The y offset of the subregion being updated.
* w: The width of the subregion being updated.
* h: The height of the subregion being updated.
* cubeMapFace: The face of the cube being updated.
* level: The mipmap level being updated.
* data: A pointer to the image data.
* dataLength: The size of the image data in bytes.
*/
REFRESHAPI void REFRESH_SetTextureDataCube(
REFRESH_Device *device,
REFRESH_Texture *texture,
uint32_t x,
uint32_t y,
uint32_t w,
uint32_t h,
REFRESH_CubeMapFace cubeMapFace,
uint32_t level,
void* data,
uint32_t dataLength
);
/* Uploads YUV image data to three ALPHA8 texture objects.
*
* y: The texture storing the Y data.
* u: The texture storing the U (Cb) data.
* v: The texture storing the V (Cr) data.
* yWidth: The width of the Y plane.
* yHeight: The height of the Y plane.
* uvWidth: The width of the U/V planes.
* uvHeight: The height of the U/V planes.
* data: A pointer to the raw YUV image data.
* dataLength: The size of the image data in bytes.
*/
REFRESHAPI void REFRESH_SetTextureDataYUV(
REFRESH_Device *device,
REFRESH_Texture *y,
REFRESH_Texture *u,
REFRESH_Texture *v,
uint32_t yWidth,
uint32_t yHeight,
uint32_t uvWidth,
uint32_t uvHeight,
void* data,
uint32_t dataLength
);
/* Sets a region of the vertex buffer with client data.
*
* buffer: The vertex buffer to be updated.
* offsetInBytes: The starting offset of the buffer to write into.
* data: The client data to write into the buffer.
* elementCount: The number of elements from the client buffer to write.
* elementSizeInBytes: The size of each element in the client buffer.
*/
REFRESHAPI void REFRESH_SetVertexBufferData(
REFRESH_Device *device,
REFRESH_Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t elementCount,
uint32_t elementSizeInBytes
);
/* Sets a region of the index buffer with client data.
*
* buffer: The index buffer to be updated.
* offsetInBytes: The starting offset of the buffer to write into.
* data: The client data to write into the buffer.
* dataLength: The size (in bytes) of the client data.
*/
REFRESHAPI void REFRESH_SetIndexBufferData(
REFRESH_Device *device,
REFRESH_Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t dataLength
);
/* Sets textures/samplers for use with the currently bound vertex shader.
*
@ -858,7 +973,124 @@ REFRESHAPI void REFRESH_SetFragmentShaderParamData(
uint32_t elementSizeInBytes
);
/* Render Pass */
/* Getters */
/* Pulls image data from a 2D texture into client memory. Like any GetData,
* this is generally asking for a massive CPU/GPU sync point, don't call this
* unless there's absolutely no other way to use the image data!
*
* texture: The texture object being read.
* x: The x offset of the subregion being read.
* y: The y offset of the subregion being read.
* w: The width of the subregion being read.
* h: The height of the subregion being read.
* level: The mipmap level being read.
* data: The pointer being filled with the image data.
* dataLength: The size of the image data in bytes.
*/
REFRESHAPI void REFRESH_GetTextureData2D(
REFRESH_Device *device,
REFRESH_Texture *texture,
uint32_t x,
uint32_t y,
uint32_t w,
uint32_t h,
uint32_t level,
void* data,
uint32_t dataLength
);
/* Pulls image data from a single face of a texture cube object into client
* memory. Like any GetData, this is generally asking for a massive CPU/GPU sync
* point, don't call this unless there's absolutely no other way to use the
* image data!
*
* texture: The texture object being read.
* x: The x offset of the subregion being read.
* y: The y offset of the subregion being read.
* w: The width of the subregion being read.
* h: The height of the subregion being read.
* cubeMapFace: The face of the cube being read.
* level: The mipmap level being read.
* data: The pointer being filled with the image data.
* dataLength: The size of the image data in bytes.
*/
REFRESHAPI void REFRESH_GetTextureDataCube(
REFRESH_Device *device,
REFRESH_Texture *texture,
uint32_t x,
uint32_t y,
uint32_t w,
uint32_t h,
REFRESH_CubeMapFace cubeMapFace,
uint32_t level,
void* data,
uint32_t dataLength
);
/* 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
* 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(
REFRESH_Device *device,
REFRESH_Texture *texture
);
/* 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
* 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(
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
* 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(
REFRESH_Device *device,
REFRESH_DepthStencilTarget *depthStencilTarget
);
/* Sends a vertex buffer to be destroyed by the renderer. Note that we call it
* "AddDispose" 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_AddDisposeVertexBuffer(
REFRESH_Device *device,
REFRESH_Buffer *buffer
);
/* Sends an index buffer to be destroyed by the renderer. Note that we call it
* "AddDispose" 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_AddDisposeIndexBuffer(
REFRESH_Device *device,
REFRESH_Buffer *buffer
);
/* Graphics State */
/* Begins a render pass.
*
@ -888,6 +1120,12 @@ REFRESHAPI void REFRESH_EndRenderPass(
REFRESH_Device *device
);
/* Binds a pipeline to the graphics bind point. */
REFRESHAPI void REFRESH_BindGraphicsPipeline(
REFRESH_Device *device,
REFRESH_GraphicsPipeline *graphicsPipeline
);
#ifdef __cplusplus
}
#endif /* __cplusplus */