forked from MoonsideGames/Refresh
targets
parent
3bd6dfae2d
commit
6d10378978
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@ -58,7 +58,7 @@ typedef struct REFRESH_Sampler REFRESH_Sampler;
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typedef struct REFRESH_ShaderParamBuffer REFRESH_ShaderParamBuffer;
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typedef struct REFRESH_Buffer REFRESH_Buffer;
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typedef struct REFRESH_ColorTarget REFRESH_ColorTarget;
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typedef struct REFRESH_DepthTarget REFRESH_DepthTarget;
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typedef struct REFRESH_DepthStencilTarget REFRESH_DepthStencilTarget;
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typedef struct REFRESH_Framebuffer REFRESH_Framebuffer;
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typedef struct REFRESH_RenderPass REFRESH_RenderPass;
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typedef struct REFRESH_Pipeline REFRESH_Pipeline;
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@ -547,7 +547,7 @@ typedef struct REFRESH_FramebufferCreateInfo
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REFRESH_RenderPass *renderPass;
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const REFRESH_ColorTarget **pColorTargets;
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uint32_t colorTargetCount;
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const REFRESH_DepthTarget *pDepthTarget;
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const REFRESH_DepthStencilTarget *pDepthTarget;
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uint32_t width;
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uint32_t height;
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uint32_t layers;
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@ -733,6 +733,76 @@ REFRESHAPI REFRESH_Texture* REFRESH_CreateTextureCube(
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uint32_t levelCount
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);
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/* Creates a color target.
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*
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* width: The width of the color target.
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* height: The height of the color target.
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* format: The pixel format of the color target.
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* multisampleCount: The MSAA value for the color target.
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* texture: The texture that the color target will resolve to.
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*/
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REFRESHAPI REFRESH_ColorTarget* REFRESH_GenColorTarget(
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REFRESH_Device *device,
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uint32_t width,
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uint32_t height,
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REFRESH_SurfaceFormat format,
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uint32_t multisampleCount,
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REFRESH_Texture *texture
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);
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/* Creates a depth/stencil target.
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*
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* width: The width of the depth/stencil target.
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* height: The height of the depth/stencil target.
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* format: The storage format of the depth/stencil target.
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* texture: The texture that the depth/stencil target will resolve to.
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*/
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REFRESHAPI REFRESH_DepthStencilTarget* REFRESH_GenDepthStencilTarget(
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REFRESH_Device *device,
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uint32_t width,
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uint32_t height,
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REFRESH_DepthFormat format,
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REFRESH_Texture *texture
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);
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/* Disposal */
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/* Sends a texture to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* texture: The REFRESH_Texture to be destroyed.
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*/
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REFRESHAPI void REFRESH_AddDisposeTexture(
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REFRESH_Device *device,
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REFRESH_Texture *texture
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);
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/* Sends a color target to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* colorTarget: The REFRESH_ColorTarget to be destroyed.
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*/
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REFRESHAPI void REFRESH_AddDisposeColorTarget(
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REFRESH_Device *device,
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REFRESH_ColorTarget *colorTarget
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);
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/* Sends a depth/stencil target to be destroyed by the renderer. Note that we call it
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* "AddDispose" because it may not be immediately destroyed by the renderer if
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* this is not called from the main thread (for example, if a garbage collector
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* deletes the resource instead of the programmer).
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*
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* depthStencilTarget: The REFRESH_DepthStencilTarget to be destroyed.
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*/
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REFRESHAPI void REFRESH_AddDisposeDepthStencilTarget(
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REFRESH_Device *device,
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REFRESH_DepthStencilTarget *depthStencilTarget
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);
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/* Shader State */
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/* Sets textures/samplers for use with the currently bound vertex shader.
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