laying out the multi-driver skeleton

submit_rewrite
cosmonaut 2020-12-16 16:27:14 -08:00
parent 491c49d8ad
commit c57842afb9
4 changed files with 649 additions and 20 deletions

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@ -72,8 +72,7 @@ typedef enum REFRESH_PrimitiveType
REFRESH_PRIMITIVETYPE_LINELIST,
REFRESH_PRIMITIVETYPE_LINESTRIP,
REFRESH_PRIMITIVETYPE_TRIANGLELIST,
REFRESH_PRIMITIVETYPE_TRIANGLESTRIP,
REFRESH_PRIMITIVETYPE_TRIANGLEFAN
REFRESH_PRIMITIVETYPE_TRIANGLESTRIP
} REFRESH_PrimitiveType;
typedef enum REFRESH_LoadOp
@ -900,7 +899,7 @@ REFRESHAPI void REFRESH_SetTextureDataCube(
uint32_t dataLength
);
/* Uploads YUV image data to three ALPHA8 texture objects.
/* Uploads YUV image data to three R8 texture objects.
*
* y: The texture storing the Y data.
* u: The texture storing the U (Cb) data.
@ -957,6 +956,23 @@ REFRESHAPI void REFRESH_SetIndexBufferData(
uint32_t dataLength
);
/* Pushes shader param data to a buffer.
*
* shaderParamBuffer: The 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_SetShaderParamData(
REFRESH_Device *device,
REFRESH_Buffer *shaderParamBuffer,
uint32_t offsetInBytes,
void *data,
uint32_t elementCount,
uint32_t elementSizeInBytes
);
/* Sets textures/samplers for use with the currently bound vertex shader.
*
* startIndex: The index at which to begin replacing sampler references.
@ -987,23 +1003,6 @@ REFRESHAPI void REFRESH_SetFragmentSamplers(
uint32_t count
);
/* Pushes shader param data to a buffer.
*
* shaderParamBuffer: The 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_SetShaderParamData(
REFRESH_Device *device,
REFRESH_Buffer *shaderParamBuffer,
uint32_t offsetInBytes,
void *data,
uint32_t elementCount,
uint32_t elementSizeInBytes
);
/* Getters */
/* Pulls image data from a 2D texture into client memory. Like any GetData,

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@ -0,0 +1,36 @@
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
#include "Refresh_Driver.h"
#include <SDL.h>
/* Drivers */
static const REFRESH_Driver *drivers[] = {
&VulkanDriver,
NULL
};

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@ -0,0 +1,551 @@
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
#ifndef REFRESH_DRIVER_H
#define REFRESH_DRIVER_H
#include "Refresh.h"
/* Windows/Visual Studio cruft */
#ifdef _WIN32
#define inline __inline
#endif
/* Internal Helper Utilities */
static inline uint32_t Texture_GetFormatSize(
REFRESH_SurfaceFormat format
) {
switch (format)
{
case REFRESH_SURFACEFORMAT_BC1:
return 8;
case REFRESH_SURFACEFORMAT_BC2:
case REFRESH_SURFACEFORMAT_BC3:
return 16;
case REFRESH_SURFACEFORMAT_R8:
return 1;
case REFRESH_SURFACEFORMAT_R5G6B5:
case REFRESH_SURFACEFORMAT_B4G4R4A4:
case REFRESH_SURFACEFORMAT_A1R5G5B5:
case REFRESH_SURFACEFORMAT_R16_SFLOAT:
case REFRESH_SURFACEFORMAT_R8G8_SNORM:
return 2;
case REFRESH_SURFACEFORMAT_R8G8B8A8:
case REFRESH_SURFACEFORMAT_R32_SFLOAT:
case FNA3D_SURFACEFORMAT_RG32:
case REFRESH_SURFACEFORMAT_R16G16_SFLOAT:
case REFRESH_SURFACEFORMAT_R8G8B8A8_SNORM:
case REFRESH_SURFACEFORMAT_A2R10G10B10:
return 4;
case REFRESH_SURFACEFORMAT_R16G16B16A16_SFLOAT:
case REFRESH_SURFACEFORMAT_R16G16B16A16:
case REFRESH_SURFACEFORMAT_R32G32_SFLOAT:
return 8;
case REFRESH_SURFACEFORMAT_R32G32B32A32_SFLOAT:
return 16;
default:
FNA3D_LogError(
"Unrecognized SurfaceFormat!"
);
return 0;
}
}
static inline uint32_t PrimitiveVerts(
REFRESH_PrimitiveType primitiveType,
uint32_t primitiveCount
) {
switch (primitiveType)
{
case REFRESH_PRIMITIVETYPE_TRIANGLELIST:
return primitiveCount * 3;
case REFRESH_PRIMITIVETYPE_TRIANGLESTRIP:
return primitiveCount + 2;
case REFRESH_PRIMITIVETYPE_LINELIST:
return primitiveCount * 2;
case REFRESH_PRIMITIVETYPE_LINESTRIP:
return primitiveCount + 1;
case REFRESH_PRIMITIVETYPE_POINTLIST:
return primitiveCount;
default:
REFRESH_LogError(
"Unrecognized primitive type!"
);
return 0;
}
}
static inline uint32_t IndexSize(REFRESH_IndexElementSize size)
{
return (size == FNA3D_INDEXELEMENTSIZE_16BIT) ? 2 : 4;
}
static inline uint32_t BytesPerRow(
int32_t width,
REFRESH_SurfaceFormat format
) {
uint32_t blocksPerRow = width;
if ( format == REFRESH_SURFACEFORMAT_BC1 ||
format == REFRESH_SURFACEFORMAT_BC2 ||
format == REFRESH_SURFACEFORMAT_BC3 )
{
blocksPerRow = (width + 3) / 4;
}
return blocksPerRow * Texture_GetFormatSize(format);
}
static inline int32_t BytesPerImage(
uint32_t width,
uint32_t height,
REFRESH_SurfaceFormat format
) {
uint32_t blocksPerRow = width;
uint32_t blocksPerColumn = height;
if ( format == REFRESH_SURFACEFORMAT_BC1 ||
format == REFRESH_SURFACEFORMAT_BC2 ||
format == REFRESH_SURFACEFORMAT_BC3 )
{
blocksPerRow = (width + 3) / 4;
blocksPerColumn = (height + 3) / 4;
}
return blocksPerRow * blocksPerColumn * Texture_GetFormatSize(format);
}
/* XNA GraphicsDevice Limits */
/* TODO: can these be adjusted for modern low-end? */
#define MAX_TEXTURE_SAMPLERS 16
#define MAX_VERTEXTEXTURE_SAMPLERS 4
#define MAX_TOTAL_SAMPLERS (MAX_TEXTURE_SAMPLERS + MAX_VERTEXTEXTURE_SAMPLERS)
#define MAX_VERTEX_ATTRIBUTES 16
#define MAX_BOUND_VERTEX_BUFFERS 16
#define MAX_RENDERTARGET_BINDINGS 4
/* REFRESH_Device Definition */
typedef struct REFRESH_Renderer REFRESH_Renderer;
struct REFRESH_Device
{
/* Quit */
void (*DestroyDevice)(REFRESH_Device *device);
/* Drawing */
void (*Clear)(
REFRESH_Renderer *driverData,
REFRESH_ClearOptions options,
REFRESH_Vec4 **colors,
uint32_t colorCount,
float depth,
int32_t stencil
);
void (*DrawIndexedPrimitives)(
REFRESH_Renderer *driverData,
REFRESH_PrimitiveType primitiveType,
int32_t baseVertex,
int32_t minVertexIndex,
int32_t numVertices,
int32_t startIndex,
int32_t primitiveCount,
REFRESH_Buffer *indices,
REFRESH_IndexElementSize indexElementSize
);
void (*DrawInstancedPrimitives)(
REFRESH_Renderer *driverData,
REFRESH_PrimitiveType primitiveType,
int32_t baseVertex,
int32_t minVertexIndex,
int32_t numVertices,
int32_t startIndex,
int32_t primitiveCount,
int32_t instanceCount,
REFRESH_Buffer *indices,
REFRESH_IndexElementSize indexElementSize
);
void (*DrawPrimitives)(
REFRESH_Renderer *driverData,
REFRESH_PrimitiveType primitiveType,
int32_t vertexStart,
int32_t primitiveCount
);
/* State Creation */
void (*CreateRenderPass)(
REFRESH_Renderer *driverData,
REFRESH_RenderPassCreateInfo *renderPassCreateInfo
);
void (*CreateGraphicsPipeline)(
REFRESH_Renderer *driverData,
REFRESH_GraphicsPipelineCreateInfo *pipelineCreateInfo
);
void (*CreateSampler)(
REFRESH_Renderer *driverData,
REFRESH_SamplerStateCreateInfo *samplerStateCreateInfo
);
void (*CreateFramebuffer)(
REFRESH_Renderer *driverData,
REFRESH_FramebufferCreateInfo *framebufferCreateInfo
);
void (*CreateShaderModule)(
REFRESH_Renderer *driverData,
REFRESH_ShaderModuleCreateInfo *shaderModuleCreateInfo
);
void (*CreateTexture2D)(
REFRESH_Renderer *driverData,
REFRESH_SurfaceFormat format,
uint32_t width,
uint32_t height,
uint32_t levelCount
);
void (*CreateTexture3D)(
REFRESH_Renderer *driverData,
REFRESH_SurfaceFormat format,
uint32_t width,
uint32_t height,
uint32_t depth,
uint32_t levelCount
);
void (*CreateTextureCube)(
REFRESH_Renderer *driverData,
REFRESH_SurfaceFormat format,
uint32_t size,
uint32_t levelCount
);
void (*GenColorTarget)(
REFRESH_Renderer *driverData,
uint32_t width,
uint32_t height,
REFRESH_SurfaceFormat format,
uint32_t multisampleCount,
REFRESH_Texture *texture
);
void(*GenDepthStencilTarget)(
REFRESH_Renderer *driverData,
uint32_t width,
uint32_t height,
REFRESH_DepthFormat format,
REFRESH_Texture *texture
);
void(*GenVertexBuffer)(
REFRESH_Renderer *driverData,
uint32_t sizeInBytes
);
void(*GenIndexBuffer)(
REFRESH_Renderer *driverData,
uint32_t sizeInBytes
);
void(*GenShaderParamBuffer)(
REFRESH_Renderer *driverData,
uint32_t sizeInBytes
);
/* Setters */
void(*SetTextureData2D)(
REFRESH_Renderer *driverData,
REFRESH_Texture *texture,
uint32_t x,
uint32_t y,
uint32_t w,
uint32_t h,
uint32_t level,
void *data,
uint32_t dataLengthInBytes
);
void(*SetTextureData3D)(
REFRESH_Renderer *driverData,
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
);
void(*SetTextureDataCube)(
REFRESH_Renderer *driverData,
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
);
void(*SetTextureDataYUV)(
REFRESH_Renderer *driverData,
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
);
void(*SetVertexBufferData)(
REFRESH_Renderer *driverData,
REFRESH_Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t elementCount,
uint32_t elementSizeInBytes
);
void(*SetIndexBufferData)(
REFRESH_Renderer *driverData,
REFRESH_Buffer *buffer,
uint32_t offsetInBytes,
void* data,
uint32_t dataLength
);
void(*SetShaderParamData)(
REFRESH_Renderer *driverData,
REFRESH_Buffer *shaderParamBuffer,
uint32_t offsetInBytes,
void *data,
uint32_t elementCount,
uint32_t elementSizeInBytes
);
void(*SetVertexSamplers)(
REFRESH_Renderer *driverData,
uint32_t startIndex,
REFRESH_Texture *pTextures,
REFRESH_Sampler *pSamplers,
uint32_t count
);
void(*SetFragmentSamplers)(
REFRESH_Renderer *driverData,
uint32_t startIndex,
REFRESH_Texture *pTextures,
REFRESH_Sampler *pSamplers,
uint32_t count
);
/* Getters */
void(*GetTextureData2D)(
REFRESH_Renderer *driverData,
REFRESH_Texture *texture,
uint32_t x,
uint32_t y,
uint32_t w,
uint32_t h,
uint32_t level,
void* data,
uint32_t dataLength
);
void(*GetTextureDataCube)(
REFRESH_Renderer *driverData,
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 */
void(*AddDisposeTexture)(
REFRESH_Renderer *driverData,
REFRESH_Texture *texture
);
void(*AddDisposeSampler)(
REFRESH_Renderer *driverData,
REFRESH_Sampler *sampler
);
void(*AddDisposeVertexBuffer)(
REFRESH_Renderer *driverData,
REFRESH_Buffer *buffer
);
void(*AddDisposeIndexBuffer)(
REFRESH_Renderer *driverData,
REFRESH_Buffer *buffer
);
void(*AddDisposeShaderParamBuffer)(
REFRESH_Renderer *driverData,
REFRESH_Buffer *buffer
);
void(*AddDisposeColorTarget)(
REFRESH_Renderer *driverData,
REFRESH_ColorTarget *colorTarget
);
void(*AddDisposeDepthStencilTarget)(
REFRESH_Renderer *driverData,
REFRESH_DepthStencilTarget *depthStencilTarget
);
void(*AddDisposeFramebuffer)(
REFRESH_Renderer *driverData,
REFRESH_Framebuffer *frameBuffer
);
void(*AddDisposeShaderModule)(
REFRESH_Renderer *driverData,
REFRESH_ShaderModule *shaderModule
);
void(*AddDisposeRenderPass)(
REFRESH_Renderer *driverData,
REFRESH_RenderPass *renderPass
);
void(*AddDisposeGraphicsPipeline)(
REFRESH_Renderer *driverData,
REFRESH_GraphicsPipeline *graphicsPipeline
);
/* Graphics State */
void(*BeginRenderPass)(
REFRESH_Renderer *driverData,
REFRESH_RenderPass *renderPass,
REFRESH_Framebuffer *framebuffer,
REFRESH_Rect renderArea,
REFRESH_ClearValue *pClearValues,
uint32_t clearCount
);
void(*EndRenderPass)(
REFRESH_Renderer *driverData
);
void(*BindGraphicsPipeline)(
REFRESH_Renderer *driverData,
REFRESH_GraphicsPipeline *graphicsPipeline
);
/* Opaque pointer for the Driver */
REFRESH_Renderer *driverData;
};
#define ASSIGN_DRIVER_FUNC(func, name) \
result->func = name##_##func;
#define ASSIGN_DRIVER(name) \
ASSIGN_DRIVER_FUNC(DestroyDevice, name) \
ASSIGN_DRIVER_FUNC(Clear, name) \
ASSIGN_DRIVER_FUNC(DrawIndexedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawInstancedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawPrimitives, name) \
ASSIGN_DRIVER_FUNC(CreateRenderPass, name) \
ASSIGN_DRIVER_FUNC(CreateGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(CreateSampler, name) \
ASSIGN_DRIVER_FUNC(CreateFramebuffer, name) \
ASSIGN_DRIVER_FUNC(CreateShaderModule, name) \
ASSIGN_DRIVER_FUNC(CreateTexture2D, name) \
ASSIGN_DRIVER_FUNC(CreateTexture3D, name) \
ASSIGN_DRIVER_FUNC(CreateTextureCube, name) \
ASSIGN_DRIVER_FUNC(GenColorTarget, name) \
ASSIGN_DRIVER_FUNC(GenDepthStencilTarget, name) \
ASSIGN_DRIVER_FUNC(GenVertexBuffer, name) \
ASSIGN_DRIVER_FUNC(GenIndexBuffer, name) \
ASSIGN_DRIVER_FUNC(GenShaderParamBuffer, name) \
ASSIGN_DRIVER_FUNC(SetTextureData2D, name) \
ASSIGN_DRIVER_FUNC(SetTextureData3D, name) \
ASSIGN_DRIVER_FUNC(SetTextureDataCube, name) \
ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
ASSIGN_DRIVER_FUNC(SetVertexBufferData, name) \
ASSIGN_DRIVER_FUNC(SetIndexBufferData, name) \
ASSIGN_DRIVER_FUNC(SetShaderParamData, name) \
ASSIGN_DRIVER_FUNC(SetVertexSamplers, name) \
ASSIGN_DRIVER_FUNC(SetFragmentSamplers, name) \
ASSIGN_DRIVER_FUNC(GetTextureData2D, name) \
ASSIGN_DRIVER_FUNC(GetTextureDataCube, name) \
ASSIGN_DRIVER_FUNC(AddDisposeTexture, name) \
ASSIGN_DRIVER_FUNC(AddDisposeSampler, name) \
ASSIGN_DRIVER_FUNC(AddDisposeVertexBuffer, name) \
ASSIGN_DRIVER_FUNC(AddDisposeIndexBuffer, name) \
ASSIGN_DRIVER_FUNC(AddDisposeShaderParamBuffer, 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(AddDisposeGraphicsPipeline, name) \
ASSIGN_DRIVER_FUNC(BeginRenderPass, name) \
ASSIGN_DRIVER_FUNC(EndRenderPass, name) \
ASSIGN_DRIVER_FUNC(BindGraphicsPipeline, name)
typedef struct REFRESH_Driver
{
const char *Name;
REFRESH_Device* (*CreateDevice)(
FNA3D_Device *fnaDevice
);
} REFRESH_Driver;
extern REFRESH_Driver VulkanDriver;
#endif /* FNA3D_DRIVER_H */
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */

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@ -0,0 +1,43 @@
/* Refresh - XNA-inspired 3D Graphics Library with modern capabilities
*
* Copyright (c) 2020 Evan Hemsley
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Evan "cosmonaut" Hemsley <evan@moonside.games>
*
*/
#if REFRESH_DRIVER_VULKAN
#define VK_NO_PROTOTYPES
#include "vulkan/vulkan.h"
#include "Refresh_Driver.h"
#include <SDL.h>
#include <SDL_syswm.h>
#include <SDL_vulkan.h>
REFRESH_Driver VulkanDriver = {
"Vulkan",
VULKAN_CreateDevice
};
#endif //REFRESH_DRIVER_VULKAN