forked from MoonsideGames/Refresh
Rework Presentation Flow (#15)
Removes `Refresh_RenderTarget`, `Refresh_CreateRenderTarget` and `Refresh_QueueDestroyRenderTarget`. Render targets are now managed by the implementation. Adds `REFRESH_TEXTUREFORMAT_B8G8R8A8`. Adds `Refresh_AcquireSwapchainTexture`. Returns a swapchain texture for the requested window. Removes `Refresh_QueuePresent`. It is now assumed that the texture returned by `Refresh_AcquireSwapchainTexture` will be presented. This texture can be manipulated like any other texture. Adds `Refresh_GetSwapchainFormat`. Returns the swapchain format for the requested window. Reviewed-on: MoonsideGames/Refresh#15 Co-authored-by: cosmonaut <evan@moonside.games> Co-committed-by: cosmonaut <evan@moonside.games>updatetemplate
parent
d22bed8b76
commit
cb99489b3c
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@ -58,7 +58,6 @@ typedef struct Refresh_Device Refresh_Device;
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typedef struct Refresh_Buffer Refresh_Buffer;
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typedef struct Refresh_Texture Refresh_Texture;
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typedef struct Refresh_Sampler Refresh_Sampler;
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typedef struct Refresh_RenderTarget Refresh_RenderTarget;
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typedef struct Refresh_ShaderModule Refresh_ShaderModule;
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typedef struct Refresh_ComputePipeline Refresh_ComputePipeline;
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typedef struct Refresh_GraphicsPipeline Refresh_GraphicsPipeline;
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@ -113,6 +112,7 @@ typedef enum Refresh_TextureFormat
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{
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/* Color Formats */
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REFRESH_TEXTUREFORMAT_R8G8B8A8,
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REFRESH_TEXTUREFORMAT_B8G8R8A8,
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REFRESH_TEXTUREFORMAT_R5G6B5,
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REFRESH_TEXTUREFORMAT_A1R5G5B5,
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REFRESH_TEXTUREFORMAT_B4G4R4A4,
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@ -585,7 +585,11 @@ typedef struct Refresh_GraphicsPipelineCreateInfo
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typedef struct Refresh_ColorAttachmentInfo
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{
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Refresh_RenderTarget *pRenderTarget;
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Refresh_Texture *texture; /* We can't use TextureSlice because render passes take a single rectangle. */
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uint32_t depth;
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uint32_t layer;
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uint32_t level;
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Refresh_SampleCount sampleCount;
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Refresh_Vec4 clearColor; /* Can be ignored by RenderPass */
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Refresh_LoadOp loadOp;
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Refresh_StoreOp storeOp;
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@ -593,8 +597,11 @@ typedef struct Refresh_ColorAttachmentInfo
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typedef struct Refresh_DepthStencilAttachmentInfo
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{
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Refresh_RenderTarget *pDepthStencilTarget;
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Refresh_DepthStencilValue depthStencilValue; /* Can be ignored by RenderPass */
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Refresh_Texture *texture; /* We can't use TextureSlice because render passes take a single rectangle. */
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uint32_t depth;
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uint32_t layer;
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uint32_t level;
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Refresh_DepthStencilValue depthStencilClearValue; /* Can be ignored by RenderPass */
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Refresh_LoadOp loadOp;
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Refresh_StoreOp storeOp;
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Refresh_LoadOp stencilLoadOp;
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@ -831,17 +838,6 @@ REFRESHAPI Refresh_Texture* Refresh_CreateTexture(
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Refresh_TextureCreateInfo *textureCreateInfo
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);
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/* Creates a color target.
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*
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* textureSlice: The texture slice that the color target will resolve to.
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* multisampleCount: The MSAA value for the color target.
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*/
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REFRESHAPI Refresh_RenderTarget* Refresh_CreateRenderTarget(
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Refresh_Device *device,
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Refresh_TextureSlice *textureSlice,
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Refresh_SampleCount multisampleCount
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);
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/* Creates a buffer.
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*
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* usageFlags: Specifies how the buffer will be used.
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@ -1053,19 +1049,6 @@ REFRESHAPI void Refresh_QueueDestroyBuffer(
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Refresh_Buffer *buffer
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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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* "QueueDestroy" 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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* renderTarget: The Refresh_ColorTarget to be destroyed.
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*/
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REFRESHAPI void Refresh_QueueDestroyRenderTarget(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_RenderTarget *renderTarget
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);
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/* Sends a shader module to be destroyed by the renderer. Note that we call it
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* "QueueDestroy" 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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@ -1244,23 +1227,24 @@ REFRESHAPI Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
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uint8_t fixed
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);
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/* Queues an image to be presented to a window.
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* The image will be presented upon the next Refresh_Submit call.
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/* Acquires a texture to use for presentation.
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* May return NULL under certain conditions.
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* If NULL, the user must ensure to not present.
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* Once a swapchain texture is acquired,
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* it will automatically be presented on command buffer submission.
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*
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* NOTE:
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* It is an error to call this function in headless mode.
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*
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* textureSlice: The texture slice to present.
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* destinationRectangle: The region of the window to update. Can be NULL.
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* filter: The filter to use if scaling is required.
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* windowHandle: The window to present to.
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* It is not recommended to hold a reference to this texture long term.
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*/
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REFRESHAPI void Refresh_QueuePresent(
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REFRESHAPI Refresh_Texture* Refresh_AcquireSwapchainTexture(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *textureSlice,
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Refresh_Rect *destinationRectangle,
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Refresh_Filter filter,
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void *windowHandle
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);
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/* Returns the format of the swapchain for the given window. */
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REFRESHAPI Refresh_TextureFormat Refresh_GetSwapchainFormat(
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Refresh_Device *device,
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void *windowHandle
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);
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@ -1271,7 +1255,7 @@ REFRESHAPI void Refresh_Submit(
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Refresh_CommandBuffer **pCommandBuffers
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);
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/* Waits for the previous submission to complete. */
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/* Waits for all submissions to complete. */
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REFRESHAPI void Refresh_Wait(
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Refresh_Device *device
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);
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@ -68,17 +68,19 @@ REFRESHAPI void Refresh_Image_Free(uint8_t *mem);
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/* Image Write API */
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/* Encodes RGBA8 image data into PNG data.
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/* Encodes 32-bit color data into PNG data.
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*
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* filename: The filename that the image will be written to.
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* w: The width of the PNG data.
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* h: The height of the PNG data.
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* data: The raw RGBA8 image data.
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* bgra: Whether the data is in BGRA8 format. Otherwise will assume RBGA8.
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* data: The raw color data.
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*/
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REFRESHAPI void Refresh_Image_SavePNG(
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char const *filename,
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int32_t w,
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int32_t h,
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uint8_t bgra,
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uint8_t *data
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);
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@ -305,19 +305,6 @@ Refresh_Texture* Refresh_CreateTexture(
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);
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}
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Refresh_RenderTarget* Refresh_CreateRenderTarget(
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Refresh_Device *device,
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Refresh_TextureSlice *textureSlice,
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Refresh_SampleCount multisampleCount
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) {
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NULL_RETURN_NULL(device);
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return device->CreateRenderTarget(
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device->driverData,
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textureSlice,
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multisampleCount
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);
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}
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Refresh_Buffer* Refresh_CreateBuffer(
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Refresh_Device *device,
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Refresh_BufferUsageFlags usageFlags,
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@ -557,19 +544,6 @@ void Refresh_QueueDestroyBuffer(
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);
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}
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void Refresh_QueueDestroyRenderTarget(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_RenderTarget *renderTarget
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) {
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NULL_RETURN(device);
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device->QueueDestroyRenderTarget(
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device->driverData,
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commandBuffer,
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renderTarget
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);
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}
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void Refresh_QueueDestroyShaderModule(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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@ -738,21 +712,26 @@ Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
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);
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}
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void Refresh_QueuePresent(
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Refresh_Texture* Refresh_AcquireSwapchainTexture(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice* textureSlice,
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Refresh_Rect *destinationRectangle,
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Refresh_Filter filter,
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void *windowHandle
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) {
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NULL_RETURN(device);
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device->QueuePresent(
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NULL_RETURN_NULL(device);
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return device->AcquireSwapchainTexture(
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device->driverData,
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commandBuffer,
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textureSlice,
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destinationRectangle,
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filter,
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windowHandle
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);
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}
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Refresh_TextureFormat Refresh_GetSwapchainFormat(
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Refresh_Device *device,
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void *windowHandle
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) {
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if (device == NULL) { return 0; }
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return device->GetSwapchainFormat(
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device->driverData,
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windowHandle
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);
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}
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@ -154,6 +154,7 @@ static inline int32_t BytesPerImage(
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#define MAX_BUFFER_BINDINGS 16
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#define MAX_COLOR_TARGET_BINDINGS 4
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#define MAX_PRESENT_COUNT 16
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/* Refresh_Device Definition */
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@ -243,12 +244,6 @@ struct Refresh_Device
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Refresh_TextureCreateInfo *textureCreateInfo
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);
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Refresh_RenderTarget* (*CreateRenderTarget)(
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Refresh_Renderer *driverData,
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Refresh_TextureSlice *textureSlice,
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Refresh_SampleCount multisampleCount
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);
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Refresh_Buffer* (*CreateBuffer)(
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Refresh_Renderer *driverData,
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Refresh_BufferUsageFlags usageFlags,
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@ -367,12 +362,6 @@ struct Refresh_Device
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Refresh_Buffer *buffer
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);
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void(*QueueDestroyRenderTarget)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_RenderTarget *renderTarget
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);
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void(*QueueDestroyShaderModule)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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@ -453,12 +442,14 @@ struct Refresh_Device
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uint8_t fixed
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);
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void(*QueuePresent)(
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Refresh_Texture* (*AcquireSwapchainTexture)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_TextureSlice *textureSlice,
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Refresh_Rect *destinationRectangle,
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Refresh_Filter filter,
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void *windowHandle
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);
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Refresh_TextureFormat (*GetSwapchainFormat)(
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Refresh_Renderer *driverData,
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void *windowHandle
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);
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@ -490,7 +481,6 @@ struct Refresh_Device
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ASSIGN_DRIVER_FUNC(CreateSampler, name) \
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ASSIGN_DRIVER_FUNC(CreateShaderModule, name) \
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ASSIGN_DRIVER_FUNC(CreateTexture, name) \
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ASSIGN_DRIVER_FUNC(CreateRenderTarget, name) \
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ASSIGN_DRIVER_FUNC(CreateBuffer, name) \
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ASSIGN_DRIVER_FUNC(SetTextureData, name) \
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ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
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@ -506,7 +496,6 @@ struct Refresh_Device
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ASSIGN_DRIVER_FUNC(QueueDestroyTexture, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroySampler, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyBuffer, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyRenderTarget, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyShaderModule, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyComputePipeline, name) \
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ASSIGN_DRIVER_FUNC(QueueDestroyGraphicsPipeline, name) \
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@ -519,7 +508,8 @@ struct Refresh_Device
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ASSIGN_DRIVER_FUNC(BindComputeBuffers, name) \
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ASSIGN_DRIVER_FUNC(BindComputeTextures, name) \
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ASSIGN_DRIVER_FUNC(AcquireCommandBuffer, name) \
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ASSIGN_DRIVER_FUNC(QueuePresent, name) \
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ASSIGN_DRIVER_FUNC(AcquireSwapchainTexture, name) \
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ASSIGN_DRIVER_FUNC(GetSwapchainFormat, name) \
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ASSIGN_DRIVER_FUNC(Submit, name) \
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ASSIGN_DRIVER_FUNC(Wait, name)
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File diff suppressed because it is too large
Load Diff
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@ -209,9 +209,32 @@ void Refresh_Image_SavePNG(
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const char *filename,
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int32_t w,
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int32_t h,
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uint8_t bgra,
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uint8_t *data
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) {
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stbi_write_png(filename, w, h, 4, data, w * 4);
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uint32_t i;
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uint8_t *bgraData;
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if (bgra)
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{
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bgraData = SDL_malloc(w * h * 4);
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for (i = 0; i < w * h * 4; i += 4)
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{
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bgraData[i] = data[i + 2];
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bgraData[i + 1] = data[i + 1];
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bgraData[i + 2] = data[i];
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bgraData[i + 3] = data[i + 3];
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}
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stbi_write_png(filename, w, h, 4, bgraData, w * 4);
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SDL_free(bgraData);
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}
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else
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{
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stbi_write_png(filename, w, h, 4, data, w * 4);
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}
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}
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/* vim: set noexpandtab shiftwidth=8 tabstop=8: */
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