forked from MoonsideGames/Refresh
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9 Commits
3b0774579f
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4a1e4a49a8
Author | SHA1 | Date |
---|---|---|
Caleb Cornett | 4a1e4a49a8 | |
Caleb Cornett | e44aee7101 | |
Caleb Cornett | f638e05ed1 | |
Caleb Cornett | 56ebde7567 | |
Caleb Cornett | 40b6ec0e91 | |
Caleb Cornett | 93848a79ec | |
Caleb Cornett | 77acc3c47a | |
cosmonaut | acefc530fd | |
cosmonaut | 3820d458fe |
|
@ -8,8 +8,8 @@ option(BUILD_SHARED_LIBS "Build shared library" ON)
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# Version
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SET(LIB_MAJOR_VERSION "1")
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SET(LIB_MINOR_VERSION "2")
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SET(LIB_REVISION "1")
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SET(LIB_MINOR_VERSION "3")
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SET(LIB_REVISION "0")
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SET(LIB_VERSION "${LIB_MAJOR_VERSION}.${LIB_MINOR_VERSION}.${LIB_REVISION}")
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# Build Type
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@ -55,8 +55,8 @@ extern "C" {
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/* Version API */
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#define REFRESH_MAJOR_VERSION 1
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#define REFRESH_MINOR_VERSION 2
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#define REFRESH_PATCH_VERSION 1
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#define REFRESH_MINOR_VERSION 3
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#define REFRESH_PATCH_VERSION 0
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#define REFRESH_COMPILED_VERSION ( \
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(REFRESH_MAJOR_VERSION * 100 * 100) + \
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@ -107,15 +107,6 @@ typedef enum Refresh_StoreOp
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REFRESH_STOREOP_DONT_CARE
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} Refresh_StoreOp;
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typedef enum Refresh_ClearOptionsBits
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{
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REFRESH_CLEAROPTIONS_COLOR = 0x00000001,
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REFRESH_CLEAROPTIONS_DEPTH = 0x00000002,
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REFRESH_CLEAROPTIONS_STENCIL = 0x00000004,
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} Refresh_ClearOptionsBits;
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typedef uint32_t Refresh_ClearOptions;
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typedef enum Refresh_IndexElementSize
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{
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REFRESH_INDEXELEMENTSIZE_16BIT,
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@ -607,30 +598,6 @@ REFRESHAPI void Refresh_DestroyDevice(Refresh_Device *device);
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/* Drawing */
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/* Clears the targets of the currently bound framebuffer.
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* If fewer colors are passed than the number of color targets in the
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* framebuffer, this function will clear the first n color targets.
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*
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* NOTE:
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* It is generally recommended to clear in BeginRenderPass
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* rather than by calling this function unless necessary.
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*
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* clearRect: Area to clear.
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* options: Bitflags to specify color/depth/stencil buffers for clearing.
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* colors: An array of color values for the cleared color buffers.
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* colorCount: The number of colors in the above array.
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* depthStencil: Depth and stencil values for the cleared depth stencil buffer.
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*/
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REFRESHAPI void Refresh_Clear(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Rect *clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4 *colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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);
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/* Draws data from vertex/index buffers with instancing enabled.
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*
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* baseVertex: The starting offset to read from the vertex buffer.
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@ -1136,17 +1103,22 @@ REFRESHAPI Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
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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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* If NULL, the user must ensure to not use the texture.
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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 not recommended to hold a reference to this texture long term.
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*
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* pWidth: A pointer to a uint32 that will be filled with the texture width.
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* pHeight: A pointer to a uint32 that will be filled with the texture height.
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*/
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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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void *windowHandle
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void *windowHandle,
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uint32_t *pWidth,
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uint32_t *pHeight
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);
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/* Returns the format of the swapchain for the given window. */
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@ -173,27 +173,6 @@ void Refresh_DestroyDevice(Refresh_Device *device)
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device->DestroyDevice(device);
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}
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void Refresh_Clear(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Rect *clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4 *colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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) {
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NULL_RETURN(device);
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device->Clear(
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device->driverData,
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commandBuffer,
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clearRect,
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options,
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colors,
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colorCount,
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depthStencil
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);
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}
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void Refresh_DrawIndexedPrimitives(
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Refresh_Device *device,
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Refresh_CommandBuffer *commandBuffer,
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@ -755,13 +734,17 @@ Refresh_CommandBuffer* Refresh_AcquireCommandBuffer(
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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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void *windowHandle
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void *windowHandle,
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uint32_t *pWidth,
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uint32_t *pHeight
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) {
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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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windowHandle
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windowHandle,
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pWidth,
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pHeight
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);
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}
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@ -168,16 +168,6 @@ struct Refresh_Device
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/* Drawing */
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void (*Clear)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Rect *clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4 *colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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);
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void (*DrawInstancedPrimitives)(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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@ -451,7 +441,9 @@ struct Refresh_Device
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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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void *windowHandle
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void *windowHandle,
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uint32_t *pWidth,
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uint32_t *pHeight
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);
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Refresh_TextureFormat (*GetSwapchainFormat)(
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@ -477,7 +469,6 @@ struct Refresh_Device
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result->func = name##_##func;
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#define ASSIGN_DRIVER(name) \
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ASSIGN_DRIVER_FUNC(DestroyDevice, name) \
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ASSIGN_DRIVER_FUNC(Clear, name) \
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ASSIGN_DRIVER_FUNC(DrawIndexedPrimitives, name) \
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ASSIGN_DRIVER_FUNC(DrawInstancedPrimitives, name) \
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ASSIGN_DRIVER_FUNC(DrawPrimitives, name) \
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@ -310,7 +310,7 @@ typedef struct D3D11Renderer
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IDXGIAdapter1* adapter;
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void *d3d11_dll;
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void *dxgi_dll;
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SDL_mutex *immediateContextMutex;
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SDL_mutex *contextLock;
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D3D11CommandBufferPool *commandBufferPool;
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SDL_mutex *commandBufferAcquisitionMutex;
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@ -629,65 +629,6 @@ static void D3D11_DestroyDevice(
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/* Drawing */
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static void D3D11_Clear(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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Refresh_Rect* clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4* colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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D3D11_CLEAR_FLAG dsClearFlags;
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float clearColors[4];
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uint32_t i;
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/* FIXME: What should we do about clearRect? */
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/* FIXME: Do we need to use colorCount or is it always the number of bound RTs? */
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if (options & REFRESH_CLEAROPTIONS_COLOR)
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{
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/* Clear color attachments */
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for (i = 0; i < cmdbuf->numBoundColorAttachments; i += 1)
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{
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clearColors[0] = colors[i].x;
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clearColors[1] = colors[i].y;
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clearColors[2] = colors[i].z;
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clearColors[3] = colors[i].w;
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ID3D11DeviceContext_ClearRenderTargetView(
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cmdbuf->context,
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cmdbuf->rtViews[i],
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clearColors
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);
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}
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}
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/* Check which of depth/stencil need to be cleared (if either) */
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dsClearFlags = 0;
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if (options & REFRESH_CLEAROPTIONS_DEPTH)
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{
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dsClearFlags |= D3D11_CLEAR_DEPTH;
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}
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if (options & REFRESH_CLEAROPTIONS_STENCIL)
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{
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dsClearFlags |= D3D11_CLEAR_STENCIL;
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}
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if (dsClearFlags != 0)
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{
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ID3D11DeviceContext_ClearDepthStencilView(
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cmdbuf->context,
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cmdbuf->dsView,
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dsClearFlags,
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depthStencil.depth,
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(uint8_t) depthStencil.stencil
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);
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}
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}
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static void D3D11_DrawInstancedPrimitives(
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Refresh_Renderer* driverData,
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Refresh_CommandBuffer* commandBuffer,
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@ -1202,10 +1143,12 @@ static D3D11SwapchainData* D3D11_INTERNAL_FetchSwapchainData(
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return swapchainData;
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}
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Refresh_Texture* D3D11_AcquireSwapchainTexture(
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static Refresh_Texture* D3D11_AcquireSwapchainTexture(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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void *windowHandle
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void *windowHandle,
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uint32_t *pWidth,
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uint32_t *pHeight
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) {
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D3D11Renderer *renderer = (D3D11Renderer*) driverData;
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D3D11CommandBuffer *cmdbuf = (D3D11CommandBuffer*) commandBuffer;
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@ -1241,6 +1184,10 @@ Refresh_Texture* D3D11_AcquireSwapchainTexture(
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/* Let the command buffer know it's associated with this swapchain. */
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cmdbuf->swapchainData = swapchainData;
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/* Send the dimensions to the out parameters. */
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*pWidth = swapchainData->refreshTexture.twod.width;
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*pHeight = swapchainData->refreshTexture.twod.height;
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/* Return the swapchain texture */
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return (Refresh_Texture*) &swapchainData->refreshTexture;
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}
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@ -1285,13 +1232,13 @@ static void D3D11_Submit(
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}
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/* Submit the command list to the immediate context */
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SDL_LockMutex(renderer->immediateContextMutex);
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SDL_LockMutex(renderer->contextLock);
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ID3D11DeviceContext_ExecuteCommandList(
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renderer->immediateContext,
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commandList,
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0
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);
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SDL_UnlockMutex(renderer->immediateContextMutex);
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SDL_UnlockMutex(renderer->contextLock);
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/* Now that we're done, either save the command list or release it. */
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if (commandBuffer->fixed)
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@ -1309,11 +1256,13 @@ static void D3D11_Submit(
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/* Present, if applicable */
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if (commandBuffer->swapchainData)
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{
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SDL_LockMutex(renderer->contextLock);
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IDXGISwapChain_Present(
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commandBuffer->swapchainData->swapchain,
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1, /* FIXME: Assumes vsync! */
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0
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);
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SDL_UnlockMutex(renderer->contextLock);
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}
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}
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}
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|
@ -1458,7 +1407,7 @@ tryCreateDevice:
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SDL_memset(renderer->commandBufferPool, 0, sizeof(D3D11CommandBufferPool));
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/* Create mutexes */
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renderer->immediateContextMutex = SDL_CreateMutex();
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renderer->contextLock = SDL_CreateMutex();
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renderer->commandBufferAcquisitionMutex = SDL_CreateMutex();
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/* Initialize miscellaneous renderer members */
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|
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@ -236,18 +236,6 @@ static void TEMPLATE_DestroyDevice(
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/* Drawing */
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static void TEMPLATE_Clear(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Rect *clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4 *colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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) {
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NOT_IMPLEMENTED
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}
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static void TEMPLATE_DrawInstancedPrimitives(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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|
@ -598,7 +586,9 @@ static Refresh_CommandBuffer* TEMPLATE_AcquireCommandBuffer(
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Refresh_Texture* TEMPLATE_AcquireSwapchainTexture(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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void *windowHandle
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void *windowHandle,
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uint32_t *pWidth,
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uint32_t *pHeight
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) {
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NOT_IMPLEMENTED
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}
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|
|
|
@ -4798,117 +4798,6 @@ static void VULKAN_DestroyDevice(
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SDL_free(device);
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}
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static void VULKAN_Clear(
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Refresh_Renderer *driverData,
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Refresh_CommandBuffer *commandBuffer,
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Refresh_Rect *clearRect,
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Refresh_ClearOptions options,
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Refresh_Vec4 *colors,
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uint32_t colorCount,
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Refresh_DepthStencilValue depthStencil
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) {
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VulkanRenderer* renderer = (VulkanRenderer*) driverData;
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VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
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uint32_t attachmentCount, i;
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VkClearAttachment clearAttachments[MAX_COLOR_TARGET_BINDINGS + 1];
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VkClearRect vulkanClearRect;
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VkClearValue clearValues[4];
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uint8_t shouldClearColor = options & REFRESH_CLEAROPTIONS_COLOR;
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uint8_t shouldClearDepth = options & REFRESH_CLEAROPTIONS_DEPTH;
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uint8_t shouldClearStencil = options & REFRESH_CLEAROPTIONS_STENCIL;
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uint8_t shouldClearDepthStencil = (
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(shouldClearDepth || shouldClearStencil)
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);
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if (!shouldClearColor && !shouldClearDepthStencil)
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{
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return;
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}
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vulkanClearRect.baseArrayLayer = 0;
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vulkanClearRect.layerCount = 1;
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vulkanClearRect.rect.offset.x = clearRect->x;
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vulkanClearRect.rect.offset.y = clearRect->y;
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vulkanClearRect.rect.extent.width = clearRect->w;
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vulkanClearRect.rect.extent.height = clearRect->h;
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attachmentCount = 0;
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if (shouldClearColor)
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{
|
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for (i = 0; i < colorCount; i += 1)
|
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{
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clearValues[i].color.float32[0] = colors[i].x;
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clearValues[i].color.float32[1] = colors[i].y;
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clearValues[i].color.float32[2] = colors[i].z;
|
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clearValues[i].color.float32[3] = colors[i].w;
|
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}
|
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|
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for (i = 0; i < colorCount; i += 1)
|
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{
|
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clearAttachments[attachmentCount].aspectMask =
|
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VK_IMAGE_ASPECT_COLOR_BIT;
|
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clearAttachments[attachmentCount].colorAttachment =
|
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attachmentCount;
|
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clearAttachments[attachmentCount].clearValue =
|
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clearValues[attachmentCount];
|
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attachmentCount += 1;
|
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|
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/* Do NOT clear the multisample image here!
|
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* Vulkan treats them both as the same color attachment.
|
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* Vulkan is a very good and not confusing at all API.
|
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*/
|
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}
|
||||
}
|
||||
|
||||
if (shouldClearDepthStencil)
|
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{
|
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clearAttachments[attachmentCount].aspectMask = 0;
|
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clearAttachments[attachmentCount].colorAttachment = 0;
|
||||
|
||||
if (shouldClearDepth)
|
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{
|
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if (depthStencil.depth < 0.0f)
|
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{
|
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depthStencil.depth = 0.0f;
|
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}
|
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else if (depthStencil.depth > 1.0f)
|
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{
|
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depthStencil.depth = 1.0f;
|
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}
|
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clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
|
||||
clearAttachments[attachmentCount].clearValue.depthStencil.depth = depthStencil.depth;
|
||||
}
|
||||
else
|
||||
{
|
||||
clearAttachments[attachmentCount].clearValue.depthStencil.depth = 0.0f;
|
||||
}
|
||||
|
||||
if (shouldClearStencil)
|
||||
{
|
||||
clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
|
||||
clearAttachments[attachmentCount].clearValue.depthStencil.stencil = depthStencil.stencil;
|
||||
}
|
||||
else
|
||||
{
|
||||
clearAttachments[attachmentCount].clearValue.depthStencil.stencil = 0;
|
||||
}
|
||||
|
||||
attachmentCount += 1;
|
||||
}
|
||||
|
||||
renderer->vkCmdClearAttachments(
|
||||
vulkanCommandBuffer->commandBuffer,
|
||||
attachmentCount,
|
||||
clearAttachments,
|
||||
1,
|
||||
&vulkanClearRect
|
||||
);
|
||||
}
|
||||
|
||||
static void VULKAN_DrawInstancedPrimitives(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
|
@ -8954,7 +8843,9 @@ static VulkanSwapchainData* VULKAN_INTERNAL_FetchSwapchainData(
|
|||
static Refresh_Texture* VULKAN_AcquireSwapchainTexture(
|
||||
Refresh_Renderer *driverData,
|
||||
Refresh_CommandBuffer *commandBuffer,
|
||||
void *windowHandle
|
||||
void *windowHandle,
|
||||
uint32_t *pWidth,
|
||||
uint32_t *pHeight
|
||||
) {
|
||||
VulkanRenderer *renderer = (VulkanRenderer*) driverData;
|
||||
VulkanCommandBuffer *vulkanCommandBuffer = (VulkanCommandBuffer*) commandBuffer;
|
||||
|
@ -9066,6 +8957,9 @@ static Refresh_Texture* VULKAN_AcquireSwapchainTexture(
|
|||
vulkanCommandBuffer->signalSemaphores[vulkanCommandBuffer->signalSemaphoreCount] = swapchainData->renderFinishedSemaphore;
|
||||
vulkanCommandBuffer->signalSemaphoreCount += 1;
|
||||
|
||||
*pWidth = swapchainData->extent.width;
|
||||
*pHeight = swapchainData->extent.height;
|
||||
|
||||
return (Refresh_Texture*) swapchainTexture;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue