Refresh/include/Refresh.h

1239 lines
36 KiB
C

/* 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 <stddef.h>
#ifndef REFRESH_H
#define REFRESH_H
#ifdef _WIN32
#define REFRESHAPI __declspec(dllexport)
#define REFRESHCALL __cdecl
#else
#define REFRESHAPI
#define REFRESHCALL
#endif
/* -Wpedantic nameless union/struct silencing */
#ifndef REFRESHNAMELESS
#ifdef __GNUC__
#define REFRESHNAMELESS __extension__
#else
#define REFRESHNAMELESS
#endif /* __GNUC__ */
#endif /* REFRESHNAMELESS */
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif /* __cplusplus */
/* Type Declarations */
typedef struct REFRESH_Device REFRESH_Device;
typedef struct REFRESH_Buffer REFRESH_Buffer;
typedef struct REFRESH_Texture REFRESH_Texture;
typedef struct REFRESH_Sampler REFRESH_Sampler;
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_GraphicsPipeline REFRESH_GraphicsPipeline;
typedef enum REFRESH_PrimitiveType
{
REFRESH_PRIMITIVETYPE_POINTLIST,
REFRESH_PRIMITIVETYPE_LINELIST,
REFRESH_PRIMITIVETYPE_LINESTRIP,
REFRESH_PRIMITIVETYPE_TRIANGLELIST,
REFRESH_PRIMITIVETYPE_TRIANGLESTRIP
} REFRESH_PrimitiveType;
typedef enum REFRESH_LoadOp
{
REFRESH_LOADOP_LOAD,
REFRESH_LOADOP_CLEAR,
REFRESH_LOADOP_DONT_CARE
} REFRESH_LoadOp;
typedef enum REFRESH_StoreOp
{
REFRESH_STOREOP_STORE,
REFRESH_STOREOP_DONT_CARE
} REFRESH_StoreOp;
typedef enum REFRESH_ClearOptions
{
REFRESH_CLEAROPTIONS_TARGET = 1,
REFRESH_CLEAROPTIONS_DEPTH = 2,
REFRESH_CLEAROPTIONS_STENCIL = 4,
} REFRESH_ClearOptions;
typedef enum REFRESH_IndexElementSize
{
REFRESH_INDEXELEMENTSIZE_16BIT,
REFRESH_INDEXELEMENTSIZE_32BIT
} REFRESH_IndexElementSize;
typedef enum REFRESH_SurfaceFormat
{
REFRESH_SURFACEFORMAT_R8G8B8A8,
REFRESH_SURFACEFORMAT_R5G6B5,
REFRESH_SURFACEFORMAT_A1R5G5B5,
REFRESH_SURFACEFORMAT_B4G4R4A4,
REFRESH_SURFACEFORMAT_BC1,
REFRESH_SURFACEFORMAT_BC2,
REFRESH_SURFACEFORMAT_BC3,
REFRESH_SURFACEFORMAT_R8G8_SNORM,
REFRESH_SURFACEFORMAT_R8G8B8A8_SNORM,
REFRESH_SURFACEFORMAT_A2R10G10B10,
REFRESH_SURFACEFORMAT_R16G16,
REFRESH_SURFACEFORMAT_R16G16B16A16,
REFRESH_SURFACEFORMAT_R8,
REFRESH_SURFACEFORMAT_R32_SFLOAT,
REFRESH_SURFACEFORMAT_R32G32_SFLOAT,
REFRESH_SURFACEFORMAT_R32G32B32A32_SFLOAT,
REFRESH_SURFACEFORMAT_R16_SFLOAT,
REFRESH_SURFACEFORMAT_R16G16_SFLOAT,
REFRESH_SURFACEFORMAT_R16G16B16A16_SFLOAT
} REFRESH_SurfaceFormat;
typedef enum REFRESH_DepthFormat
{
REFRESH_DEPTHFORMAT_D16_UNORM_S8_UINT,
REFRESH_DEPTHFORMAT_D24_UNORM_S8_UINT,
REFRESH_DEPTHFORMAT_D32_SFLOAT_S8_UINT
} REFRESH_DepthFormat;
typedef enum REFRESH_CubeMapFace
{
REFRESH_CUBEMAPFACE_POSITIVEX,
REFRESH_CUBEMAPFACE_NEGATIVEX,
REFRESH_CUBEMAPFACE_POSITIVEY,
REFRESH_CUBEMAPFACE_NEGATIVEY,
REFRESH_CUBEMAPFACE_POSITIVEZ,
REFRESH_CUBEMAPFACE_NEGATIVEZ
} REFRESH_CubeMapFace;
typedef enum REFRESH_VertexElementFormat
{
REFRESH_VERTEXELEMENTFORMAT_SINGLE,
REFRESH_VERTEXELEMENTFORMAT_VECTOR2,
REFRESH_VERTEXELEMENTFORMAT_VECTOR3,
REFRESH_VERTEXELEMENTFORMAT_VECTOR4,
REFRESH_VERTEXELEMENTFORMAT_COLOR,
REFRESH_VERTEXELEMENTFORMAT_BYTE4,
REFRESH_VERTEXELEMENTFORMAT_SHORT2,
REFRESH_VERTEXELEMENTFORMAT_SHORT4,
REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT2,
REFRESH_VERTEXELEMENTFORMAT_NORMALIZEDSHORT4,
REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR2,
REFRESH_VERTEXELEMENTFORMAT_HALFVECTOR4
} REFRESH_VertexElementFormat;
typedef enum REFRESH_VertexInputRate
{
REFRESH_VERTEXINPUTRATE_VERTEX = 0,
REFRESH_VERTEXINPUTRATE_INSTANCE = 1
} REFRESH_VertexInputRate;
typedef enum REFRESH_FillMode
{
REFRESH_FILLMODE_FILL,
REFRESH_FILLMODE_LINE,
REFRESH_FILLMODE_POINT
} REFRESH_FillMode;
typedef enum REFRESH_CullMode
{
REFRESH_CULLMODE_NONE,
REFRESH_CULLMODE_FRONT,
REFRESH_CULLMODE_BACK,
REFRESH_CULLMODE_FRONT_AND_BACK
} REFRESH_CullMode;
typedef enum REFRESH_FrontFace
{
REFRESH_FRONTFACE_COUNTER_CLOCKWISE,
REFRESH_FRONTFACE_CLOCKWISE
} REFRESH_FrontFace;
typedef enum REFRESH_CompareOp
{
REFRESH_COMPAREOP_NEVER,
REFRESH_COMPAREOP_LESS,
REFRESH_COMPAREOP_EQUAL,
REFRESH_COMPAREOP_LESS_OR_EQUAL,
REFRESH_COMPAREOP_GREATER,
REFRESH_COMPAREOP_NOT_EQUAL,
REFRESH_COMPAREOP_GREATER_OR_EQUAL,
REFRESH_COMPAREOP_ALWAYS
} REFRESH_CompareOp;
typedef enum REFRESH_StencilOp
{
REFRESH_STENCILOP_KEEP,
REFRESH_STENCILOP_ZERO,
REFRESH_STENCILOP_REPLACE,
REFRESH_STENCILOP_INCREMENT_AND_CLAMP,
REFRESH_STENCILOP_DECREMENT_AND_CLAMP,
REFRESH_STENCILOP_INVERT,
REFRESH_STENCILOP_INCREMENT_AND_WRAP,
REFRESH_STENCILOP_DECREMENT_AND_WRAP
} REFRESH_StencilOp;
typedef enum REFRESH_BlendOp
{
REFRESH_BLENDOP_CLEAR = 0,
REFRESH_BLENDOP_AND = 1,
REFRESH_BLENDOP_AND_REVERSE = 2,
REFRESH_BLENDOP_COPY = 3,
REFRESH_BLENDOP_AND_INVERTED = 4,
REFRESH_BLENDOP_NO_OP = 5,
REFRESH_BLENDOP_XOR = 6,
REFRESH_BLENDOP_OR = 7,
REFRESH_BLENDOP_NOR = 8,
REFRESH_BLENDOP_EQUIVALENT = 9,
REFRESH_BLENDOP_INVERT = 10,
REFRESH_BLENDOP_OR_REVERSE = 11,
REFRESH_BLENDOP_COPY_INVERTED = 12,
REFRESH_BLENDOP_OR_INVERTED = 13,
REFRESH_BLENDOP_NAND = 14,
REFRESH_BLENDOP_SET = 15
} REFRESH_BlendOp;
typedef enum REFRESH_BlendFactor
{
REFRESH_BLENDFACTOR_ZERO = 0,
REFRESH_BLENDFACTOR_ONE = 1,
REFRESH_BLENDFACTOR_SRC_COLOR = 2,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 3,
REFRESH_BLENDFACTOR_DST_COLOR = 4,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_COLOR = 5,
REFRESH_BLENDFACTOR_SRC_ALPHA = 6,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 7,
REFRESH_BLENDFACTOR_DST_ALPHA = 8,
REFRESH_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 9,
REFRESH_BLENDFACTOR_CONSTANT_COLOR = 10,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR = 11,
REFRESH_BLENDFACTOR_CONSTANT_ALPHA = 12,
REFRESH_BLENDFACTOR_ONE_MINUS_CONSTANT_ALPHA = 13,
REFRESH_BLENDFACTOR_SRC_ALPHA_SATURATE = 14,
REFRESH_BLENDFACTOR_SRC1_COLOR = 15,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_COLOR = 16,
REFRESH_BLENDFACTOR_SRC1_ALPHA = 17,
REFRESH_BLENDFACTOR_ONE_MINUS_SRC1_ALPHA = 18
} REFRESH_BlendFactor;
typedef enum REFRESH_ColorComponentFlagBits
{
REFRESH_COLORCOMPONENT_R_BIT = 0x00000001,
REFRESH_COLORCOMPONENT_G_BIT = 0x00000002,
REFRESH_COLORCOMPONENT_B_BIT = 0x00000004,
REFRESH_COLORCOMPONENT_A_BIT = 0x00000008,
REFRESH_COLORCOMPONENT_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
} REFRESH_ColorComponentFlagBits;
typedef uint32_t REFRESH_ColorComponentFlags;
typedef enum REFRESH_ShaderStageType
{
REFRESH_SHADERSTAGE_VERTEX,
REFRESH_SHADERSTAGE_FRAGMENT
} REFRESH_ShaderStageType;
typedef enum REFRESH_SamplerFilter
{
REFRESH_SAMPLERFILTER_NEAREST,
REFRESH_SAMPLERFILTER_LINEAR
} REFRESH_SamplerFilter;
typedef enum REFRESH_SamplerMipmapMode
{
REFRESH_SAMPLERMIPMAPMODE_NEAREST,
REFRESH_SAMPLERMIPMAPMODE_LINEAR
} REFRESH_SamplerMipmapMode;
typedef enum REFRESH_SamplerAddressMode
{
REFRESH_SAMPLERADDRESSMODE_REPEAT,
REFRESH_SAMPLERADDRESSMODE_MIRRORED_REPEAT,
REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_EDGE,
REFRESH_SAMPLERADDRESSMODE_CLAMP_TO_BORDER
} REFRESH_SamplerAddressMode;
typedef enum REFRESH_BorderColor
{
REFRESH_BORDERCOLOR_FLOAT_TRANSPARENT_BLACK = 0,
REFRESH_BORDERCOLOR_INT_TRANSPARENT_BLACK = 1,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_BLACK = 2,
REFRESH_BORDERCOLOR_INT_OPAQUE_BLACK = 3,
REFRESH_BORDERCOLOR_FLOAT_OPAQUE_WHITE = 4,
REFRESH_BORDERCOLOR_INT_OPAQUE_WHITE = 5
} REFRESH_BorderColor;
/* Structures */
typedef struct REFRESH_Color
{
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} REFRESH_Color;
typedef struct REFRESH_DepthStencilValue
{
float depth;
uint32_t stencil;
} REFRESH_DepthStencilValue;
typedef struct REFRESH_ClearValue
{
REFRESH_Color color;
REFRESH_DepthStencilValue depthStencil;
} REFRESH_ClearValue;
typedef struct REFRESH_Rect
{
int32_t x;
int32_t y;
int32_t w;
int32_t h;
} REFRESH_Rect;
typedef struct REFRESH_Vec4
{
float x;
float y;
float z;
float w;
} REFRESH_Vec4;
typedef struct REFRESH_Viewport
{
int32_t x;
int32_t y;
int32_t w;
int32_t h;
float minDepth;
float maxDepth;
} REFRESH_Viewport;
/* State structures */
typedef struct REFRESH_SamplerStateCreateInfo
{
REFRESH_SamplerFilter minFilter;
REFRESH_SamplerFilter magFilter;
REFRESH_SamplerMipmapMode mipmapMode;
REFRESH_SamplerAddressMode addressModeU;
REFRESH_SamplerAddressMode addressModeV;
REFRESH_SamplerAddressMode addressModeW;
float mipLodBias;
uint8_t anisotropyEnable;
float maxAnisotropy;
uint8_t compareEnable;
REFRESH_CompareOp compareOp;
float minLod;
float maxLod;
REFRESH_BorderColor borderColor;
} REFRESH_SamplerStateCreateInfo;
typedef struct REFRESH_VertexBinding
{
uint32_t binding;
uint32_t stride;
REFRESH_VertexInputRate inputRate;
} REFRESH_VertexBinding;
typedef struct REFRESH_VertexAttribute
{
uint32_t location;
uint32_t binding;
REFRESH_VertexElementFormat format;
uint32_t offset;
} REFRESH_VertexAttribute;
typedef struct REFRESH_VertexInputState
{
const REFRESH_VertexBinding *vertexBindings;
uint32_t vertexBindingCount;
const REFRESH_VertexAttribute *vertexAttributes;
uint32_t vertexAttributeCount;
} REFRESH_VertexInputState;
typedef struct REFRESH_StencilOpState
{
REFRESH_StencilOp failOp;
REFRESH_StencilOp passOp;
REFRESH_StencilOp depthFailOp;
REFRESH_StencilOp compareOp;
uint32_t compareMask;
uint32_t writeMask;
uint32_t reference;
} REFRESH_StencilOpState;
typedef struct REFRESH_RenderTargetBlendState
{
uint8_t blendEnable;
REFRESH_BlendFactor srcColorBlendFactor;
REFRESH_BlendFactor dstColorBlendFactor;
REFRESH_BlendOp colorBlendOp;
REFRESH_BlendFactor srcAlphaBlendFactor;
REFRESH_BlendFactor dstAlphaBlendFactor;
REFRESH_BlendOp alphaBlendOp;
REFRESH_ColorComponentFlags colorWriteMask;
} REFRESH_RenderTargetBlendState;
typedef struct REFRESH_ShaderTextureSamplerLayoutBinding
{
uint32_t binding;
REFRESH_ShaderStageType shaderStage;
} REFRESH_ShaderSampleLayoutBinding;
typedef struct REFRESH_ShaderTextureSamplerLayout
{
uint32_t bindingCount;
const REFRESH_ShaderSampleLayoutBinding *bindings;
} REFRESH_ShaderTextureSamplerLayout;
typedef struct REFRESH_ShaderParamLayoutBinding
{
uint32_t binding;
REFRESH_ShaderStageType shaderStage;
} REFRESH_ShaderParamLayoutBinding;
typedef struct REFRESH_ShaderParamLayout
{
uint32_t bindingCount;
const REFRESH_ShaderParamLayoutBinding *bindings;
} REFRESH_ShaderParamLayout;
typedef struct REFRESH_PipelineLayoutCreateInfo
{
uint32_t shaderParamsLayoutCount;
REFRESH_ShaderParamLayout *shaderParamLayouts;
uint32_t shaderTextureSamplerLayoutCount;
const REFRESH_ShaderTextureSamplerLayout *shaderTextureSamplerLayouts;
} REFRESH_PipelineLayoutCreateInfo;
typedef struct REFRESH_ColorTargetDescription
{
REFRESH_SurfaceFormat format;
uint32_t multisampleCount;
REFRESH_LoadOp loadOp;
REFRESH_StoreOp storeOp;
} REFRESH_ColorTargetDescription;
typedef struct REFRESH_DepthTargetDescription
{
REFRESH_DepthFormat depthFormat;
REFRESH_LoadOp loadOp;
REFRESH_StoreOp storeOp;
REFRESH_LoadOp stencilLoadOp;
REFRESH_StoreOp stencilStoreOp;
} REFRESH_DepthTargetDescription;
typedef struct REFRESH_RenderPassCreateInfo
{
const REFRESH_ColorTargetDescription *colorTargetDescriptions;
uint32_t colorTargetCount;
const REFRESH_DepthTargetDescription *depthTargetDescription; /* can be NULL */
} REFRESH_RenderPassCreateInfo;
typedef struct REFRESH_ShaderModuleCreateInfo
{
size_t codeSize;
const uint32_t *byteCode;
} REFRESH_ShaderModuleCreateInfo;
/* Pipeline state structures */
typedef struct REFRESH_ShaderStageState
{
REFRESH_ShaderModule *shaderModule;
const char* entryPointName;
} REFRESH_ShaderStageState;
typedef struct REFRESH_TopologyState
{
REFRESH_PrimitiveType topology;
} REFRESH_TopologyState;
typedef struct REFRESH_ViewportState
{
const REFRESH_Viewport *viewPorts;
uint32_t viewportCount;
const REFRESH_Rect *scissors;
uint32_t scissorCount;
} REFRESH_ViewportState;
typedef struct REFRESH_RasterizerState
{
uint8_t depthClampEnable;
REFRESH_FillMode fillMode;
REFRESH_CullMode cullMode;
REFRESH_FrontFace frontFace;
uint8_t depthBiasEnable;
float depthBiasConstantFactor;
float depthBiasClamp;
float depthBiasSlopeFactor;
float lineWidth;
} REFRESH_RasterizerState;
typedef struct REFRESH_MultisampleState
{
uint8_t multisampleCount;
const uint32_t *sampleMask;
} REFRESH_MultisampleState;
typedef struct REFRESH_DepthStencilState
{
uint8_t depthTestEnable;
uint8_t depthWriteEnable;
REFRESH_CompareOp compareOp;
uint8_t depthBoundsTestEnable;
uint8_t stencilTestEnable;
REFRESH_StencilOpState frontStencilState;
REFRESH_StencilOpState backStencilState;
float minDepthBounds;
float maxDepthBounds;
} REFRESH_DepthStencilState;
typedef struct REFRESH_ColorBlendState
{
uint8_t blendOpEnable;
REFRESH_BlendOp blendOp;
const REFRESH_RenderTargetBlendState *blendStates;
uint32_t blendStateCount;
float blendConstants[4];
} REFRESH_ColorBlendState;
typedef struct REFRESH_GraphicsPipelineCreateInfo
{
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_GraphicsPipelineCreateInfo;
typedef struct REFRESH_FramebufferCreateInfo
{
REFRESH_RenderPass *renderPass;
const REFRESH_ColorTarget **pColorTargets;
uint32_t colorTargetCount;
const REFRESH_DepthStencilTarget *pDepthTarget;
uint32_t width;
uint32_t height;
uint32_t layers;
} REFRESH_FramebufferCreateInfo;
/* Version API */
#define REFRESH_ABI_VERSION 0
#define REFRESH_MAJOR_VERSION 0
#define REFRESH_MINOR_VERSION 1
#define REFRESH_PATCH_VERSION 0
#define REFRESH_COMPILED_VERSION ( \
(REFRESH_ABI_VERSION * 100 * 100 * 100) + \
(REFRESH_MAJOR_VERSION * 100 * 100) + \
(REFRESH_MINOR_VERSION * 100) + \
(REFRESH_PATCH_VERSION) \
)
REFRESHAPI uint32_t REFRESH_LinkedVersion(void);
/* Functions */
/* Device */
/* Create a rendering context for use on the calling thread.
* This creation method takes an existing FNA3D_Device
* to ease interoperability with existing FNA graphics code.
*
* deviceWindowHandle:
* A handle to an SDL_Window.
* If this is NULL, Refresh will attempt to run in headless mode.
*/
REFRESHAPI REFRESH_Device* REFRESH_CreateDevice(
void *deviceWindowHandle
);
/* Destroys a rendering context previously returned by REFRESH_CreateDevice. */
REFRESHAPI void REFRESH_DestroyDevice(REFRESH_Device *device);
/* Drawing */
/* Clears the targets of the currently bound framebuffer.
* NOTE:
* It is generally recommended to clear in BeginRenderPass
* rather than by calling this function.
*
* options: Bitflags to specify color/depth/stencil buffers for clearing.
* colors: The new values of the cleared color buffers.
* colorCount: The amount of cleared color buffers.
* depth: The new value of the cleared depth buffer.
* stencil: The new value of the cleared stencil buffer.
*/
REFRESHAPI void REFRESH_Clear(
REFRESH_Device *device,
REFRESH_ClearOptions options,
REFRESH_Vec4 **colors,
uint32_t colorCount,
float depth,
int32_t stencil
);
/* Draws data from vertex/index buffers.
*
* primitiveType: The primitive topology of the vertex data.
* baseVertex: The starting offset to read from the vertex buffer.
* minVertexIndex: The lowest index value expected from the index buffer.
* numVertices: The highest offset expected from the index buffer.
* startIndex: The starting offset to read from the index buffer.
* primitiveCount: The number of primitives to draw.
* indices: The index buffer to bind for this draw call.
* indexElementSize: The size of the index type for this index buffer.
*/
REFRESHAPI void REFRESH_DrawIndexedPrimitives(
REFRESH_Device *device,
REFRESH_PrimitiveType primitiveType,
uint32_t baseVertex,
uint32_t minVertexIndex,
uint32_t numVertices,
uint32_t startIndex,
uint32_t primitiveCount,
REFRESH_Buffer *indices,
REFRESH_IndexElementSize indexElementSize
);
/* Draws data from vertex/index buffers with instancing enabled.
*
* primitiveType: The primitive topology of the vertex data.
* baseVertex: The starting offset to read from the vertex buffer.
* minVertexIndex: The lowest index value expected from the index buffer.
* numVertices: The highest offset expected from the index buffer.
* startIndex: The starting offset to read from the index buffer.
* primitiveCount: The number of primitives to draw.
* instanceCount: The number of instances that will be drawn.
* indices: The index buffer to bind for this draw call.
* indexElementSize: The size of the index type for this index buffer.
*/
REFRESHAPI void REFRESH_DrawInstancedPrimitives(
REFRESH_Device *device,
REFRESH_PrimitiveType primitiveType,
uint32_t baseVertex,
uint32_t minVertexIndex,
uint32_t numVertices,
uint32_t startIndex,
uint32_t primitiveCount,
uint32_t instanceCount,
REFRESH_Buffer *indices,
REFRESH_IndexElementSize indexElementSize
);
/* Draws data from vertex buffers.
* primitiveType: The primitive topology of the vertex data.
* vertexStart: The starting offset to read from the vertex buffer.
* primitiveCount: The number of primitives to draw.
*/
REFRESHAPI void REFRESH_DrawPrimitives(
REFRESH_Device *device,
REFRESH_PrimitiveType primitiveType,
uint32_t vertexStart,
uint32_t primitiveCount
);
/* State Creation */
/* Returns an allocated RenderPass* object. */
REFRESHAPI REFRESH_RenderPass* REFRESH_CreateRenderPass(
REFRESH_Device *device,
REFRESH_RenderPassCreateInfo *renderPassCreateInfo
);
/* Returns an allocated Pipeline* object. */
REFRESHAPI REFRESH_GraphicsPipeline* REFRESH_CreateGraphicsPipeline(
REFRESH_Device *device,
REFRESH_GraphicsPipelineCreateInfo *pipelineCreateInfo
);
/* Returns an allocated Sampler* object. */
REFRESHAPI REFRESH_Sampler* REFRESH_CreateSampler(
REFRESH_Device *device,
REFRESH_SamplerStateCreateInfo *samplerStateCreateInfo
);
/* Returns an allocated Framebuffer* object. */
REFRESHAPI REFRESH_Framebuffer* REFRESH_CreateFramebuffer(
REFRESH_Device *device,
REFRESH_FramebufferCreateInfo *framebufferCreateInfo
);
/* Returns an allocated ShaderModule* object. */
REFRESHAPI REFRESH_ShaderModule* REFRESH_CreateShaderModule(
REFRESH_Device *device,
REFRESH_ShaderModuleCreateInfo *shaderModuleCreateInfo
);
/* Creates a 2D texture.
*
* format: The pixel format of the texture data.
* width: The width of the texture image.
* height: The height of the texture image.
* levelCount: The number of mipmap levels to allocate.
*
* Returns an allocated REFRESH_Texture* object. Note that the contents of
* the texture are undefined until SetData is called.
*/
REFRESHAPI REFRESH_Texture* REFRESH_CreateTexture2D(
REFRESH_Device *device,
REFRESH_SurfaceFormat format,
uint32_t width,
uint32_t height,
uint32_t levelCount
);
/* Creates a 3D texture.
*
* format: The pixel format of the texture data.
* width: The width of the texture image.
* height: The height of the texture image.
* depth: The depth of the texture image.
* levelCount: The number of mipmap levels to allocate.
*
* Returns an allocated REFRESH_Texture* object. Note that the contents of
* the texture are undefined until SetData is called.
*/
REFRESHAPI REFRESH_Texture* REFRESH_CreateTexture3D(
REFRESH_Device *device,
REFRESH_SurfaceFormat format,
uint32_t width,
uint32_t height,
uint32_t depth,
uint32_t levelCount
);
/* Creates a texture cube.
*
* format: The pixel format of the texture data.
* size: The length of the cube side.
* levelCount: The number of mipmap levels to allocate.
*
* Returns an allocated REFRESH_Texture* object. Note that the contents of
* the texture are undefined until SetData is called.
*/
REFRESHAPI REFRESH_Texture* REFRESH_CreateTextureCube(
REFRESH_Device *device,
REFRESH_SurfaceFormat format,
uint32_t size,
uint32_t levelCount
);
/* Creates a color target.
*
* width: The width of the color target.
* height: The height of the color target.
* format: The pixel format of the color target.
* multisampleCount: The MSAA value for the color target.
* texture: The texture that the color target will resolve to.
*/
REFRESHAPI REFRESH_ColorTarget* REFRESH_GenColorTarget(
REFRESH_Device *device,
uint32_t width,
uint32_t height,
REFRESH_SurfaceFormat format,
uint32_t multisampleCount,
REFRESH_Texture *texture
);
/* Creates a depth/stencil target.
*
* width: The width of the depth/stencil target.
* height: The height of the depth/stencil target.
* format: The storage format of the depth/stencil target.
* texture: The texture that the depth/stencil target will resolve to.
*/
REFRESHAPI REFRESH_DepthStencilTarget* REFRESH_GenDepthStencilTarget(
REFRESH_Device *device,
uint32_t width,
uint32_t height,
REFRESH_DepthFormat format,
REFRESH_Texture *texture
);
/* Creates a vertex buffer to be used by Draw commands.
*
* sizeInBytes: The length of the vertex buffer.
*/
REFRESHAPI REFRESH_Buffer* REFRESH_GenVertexBuffer(
REFRESH_Device *device,
uint32_t sizeInBytes
);
/* Creates an index buffer to be used by Draw commands.
*
* sizeInBytes: The length of the index buffer.
*/
REFRESHAPI REFRESH_Buffer* REFRESH_GenIndexBuffer(
REFRESH_Device *device,
uint32_t sizeInBytes
);
/* Creates a shader param buffer to be used by shaders.
*
* sizeInBytes: The length of the shader param buffer.
*/
REFRESHAPI REFRESH_Buffer* REFRESH_GenShaderParamBuffer(
REFRESH_Device *device,
uint32_t sizeInBytes
);
/* Setters */
/* Uploads image data to a 2D 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.
* 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_SetTextureData2D(
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 dataLengthInBytes
);
/* 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 R8 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
);
/* 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.
* textures: A pointer to an array of textures.
* samplers: A pointer to an array of samplers.
* count: The length of the above arrays.
*/
REFRESHAPI void REFRESH_SetVertexSamplers(
REFRESH_Device *device,
uint32_t startIndex,
REFRESH_Texture *pTextures,
REFRESH_Sampler *pSamplers,
uint32_t count
);
/* Sets textures/samplers for use with the currently bound fragment shader.
*
* startIndex: The index at which to begin replacing sampler references.
* textures: A pointer to an array of textures.
* samplers: A pointer to an array of samplers.
* count: The length of the above arrays.
*/
REFRESHAPI void REFRESH_SetFragmentSamplers(
REFRESH_Device *device,
uint32_t startIndex,
REFRESH_Texture *pTextures,
REFRESH_Sampler *pSamplers,
uint32_t count
);
/* 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 sampler 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_Sampler to be destroyed.
*/
REFRESHAPI void REFRESH_AddDisposeSampler(
REFRESH_Device *device,
REFRESH_Sampler *sampler
);
/* 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
);
/* Sends an shader param 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_AddDisposeShaderParamBuffer(
REFRESH_Device *device,
REFRESH_Buffer *buffer
);
/* 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 framebuffer 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).
*
* framebuffer: The REFRESH_Framebuffer to be destroyed.
*/
REFRESHAPI void REFRESH_AddDisposeFramebuffer(
REFRESH_Device *device,
REFRESH_Framebuffer *frameBuffer
);
/* Sends a shader module 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).
*
* shaderModule: The REFRESH_ShaderModule to be destroyed.
*/
REFRESHAPI void REFRESH_AddDisposeShaderModule(
REFRESH_Device *device,
REFRESH_ShaderModule *shaderModule
);
/* Sends a render pass 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).
*
* renderPass: The REFRESH_RenderPass to be destroyed.
*/
REFRESHAPI void REFRESH_AddDisposeRenderPass(
REFRESH_Device *device,
REFRESH_RenderPass *renderPass
);
/* Sends a graphics pipeline 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).
*
* graphicsPipeline: The REFRESH_GraphicsPipeline to be destroyed.
*/
REFRESHAPI void REFRESH_AddDisposeGraphicsPipeline(
REFRESH_Device *device,
REFRESH_GraphicsPipeline *graphicsPipeline
);
/* Graphics State */
/* Begins a render pass.
*
* renderPass: The renderpass to begin.
* framebuffer: The framebuffer to bind for the render pass.
* renderArea:
* The area affected by the render pass.
* All load, store and resolve operations are restricted
* to the given rectangle.
* clearValues:
* A pointer to an array of REFRESH_ClearValue structures
* that contains clear values for each render target in the
* framebuffer.
* clearCount: The amount of clearValue structs in the above array.
*/
REFRESHAPI void REFRESH_BeginRenderPass(
REFRESH_Device *device,
REFRESH_RenderPass *renderPass,
REFRESH_Framebuffer *framebuffer,
REFRESH_Rect renderArea,
REFRESH_ClearValue *pClearValues,
uint32_t clearCount
);
/* Ends the current render pass. */
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 */
#endif /* REFRESH_H */
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */