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xxGraphic.cpp
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xxGraphic.cpp
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//==============================================================================
// xxGraphic : Graphic Source
//
// Copyright (c) 2019-2024 TAiGA
// https://github.com/metarutaiga/xxGraphic
//==============================================================================
#include "xxGraphic.h"
//==============================================================================
// Instance
//==============================================================================
uint64_t (*xxCreateInstance)();
void (*xxDestroyInstance)(uint64_t instance);
char const* (*xxGetInstanceName)();
//==============================================================================
// Device
//==============================================================================
uint64_t (*xxCreateDevice)(uint64_t instance);
void (*xxDestroyDevice)(uint64_t device);
bool (*xxResetDevice)(uint64_t device);
bool (*xxTestDevice)(uint64_t device);
//==============================================================================
// Framebuffer
//==============================================================================
//==============================================================================
// Swapchain
//==============================================================================
uint64_t (*xxCreateSwapchain)(uint64_t device, uint64_t renderPass, void* view, int width, int height, uint64_t oldSwapchain);
void (*xxDestroySwapchain)(uint64_t swapchain);
void (*xxPresentSwapchain)(uint64_t swapchain);
uint64_t (*xxGetCommandBuffer)(uint64_t device, uint64_t swapchain);
uint64_t (*xxGetFramebuffer)(uint64_t device, uint64_t swapchain, float* scale);
//==============================================================================
// Command Buffer
//==============================================================================
bool (*xxBeginCommandBuffer)(uint64_t commandBuffer);
void (*xxEndCommandBuffer)(uint64_t commandBuffer);
void (*xxSubmitCommandBuffer)(uint64_t commandBuffer, uint64_t swapchain);
//==============================================================================
// Render Pass
//==============================================================================
uint64_t (*xxCreateRenderPass)(uint64_t device, bool clearColor, bool clearDepth, bool clearStencil, bool storeColor, bool storeDepth, bool storeStencil);
void (*xxDestroyRenderPass)(uint64_t renderPass);
uint64_t (*xxBeginRenderPass)(uint64_t commandBuffer, uint64_t framebuffer, uint64_t renderPass, int width, int height, float color[4], float depth, unsigned char stencil);
void (*xxEndRenderPass)(uint64_t commandEncoder, uint64_t framebuffer, uint64_t renderPass);
//==============================================================================
// Vertex Attribute
//==============================================================================
uint64_t (*xxCreateVertexAttribute)(uint64_t device, int count, int* attribute);
void (*xxDestroyVertexAttribute)(uint64_t vertexAttribute);
//==============================================================================
// Buffer
//==============================================================================
uint64_t (*xxCreateConstantBuffer)(uint64_t device, int size);
uint64_t (*xxCreateIndexBuffer)(uint64_t device, int size, int bits);
uint64_t (*xxCreateVertexBuffer)(uint64_t device, int size, uint64_t vertexAttribute);
uint64_t (*xxCreateStorageBuffer)(uint64_t device, int size);
void (*xxDestroyBuffer)(uint64_t device, uint64_t buffer);
void* (*xxMapBuffer)(uint64_t device, uint64_t buffer);
void (*xxUnmapBuffer)(uint64_t device, uint64_t buffer);
//==============================================================================
// Texture
//==============================================================================
uint64_t (*xxCreateTexture)(uint64_t device, uint64_t format, int width, int height, int depth, int mipmap, int array, void const* external);
void (*xxDestroyTexture)(uint64_t texture);
void* (*xxMapTexture)(uint64_t device, uint64_t texture, int* stride, int level, int array);
void (*xxUnmapTexture)(uint64_t device, uint64_t texture, int level, int array);
//==============================================================================
// Sampler
//==============================================================================
uint64_t (*xxCreateSampler)(uint64_t device, bool clampU, bool clampV, bool clampW, bool linearMag, bool linearMin, bool linearMip, int anisotropy);
void (*xxDestroySampler)(uint64_t sampler);
//==============================================================================
// Shader
//==============================================================================
uint64_t (*xxCreateMeshShader)(uint64_t device, char const* shader);
uint64_t (*xxCreateVertexShader)(uint64_t device, char const* shader, uint64_t vertexAttribute);
uint64_t (*xxCreateFragmentShader)(uint64_t device, char const* shader);
void (*xxDestroyShader)(uint64_t device, uint64_t shader);
//==============================================================================
// Pipeline
//==============================================================================
uint64_t (*xxCreateBlendState)(uint64_t device, char const* sourceColor, char const* operationColor, char const* destinationColor, char const* sourceAlpha, char const* operationAlpha, char const* destinationAlpha);
uint64_t (*xxCreateDepthStencilState)(uint64_t device, char const* depthTest, bool depthWrite);
uint64_t (*xxCreateRasterizerState)(uint64_t device, bool cull, bool scissor);
uint64_t (*xxCreatePipeline)(uint64_t device, uint64_t renderPass, uint64_t blendState, uint64_t depthStencilState, uint64_t rasterizerState, uint64_t vertexAttribute, uint64_t meshShader, uint64_t vertexShader, uint64_t fragmentShader);
void (*xxDestroyBlendState)(uint64_t blendState);
void (*xxDestroyDepthStencilState)(uint64_t depthStencilState);
void (*xxDestroyRasterizerState)(uint64_t rasterizerState);
void (*xxDestroyPipeline)(uint64_t pipeline);
//==============================================================================
// Command
//==============================================================================
void (*xxSetViewport)(uint64_t commandEncoder, int x, int y, int width, int height, float minZ, float maxZ);
void (*xxSetScissor)(uint64_t commandEncoder, int x, int y, int width, int height);
void (*xxSetPipeline)(uint64_t commandEncoder, uint64_t pipeline);
void (*xxSetMeshBuffers)(uint64_t commandEncoder, int count, const uint64_t* buffers);
void (*xxSetVertexBuffers)(uint64_t commandEncoder, int count, const uint64_t* buffers, uint64_t vertexAttribute);
void (*xxSetMeshTextures)(uint64_t commandEncoder, int count, const uint64_t* textures);
void (*xxSetVertexTextures)(uint64_t commandEncoder, int count, const uint64_t* textures);
void (*xxSetFragmentTextures)(uint64_t commandEncoder, int count, const uint64_t* textures);
void (*xxSetVertexSamplers)(uint64_t commandEncoder, int count, const uint64_t* samplers);
void (*xxSetFragmentSamplers)(uint64_t commandEncoder, int count, const uint64_t* samplers);
void (*xxSetMeshConstantBuffer)(uint64_t commandEncoder, uint64_t buffer, int size);
void (*xxSetVertexConstantBuffer)(uint64_t commandEncoder, uint64_t buffer, int size);
void (*xxSetFragmentConstantBuffer)(uint64_t commandEncoder, uint64_t buffer, int size);
void (*xxDraw)(uint64_t commandEncoder, int vertexCount, int instanceCount, int firstVertex, int firstInstance);
void (*xxDrawMeshed)(uint64_t commandEncoder, int x, int y, int z);
void (*xxDrawIndexed)(uint64_t commandEncoder, uint64_t indexBuffer, int indexCount, int vertexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance);
//==============================================================================