power_play/src/gp.h

144 lines
3.5 KiB
C

#ifndef GP_H
#define GP_H
struct sys_window;
struct snc_counter;
/* ========================== *
* Startup
* ========================== */
void gp_startup(void);
/* ========================== *
* Resource
* ========================== */
struct gp_resource;
/* NOTE: Internally, the layer will make sure to not release any resources
* until after the GPU finishes using them. However, it is up to the caller
* to make sure the released resources aren't then referenced in any flow
* dispatches. */
void gp_resource_release(struct gp_resource *resource);
/* ========================== *
* Texture
* ========================== */
enum gp_texture_format {
GP_TEXTURE_FORMAT_NONE,
GP_TEXTURE_FORMAT_R8G8B8A8_UNORM,
GP_TEXTURE_FORMAT_R8G8B8A8_UNORM_SRGB,
NUM_GP_TEXTURE_FORMATS
};
enum gp_texture_flag {
GP_TEXTURE_FLAG_NONE = (0),
GP_TEXTURE_FLAG_TARGETABLE = (1 << 0)
};
struct gp_resource *gp_texture_alloc(enum gp_texture_format format, u32 flags, struct v2i32 size, void *initial_data);
struct v2i32 gp_texture_get_size(struct gp_resource *texture);
/* ========================== *
* Flow
* ========================== */
enum gp_cmd_kind {
GP_CMD_KIND_NONE,
GP_CMD_KIND_DRAW_SHAPE,
GP_CMD_KIND_DRAW_MATERIAL,
GP_CMD_KIND_PUSH_GRID,
NUM_GP_CMD_KINDS
};
struct gp_indices {
u32 count;
u32 *indices;
};
struct gp_cmd_desc {
enum gp_cmd_kind kind;
union {
struct {
struct xform xf;
struct sprite_tag sprite;
struct gp_resource *texture;
struct clip_rect clip;
u32 tint;
f32 emittance;
i32 grid_cmd_id;
} material;
struct {
struct v2_array vertices;
struct gp_indices indices;
u32 color;
} shape;
struct {
f32 line_thickness;
f32 line_spacing;
struct v2 offset;
u32 bg0_color;
u32 bg1_color;
u32 line_color;
u32 x_color;
u32 y_color;
} grid;
};
};
struct gp_dispatch_params {
struct gp_flow *flow;
struct gp_resource *draw_target;
struct rect draw_target_viewport;
struct xform draw_target_view;
b32 clear_target;
};
struct gp_flow *gp_flow_alloc(void);
/* Returns a cmd id internal to the flow */
i32 gp_push_cmd(struct gp_flow *gp_flow, struct gp_cmd_desc *desc);
void gp_dispatch(struct gp_dispatch_params params);
/* ========================== *
* Memory info
* ========================== */
struct gp_memory_info {
u64 local_used;
u64 local_budget;
u64 non_local_used;
u64 non_local_budget;
};
struct gp_memory_info gp_query_memory_info(void);
/* ========================== *
* Swapchain
* ========================== */
struct gp_swapchain *gp_swapchain_alloc(struct sys_window *window, struct v2i32 resolution);
void gp_swapchain_release(struct gp_swapchain *gp_swapchain);
/* Waits until a new backbuffer is ready to be written to.
* This should be called before rendering for minimum latency. */
void gp_swapchain_wait(struct gp_swapchain *gp_swapchain);
/* ========================== *
* Present
* ========================== */
/* 1. Clears the backbuffer and ensures it's at size `backbuffer_resolution`
* 2. Blits `texture` to the backbuffer using `texture_xf` (applied to centered unit square)
* 3. Presents the backbuffer */
void gp_present(struct gp_swapchain *gp_swapchain, struct v2i32 backbuffer_resolution, struct gp_resource *texture, struct xform texture_xf, i32 vsync);
#endif