352 lines
13 KiB
C
352 lines
13 KiB
C
////////////////////////////////
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//~ Opaque types
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Struct(GPU_Resource);
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Struct(GPU_CommandList);
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Struct(GPU_VertexShader);
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Struct(GPU_PixelShader);
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Struct(GPU_ComputeShader);
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Struct(GPU_Swapchain);
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////////////////////////////////
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//~ Queue types
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#define GPU_MultiQueueEnabled !ProfilingIsEnabled
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Enum(GPU_QueueKind)
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{
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#if GPU_MultiQueueEnabled
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GPU_QueueKind_Direct = 0,
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GPU_QueueKind_Compute = 1,
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GPU_QueueKind_Copy = 2,
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GPU_QueueKind_BackgroundCopy = 3,
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GPU_NumQueues = 4
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#else
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GPU_QueueKind_Direct = 0,
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GPU_QueueKind_Compute = 0,
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GPU_QueueKind_Copy = 0,
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GPU_QueueKind_BackgroundCopy = 0,
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GPU_NumQueues = 1
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#endif
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};
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////////////////////////////////
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//~ Format types
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/* NOTE: Matches DXGI_FORMAT */
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Enum(GPU_Format)
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{
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GPU_Format_Unknown = 0,
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GPU_Format_R32G32B32A32_Typeless = 1,
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GPU_Format_R32G32B32A32_Float = 2,
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GPU_Format_R32G32B32A32_Uint = 3,
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GPU_Format_R32G32B32A32_Sint = 4,
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GPU_Format_R32G32B32_Typeless = 5,
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GPU_Format_R32G32B32_Float = 6,
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GPU_Format_R32G32B32_Uint = 7,
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GPU_Format_R32G32B32_Sint = 8,
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GPU_Format_R16G16B16A16_Typeless = 9,
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GPU_Format_R16G16B16A16_Float = 10,
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GPU_Format_R16G16B16A16_Unorm = 11,
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GPU_Format_R16G16B16A16_Uint = 12,
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GPU_Format_R16G16B16A16_Snorm = 13,
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GPU_Format_R16G16B16A16_Sint = 14,
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GPU_Format_R32G32_Typeless = 15,
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GPU_Format_R32G32_Float = 16,
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GPU_Format_R32G32_Uint = 17,
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GPU_Format_R32G32_Sint = 18,
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GPU_Format_R32G8X24_Typeless = 19,
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GPU_Format_D32_Float_S8X24_Uint = 20,
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GPU_Format_R32_Float_X8X24_Typeless = 21,
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GPU_Format_X32_Typeless_G8X24_Uint = 22,
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GPU_Format_R10G10B10A2_Typeless = 23,
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GPU_Format_R10G10B10A2_Unorm = 24,
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GPU_Format_R10G10B10A2_Uint = 25,
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GPU_Format_R11G11B10_Float = 26,
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GPU_Format_R8G8B8A8_Typeless = 27,
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GPU_Format_R8G8B8A8_Unorm = 28,
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GPU_Format_R8G8B8A8_Unorm_Srgb = 29,
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GPU_Format_R8G8B8A8_Uint = 30,
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GPU_Format_R8G8B8A8_Snorm = 31,
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GPU_Format_R8G8B8A8_Sint = 32,
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GPU_Format_R16G16_Typeless = 33,
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GPU_Format_R16G16_Float = 34,
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GPU_Format_R16G16_Unorm = 35,
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GPU_Format_R16G16_Uint = 36,
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GPU_Format_R16G16_Snorm = 37,
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GPU_Format_R16G16_Sint = 38,
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GPU_Format_R32_Typeless = 39,
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GPU_Format_D32_Float = 40,
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GPU_Format_R32_Float = 41,
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GPU_Format_R32_Uint = 42,
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GPU_Format_R32_Sint = 43,
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GPU_Format_R24G8_Typeless = 44,
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GPU_Format_D24_Unorm_S8_Uint = 45,
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GPU_Format_R24_Unorm_X8_Typeless = 46,
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GPU_Format_X24_Typeless_G8_Uint = 47,
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GPU_Format_R8G8_Typeless = 48,
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GPU_Format_R8G8_Unorm = 49,
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GPU_Format_R8G8_Uint = 50,
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GPU_Format_R8G8_Snorm = 51,
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GPU_Format_R8G8_Sint = 52,
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GPU_Format_R16_Typeless = 53,
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GPU_Format_R16_Float = 54,
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GPU_Format_D16_Unorm = 55,
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GPU_Format_R16_Unorm = 56,
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GPU_Format_R16_Uint = 57,
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GPU_Format_R16_Snorm = 58,
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GPU_Format_R16_Sint = 59,
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GPU_Format_R8_Typeless = 60,
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GPU_Format_R8_Unorm = 61,
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GPU_Format_R8_Uint = 62,
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GPU_Format_R8_Snorm = 63,
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GPU_Format_R8_Sint = 64,
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GPU_Format_A8_Unorm = 65,
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GPU_Format_R1_Unorm = 66,
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GPU_Format_R9G9B9E5_SharedXP = 67,
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GPU_Format_R8G8_B8G8_Unorm = 68,
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GPU_Format_G8R8_G8B8_Unorm = 69,
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GPU_Format_BC1_Typeless = 70,
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GPU_Format_BC1_Unorm = 71,
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GPU_Format_BC1_Unorm_Srgb = 72,
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GPU_Format_BC2_Typeless = 73,
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GPU_Format_BC2_Unorm = 74,
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GPU_Format_BC2_Unorm_Srgb = 75,
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GPU_Format_BC3_Typeless = 76,
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GPU_Format_BC3_Unorm = 77,
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GPU_Format_BC3_Unorm_Srgb = 78,
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GPU_Format_BC4_Typeless = 79,
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GPU_Format_BC4_Unorm = 80,
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GPU_Format_BC4_Snorm = 81,
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GPU_Format_BC5_Typeless = 82,
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GPU_Format_BC5_Unorm = 83,
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GPU_Format_BC5_Snorm = 84,
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GPU_Format_B5G6R5_Unorm = 85,
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GPU_Format_B5G5R5A1_Unorm = 86,
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GPU_Format_B8G8R8A8_Unorm = 87,
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GPU_Format_B8G8R8X8_Unorm = 88,
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GPU_Format_R10G10B10_XR_BIAS_A2_Unorm = 89,
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GPU_Format_B8G8R8A8_Typeless = 90,
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GPU_Format_B8G8R8A8_Unorm_Srgb = 91,
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GPU_Format_B8G8R8X8_Typeless = 92,
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GPU_Format_B8G8R8X8_Unorm_Srgb = 93,
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GPU_Format_BC6H_Typeless = 94,
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GPU_Format_BC6H_UF16 = 95,
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GPU_Format_BC6H_SF16 = 96,
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GPU_Format_BC7_Typeless = 97,
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GPU_Format_BC7_Unorm = 98,
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GPU_Format_BC7_Unorm_Srgb = 99,
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GPU_Format_AYUV = 100,
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GPU_Format_Y410 = 101,
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GPU_Format_Y416 = 102,
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GPU_Format_NV12 = 103,
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GPU_Format_P010 = 104,
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GPU_Format_P016 = 105,
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GPU_Format_420_Opaque = 106,
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GPU_Format_YUY2 = 107,
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GPU_Format_Y210 = 108,
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GPU_Format_Y216 = 109,
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GPU_Format_NV11 = 110,
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GPU_Format_AI44 = 111,
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GPU_Format_IA44 = 112,
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GPU_Format_P8 = 113,
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GPU_Format_A8P8 = 114,
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GPU_Format_B4G4R4A4_Unorm = 115,
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GPU_Format_P208 = 130,
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GPU_Format_V208 = 131,
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GPU_Format_V408 = 132,
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GPU_Format_SAMPLER_FEEDBACK_MIN_MIP_Opaque = 189,
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GPU_Format_SAMPLER_FEEDBACK_MIP_REGION_USED_Opaque = 190,
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GPU_Format_A4B4G4R4_Unorm = 191,
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GPU_Format_Count = 192
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};
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////////////////////////////////
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//~ Resource types
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Enum(GPU_ResourceKind)
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{
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GPU_ResourceKind_Unknown,
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GPU_ResourceKind_Buffer,
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GPU_ResourceKind_Texture1D,
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GPU_ResourceKind_Texture2D,
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GPU_ResourceKind_Texture3D,
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GPU_ResourceKind_Sampler
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};
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Enum(GPU_ResourceFlag)
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{
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GPU_ResourceFlag_None = 0,
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GPU_ResourceFlag_AllowSrv = (1 << 0),
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GPU_ResourceFlag_AllowUav = (1 << 1),
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GPU_ResourceFlag_AllowRtv = (1 << 2)
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};
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Enum(GPU_HeapKind)
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{
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GPU_HeapKind_Default,
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GPU_HeapKind_Upload,
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GPU_HeapKind_Download
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};
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Enum(GPU_ReleaseFlag)
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{
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GPU_ReleaseFlag_None = 0,
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GPU_ReleaseFlag_Reuse = (1 << 0)
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};
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Struct(GPU_ResourceDesc)
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{
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GPU_ResourceKind kind;
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GPU_ResourceFlag flags;
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union
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{
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struct
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{
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GPU_Format format;
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Vec3I32 size;
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i32 mip_levels;
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} texture;
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struct
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{
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GPU_HeapKind heap_kind;
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u32 size;
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u32 element_count;
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u32 element_size;
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} buffer;
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};
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};
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////////////////////////////////
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//~ Shader types
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Struct(GPU_ShaderDesc)
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{
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char *shader_id;
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};
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#define GPU_ShaderDecl(name) static GPU_ShaderDesc name = { .shader_id = #name }
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////////////////////////////////
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//~ Rasterizer types
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Enum(GPU_RasterizeMode)
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{
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GPU_RasterizeMode_None,
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GPU_RasterizeMode_TriangleList
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};
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Struct(GPU_Viewport)
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{
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i32 _;
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};
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Struct(GPU_Scissor)
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{
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i32 _;
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};
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////////////////////////////////
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//~ Fence types
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Struct(GPU_Fence)
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{
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u64 targets[GPU_NumQueues];
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u32 num_targets;
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};
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////////////////////////////////
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//~ Memory info types
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Struct(GPU_MemoryInfo)
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{
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i32 _;
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};
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////////////////////////////////
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//~ Startup
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void GPU_Startup(void);
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////////////////////////////////
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//~ Rasterizer helpers
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GPU_Viewport GPU_ViewportFromRect(Rect rect);
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GPU_Scissor GPU_ScissorFromRect(Rect rect);
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////////////////////////////////
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//~ Fence operations
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GPU_Fence GPU_GetGlobalFence(void);
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////////////////////////////////
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//~ Resource operations
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GPU_Resource *GPU_AcquireResource(GPU_ResourceDesc desc);
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void GPU_ReleaseResource(GPU_Resource *resource, GPU_Fence fence, GPU_ReleaseFlag flags);
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u32 GPU_GetResourceId(GPU_Resource *resource);
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Vec2I32 GPU_GetTextureSize(GPU_Resource *resource);
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////////////////////////////////
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//~ Command list operations
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GPU_CommandList *GPU_BeginCommandList(void);
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GPU_Fence GPU_EndCommandList(GPU_CommandList *cl);
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void GPU_ProfileDF(GPU_CommandList *cl, String zone_name);
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////////////////////////////////
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//~ Resource transition operations
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void GPU_TransitionToSrv(GPU_CommandList *cl, GPU_Resource *resource);
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void GPU_TransitionToUav(GPU_CommandList *cl, GPU_Resource *resource);
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void GPU_TransitionToRtv(GPU_CommandList *cl, GPU_Resource *resource);
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void GPU_Flush(GPU_CommandList *cl, GPU_Resource *resource);
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////////////////////////////////
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//~ Dispatch operations
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void GPU_DispatchClear(GPU_CommandList *cl, GPU_Resource *resource);
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void GPU_DispatchRasterize(GPU_CommandList *cl,
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GPU_ShaderDesc vs,
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GPU_ShaderDesc ps,
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void *sig,
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u32 rts_count,
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GPU_Resource **rts,
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u32 viewports_count,
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GPU_Viewport *viewports,
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u32 scissors_count,
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GPU_Scissor *scissors,
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u32 instances_count,
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GPU_Resource *index_buffer,
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GPU_RasterizeMode mode);
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void GPU_DispatchCompute(GPU_CommandList *cl, GPU_ShaderDesc cs, void *sig, u32 num_threads_x, u32 num_threads_y, u32 num_threads_z);
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////////////////////////////////
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//~ Resource copy operations
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void GPU_PushResource(GPU_CommandList *cl, GPU_Resource *dst, GPU_Resource *src);
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void GPU_PushString(GPU_CommandList *cl, GPU_Resource *dst, String src);
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////////////////////////////////
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//~ Memory info operations
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GPU_MemoryInfo GPU_QueryMemoryInfo(void);
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////////////////////////////////
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//~ Swapchain operations
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GPU_Swapchain *GPU_AcquireSwapchain(P_Window *window, Vec2I32 size);
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void GPU_ReleaseSwapchain(GPU_Swapchain *swapchain);
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/* Waits until a new backbuffer is ready to be written to.
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* This should be called before rendering for minimum latency. */
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void GPU_WaitOnSwapchain(GPU_Swapchain *swapchain);
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/* 1. Clears the backbuffer and ensures it's at size `backbuffer_resolution`
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* 2. Blits `texture` to the backbuffer using `texture_xf`
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* 3. Presents the backbuffer */
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void GPU_PresentSwapchain(GPU_Swapchain *swapchain, Vec2I32 backbuffer_resolution, GPU_Resource *texture, Xform texture_xf, i32 vsync);
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