lovr/src/modules/graphics/graphics.h

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#include <stdbool.h>
#include <stdint.h>
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#include <stddef.h>
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#pragma once
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struct Blob;
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struct Image;
typedef struct Buffer Buffer;
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typedef struct Texture Texture;
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typedef struct Sampler Sampler;
typedef struct Shader Shader;
typedef struct Pass Pass;
typedef struct {
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uint32_t deviceId;
uint32_t vendorId;
const char* name;
const char* renderer;
uint32_t subgroupSize;
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bool discrete;
} GraphicsDevice;
typedef struct {
bool textureBC;
bool textureASTC;
bool wireframe;
bool depthClamp;
bool indirectDrawFirstInstance;
bool float64;
bool int64;
bool int16;
} GraphicsFeatures;
typedef struct {
uint32_t textureSize2D;
uint32_t textureSize3D;
uint32_t textureSizeCube;
uint32_t textureLayers;
uint32_t renderSize[3];
uint32_t uniformBufferRange;
uint32_t storageBufferRange;
uint32_t uniformBufferAlign;
uint32_t storageBufferAlign;
uint32_t vertexAttributes;
uint32_t vertexBufferStride;
uint32_t vertexShaderOutputs;
uint32_t clipDistances;
uint32_t cullDistances;
uint32_t clipAndCullDistances;
uint32_t computeDispatchCount[3];
uint32_t computeWorkgroupSize[3];
uint32_t computeWorkgroupVolume;
uint32_t computeSharedMemory;
uint32_t shaderConstantSize;
uint32_t indirectDrawCount;
uint32_t instances;
float anisotropy;
float pointSize;
} GraphicsLimits;
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enum {
TEXTURE_FEATURE_SAMPLE = (1 << 0),
TEXTURE_FEATURE_FILTER = (1 << 1),
TEXTURE_FEATURE_RENDER = (1 << 2),
TEXTURE_FEATURE_BLEND = (1 << 3),
TEXTURE_FEATURE_STORAGE = (1 << 4),
TEXTURE_FEATURE_ATOMIC = (1 << 5),
TEXTURE_FEATURE_BLIT_SRC = (1 << 6),
TEXTURE_FEATURE_BLIT_DST = (1 << 7)
};
bool lovrGraphicsInit(bool debug, bool vsync);
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void lovrGraphicsDestroy(void);
void lovrGraphicsGetDevice(GraphicsDevice* device);
void lovrGraphicsGetFeatures(GraphicsFeatures* features);
void lovrGraphicsGetLimits(GraphicsLimits* limits);
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bool lovrGraphicsIsFormatSupported(uint32_t format, uint32_t features);
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void lovrGraphicsGetBackground(float background[4]);
void lovrGraphicsSetBackground(float background[4]);
void lovrGraphicsSubmit(Pass** passes, uint32_t count);
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void lovrGraphicsWait(void);
// Buffer
typedef enum {
FIELD_I8x4,
FIELD_U8x4,
FIELD_SN8x4,
FIELD_UN8x4,
FIELD_UN10x3,
FIELD_I16,
FIELD_I16x2,
FIELD_I16x4,
FIELD_U16,
FIELD_U16x2,
FIELD_U16x4,
FIELD_SN16x2,
FIELD_SN16x4,
FIELD_UN16x2,
FIELD_UN16x4,
FIELD_I32,
FIELD_I32x2,
FIELD_I32x3,
FIELD_I32x4,
FIELD_U32,
FIELD_U32x2,
FIELD_U32x3,
FIELD_U32x4,
FIELD_F16x2,
FIELD_F16x4,
FIELD_F32,
FIELD_F32x2,
FIELD_F32x3,
FIELD_F32x4,
FIELD_MAT2,
FIELD_MAT3,
FIELD_MAT4
} FieldType;
typedef struct {
uint16_t offset;
uint8_t location;
uint8_t type;
} BufferField;
typedef enum {
LAYOUT_PACKED,
LAYOUT_STD140,
LAYOUT_STD430
} BufferLayout;
typedef struct {
uint32_t length;
uint32_t stride;
uint32_t fieldCount;
BufferField fields[16];
const char* label;
uintptr_t handle;
} BufferInfo;
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Buffer* lovrGraphicsGetBuffer(BufferInfo* info, void** data);
Buffer* lovrBufferCreate(BufferInfo* info, void** data);
void lovrBufferDestroy(void* ref);
const BufferInfo* lovrBufferGetInfo(Buffer* buffer);
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bool lovrBufferIsTemporary(Buffer* buffer);
void* lovrBufferMap(Buffer* buffer, uint32_t offset, uint32_t size);
void lovrBufferClear(Buffer* buffer, uint32_t offset, uint32_t size);
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// Texture
typedef enum {
TEXTURE_2D,
TEXTURE_3D,
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TEXTURE_CUBE,
TEXTURE_ARRAY
} TextureType;
enum {
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TEXTURE_SAMPLE = (1 << 0),
TEXTURE_RENDER = (1 << 1),
TEXTURE_STORAGE = (1 << 2),
TEXTURE_TRANSFER = (1 << 3)
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};
typedef struct {
Texture* parent;
TextureType type;
uint32_t layerIndex;
uint32_t layerCount;
uint32_t levelIndex;
uint32_t levelCount;
} TextureViewInfo;
typedef struct {
Texture* parent;
TextureType type;
uint32_t format;
uint32_t width;
uint32_t height;
uint32_t depth;
uint32_t mipmaps;
uint32_t samples;
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uint32_t usage;
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bool srgb;
uintptr_t handle;
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uint32_t imageCount;
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struct Image** images;
const char* label;
} TextureInfo;
Texture* lovrGraphicsGetWindowTexture(void);
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Texture* lovrTextureCreate(TextureInfo* info);
Texture* lovrTextureCreateView(TextureViewInfo* view);
void lovrTextureDestroy(void* ref);
const TextureInfo* lovrTextureGetInfo(Texture* texture);
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// Sampler
typedef enum {
FILTER_NEAREST,
FILTER_LINEAR
} FilterMode;
typedef enum {
WRAP_CLAMP,
WRAP_REPEAT,
WRAP_MIRROR
} WrapMode;
typedef enum {
COMPARE_NONE,
COMPARE_EQUAL,
COMPARE_NEQUAL,
COMPARE_LESS,
COMPARE_LEQUAL,
COMPARE_GREATER,
COMPARE_GEQUAL
} CompareMode;
typedef struct {
FilterMode min, mag, mip;
WrapMode wrap[3];
CompareMode compare;
float anisotropy;
float range[2];
} SamplerInfo;
Sampler* lovrSamplerCreate(SamplerInfo* info);
void lovrSamplerDestroy(void* ref);
const SamplerInfo* lovrSamplerGetInfo(Sampler* sampler);
// Shader
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typedef enum {
SHADER_UNLIT,
DEFAULT_SHADER_COUNT
} DefaultShader;
typedef enum {
SHADER_GRAPHICS,
SHADER_COMPUTE
} ShaderType;
typedef enum {
STAGE_VERTEX,
STAGE_FRAGMENT,
STAGE_COMPUTE
} ShaderStage;
typedef struct {
const char* name;
uint32_t id;
double value;
} ShaderFlag;
typedef struct {
ShaderType type;
struct Blob* stages[2];
uint32_t flagCount;
ShaderFlag* flags;
const char* label;
} ShaderInfo;
struct Blob* lovrGraphicsCompileShader(ShaderStage stage, struct Blob* source);
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Shader* lovrGraphicsGetDefaultShader(DefaultShader type);
Shader* lovrShaderCreate(ShaderInfo* info);
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Shader* lovrShaderClone(Shader* parent, ShaderFlag* flags, uint32_t count);
void lovrShaderDestroy(void* ref);
const ShaderInfo* lovrShaderGetInfo(Shader* shader);
// Pass
typedef enum {
PASS_RENDER,
PASS_COMPUTE,
PASS_TRANSFER
} PassType;
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typedef enum {
STACK_TRANSFORM,
STACK_PIPELINE
} StackType;
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typedef enum {
BLEND_ALPHA_MULTIPLY,
BLEND_PREMULTIPLIED
} BlendAlphaMode;
typedef enum {
BLEND_ALPHA,
BLEND_ADD,
BLEND_SUBTRACT,
BLEND_MULTIPLY,
BLEND_LIGHTEN,
BLEND_DARKEN,
BLEND_SCREEN,
BLEND_NONE
} BlendMode;
typedef enum {
CULL_NONE,
CULL_FRONT,
CULL_BACK
} CullMode;
typedef enum {
STENCIL_KEEP,
STENCIL_ZERO,
STENCIL_REPLACE,
STENCIL_INCREMENT,
STENCIL_DECREMENT,
STENCIL_INCREMENT_WRAP,
STENCIL_DECREMENT_WRAP,
STENCIL_INVERT
} StencilAction;
typedef enum {
WINDING_COUNTERCLOCKWISE,
WINDING_CLOCKWISE
} Winding;
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typedef enum {
LOAD_KEEP,
LOAD_CLEAR,
LOAD_DISCARD
} LoadAction;
typedef struct {
Texture* texture;
uint32_t format;
LoadAction load;
float clear;
} DepthBuffer;
typedef struct {
Texture* textures[4];
LoadAction loads[4];
float clears[4][4];
DepthBuffer depth;
uint32_t samples;
} Canvas;
typedef struct {
PassType type;
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Canvas canvas;
const char* label;
} PassInfo;
Pass* lovrGraphicsGetPass(PassInfo* info);
void lovrPassDestroy(void* ref);
const PassInfo* lovrPassGetInfo(Pass* pass);
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void lovrPassGetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]);
void lovrPassSetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]);
void lovrPassGetProjection(Pass* pass, uint32_t index, float projection[16]);
void lovrPassSetProjection(Pass* pass, uint32_t index, float projection[16]);
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void lovrPassPush(Pass* pass, StackType stack);
void lovrPassPop(Pass* pass, StackType stack);
void lovrPassOrigin(Pass* pass);
void lovrPassTranslate(Pass* pass, float* translation);
void lovrPassRotate(Pass* pass, float* rotation);
void lovrPassScale(Pass* pass, float* scale);
void lovrPassTransform(Pass* pass, float* transform);
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void lovrPassSetAlphaToCoverage(Pass* pass, bool enabled);
void lovrPassSetBlendMode(Pass* pass, BlendMode mode, BlendAlphaMode alphaMode);
void lovrPassSetColor(Pass* pass, float color[4]);
void lovrPassSetColorWrite(Pass* pass, bool r, bool g, bool b, bool a);
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void lovrPassSetCullMode(Pass* pass, CullMode mode);
void lovrPassSetDepthTest(Pass* pass, CompareMode test);
void lovrPassSetDepthWrite(Pass* pass, bool write);
void lovrPassSetDepthOffset(Pass* pass, float offset, float sloped);
void lovrPassSetDepthClamp(Pass* pass, bool clamp);
void lovrPassSetShader(Pass* pass, Shader* shader);
void lovrPassSetStencilTest(Pass* pass, CompareMode test, uint8_t value, uint8_t mask);
void lovrPassSetStencilWrite(Pass* pass, StencilAction actions[3], uint8_t value, uint8_t mask);
void lovrPassSetWinding(Pass* pass, Winding winding);
void lovrPassSetWireframe(Pass* pass, bool wireframe);
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void lovrPassSendBuffer(Pass* pass, const char* name, size_t length, uint32_t slot, Buffer* buffer, uint32_t offset, uint32_t extent);
void lovrPassSendTexture(Pass* pass, const char* name, size_t length, uint32_t slot, Texture* texture);
void lovrPassSendSampler(Pass* pass, const char* name, size_t length, uint32_t slot, Sampler* sampler);
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void lovrPassPoints(Pass* pass, uint32_t count, float** vertices);
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void lovrPassClearBuffer(Pass* pass, Buffer* buffer, uint32_t offset, uint32_t extent);
void lovrPassClearTexture(Pass* pass, Texture* texture, float value[4], uint32_t layer, uint32_t layerCount, uint32_t level, uint32_t levelCount);
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void lovrPassCopyDataToBuffer(Pass* pass, void* data, Buffer* buffer, uint32_t offset, uint32_t size);
void lovrPassCopyBufferToBuffer(Pass* pass, Buffer* src, Buffer* dst, uint32_t srcOffset, uint32_t dstOffset, uint32_t extent);
void lovrPassCopyImageToTexture(Pass* pass, struct Image* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]);
void lovrPassCopyTextureToTexture(Pass* pass, Texture* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]);
void lovrPassBlit(Pass* pass, Texture* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t srcExtent[3], uint32_t dstExtent[3], FilterMode filter);
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void lovrPassMipmap(Pass* pass, Texture* texture, uint32_t base, uint32_t count);