lovr/src/modules/graphics/graphics.h

668 lines
18 KiB
C

#include <stdbool.h>
#include <stdint.h>
#include <stddef.h>
#pragma once
struct Blob;
struct Image;
struct Rasterizer;
struct ModelData;
typedef struct Buffer Buffer;
typedef struct Texture Texture;
typedef struct Sampler Sampler;
typedef struct Shader Shader;
typedef struct Material Material;
typedef struct Font Font;
typedef struct Model Model;
typedef struct Readback Readback;
typedef struct Tally Tally;
typedef struct Pass Pass;
typedef struct {
bool debug;
bool vsync;
bool stencil;
bool antialias;
void* cacheData;
size_t cacheSize;
} GraphicsConfig;
typedef struct {
uint32_t deviceId;
uint32_t vendorId;
const char* name;
const char* renderer;
uint32_t subgroupSize;
bool discrete;
} GraphicsDevice;
typedef struct {
bool textureBC;
bool textureASTC;
bool wireframe;
bool depthClamp;
bool indirectDrawFirstInstance;
bool shaderTally;
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 uniformBuffersPerStage;
uint32_t storageBuffersPerStage;
uint32_t sampledTexturesPerStage;
uint32_t storageTexturesPerStage;
uint32_t samplersPerStage;
uint32_t resourcesPerShader;
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 workgroupCount[3];
uint32_t workgroupSize[3];
uint32_t totalWorkgroupSize;
uint32_t computeSharedMemory;
uint32_t shaderConstantSize;
uint32_t indirectDrawCount;
uint32_t instances;
float anisotropy;
float pointSize;
} GraphicsLimits;
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(GraphicsConfig* config);
void lovrGraphicsDestroy(void);
bool lovrGraphicsIsInitialized(void);
void lovrGraphicsGetDevice(GraphicsDevice* device);
void lovrGraphicsGetFeatures(GraphicsFeatures* features);
void lovrGraphicsGetLimits(GraphicsLimits* limits);
bool lovrGraphicsIsFormatSupported(uint32_t format, uint32_t features);
void lovrGraphicsGetShaderCache(void* data, size_t* size);
void lovrGraphicsGetBackgroundColor(float background[4]);
void lovrGraphicsSetBackgroundColor(float background[4]);
void lovrGraphicsSubmit(Pass** passes, uint32_t count);
void lovrGraphicsPresent(void);
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,
FIELD_INDEX16,
FIELD_INDEX32
} FieldType;
typedef struct {
uint32_t hash;
uint32_t location;
uint32_t type;
uint32_t offset;
} 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;
Buffer* lovrGraphicsGetBuffer(BufferInfo* info, void** data);
Buffer* lovrBufferCreate(const BufferInfo* info, void** data);
void lovrBufferDestroy(void* ref);
const BufferInfo* lovrBufferGetInfo(Buffer* buffer);
bool lovrBufferIsTemporary(Buffer* buffer);
bool lovrBufferIsValid(Buffer* buffer);
void* lovrBufferMap(Buffer* buffer, uint32_t offset, uint32_t size);
void lovrBufferClear(Buffer* buffer, uint32_t offset, uint32_t size);
// Texture
typedef enum {
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_CUBE,
TEXTURE_ARRAY
} TextureType;
enum {
TEXTURE_SAMPLE = (1 << 0),
TEXTURE_RENDER = (1 << 1),
TEXTURE_STORAGE = (1 << 2),
TEXTURE_TRANSFER = (1 << 3)
};
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 layers;
uint32_t mipmaps;
uint32_t samples;
uint32_t usage;
bool srgb;
bool xr;
uintptr_t handle;
uint32_t imageCount;
struct Image** images;
const char* label;
} TextureInfo;
Texture* lovrGraphicsGetWindowTexture(void);
Texture* lovrTextureCreate(const TextureInfo* info);
Texture* lovrTextureCreateView(const TextureViewInfo* view);
void lovrTextureDestroy(void* ref);
const TextureInfo* lovrTextureGetInfo(Texture* texture);
// 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* lovrGraphicsGetDefaultSampler(FilterMode mode);
Sampler* lovrSamplerCreate(const SamplerInfo* info);
void lovrSamplerDestroy(void* ref);
const SamplerInfo* lovrSamplerGetInfo(Sampler* sampler);
// Shader
typedef enum {
SHADER_UNLIT,
SHADER_NORMAL,
SHADER_FONT,
SHADER_CUBEMAP,
SHADER_EQUIRECT,
SHADER_FILL,
SHADER_FILL_ARRAY,
SHADER_FILL_LAYER,
SHADER_LOGO,
DEFAULT_SHADER_COUNT
} DefaultShader;
typedef enum {
SHADER_GRAPHICS,
SHADER_COMPUTE
} ShaderType;
typedef enum {
STAGE_VERTEX,
STAGE_FRAGMENT,
STAGE_COMPUTE
} ShaderStage;
typedef struct {
const void* code;
size_t size;
} ShaderSource;
typedef struct {
const char* name;
uint32_t id;
double value;
} ShaderFlag;
typedef struct {
ShaderType type;
ShaderSource source[2];
uint32_t flagCount;
ShaderFlag* flags;
const char* label;
} ShaderInfo;
ShaderSource lovrGraphicsCompileShader(ShaderStage stage, ShaderSource* source);
ShaderSource lovrGraphicsGetDefaultShaderSource(DefaultShader type, ShaderStage stage);
Shader* lovrGraphicsGetDefaultShader(DefaultShader type);
Shader* lovrShaderCreate(const ShaderInfo* info);
Shader* lovrShaderClone(Shader* parent, ShaderFlag* flags, uint32_t count);
void lovrShaderDestroy(void* ref);
const ShaderInfo* lovrShaderGetInfo(Shader* shader);
bool lovrShaderHasStage(Shader* shader, ShaderStage stage);
bool lovrShaderHasAttribute(Shader* shader, const char* name, uint32_t location);
void lovrShaderGetWorkgroupSize(Shader* shader, uint32_t size[3]);
// Material
typedef struct {
float color[4];
float glow[4];
float uvShift[2];
float uvScale[2];
float sdfRange[2];
float metalness;
float roughness;
float clearcoat;
float clearcoatRoughness;
float occlusionStrength;
float normalScale;
float alphaCutoff;
} MaterialData;
typedef struct {
MaterialData data;
Texture* texture;
Texture* glowTexture;
Texture* metalnessTexture;
Texture* roughnessTexture;
Texture* clearcoatTexture;
Texture* occlusionTexture;
Texture* normalTexture;
} MaterialInfo;
Material* lovrMaterialCreate(const MaterialInfo* info);
void lovrMaterialDestroy(void* ref);
const MaterialInfo* lovrMaterialGetInfo(Material* material);
// Font
typedef struct {
struct Rasterizer* rasterizer;
double spread;
} FontInfo;
typedef struct ColoredString {
float color[4];
const char* string;
size_t length;
} ColoredString;
typedef enum {
ALIGN_LEFT,
ALIGN_CENTER,
ALIGN_RIGHT
} HorizontalAlign;
typedef enum {
ALIGN_TOP,
ALIGN_MIDDLE,
ALIGN_BOTTOM
} VerticalAlign;
typedef struct {
struct { float x, y; } position;
struct { uint16_t u, v; } uv;
struct { uint8_t r, g, b, a; } color;
} GlyphVertex;
Font* lovrGraphicsGetDefaultFont(void);
Font* lovrFontCreate(const FontInfo* info);
void lovrFontDestroy(void* ref);
const FontInfo* lovrFontGetInfo(Font* font);
float lovrFontGetPixelDensity(Font* font);
void lovrFontSetPixelDensity(Font* font, float pixelDensity);
float lovrFontGetLineSpacing(Font* font);
void lovrFontSetLineSpacing(Font* font, float spacing);
float lovrFontGetKerning(Font* font, uint32_t first, uint32_t second);
float lovrFontGetWidth(Font* font, ColoredString* strings, uint32_t count);
void lovrFontGetLines(Font* font, ColoredString* strings, uint32_t count, float wrap, void (*callback)(void* context, const char* string, size_t length), void* context);
void lovrFontGetVertices(Font* font, ColoredString* strings, uint32_t count, float wrap, HorizontalAlign halign, VerticalAlign valign, GlyphVertex* vertices, uint32_t* glyphCount, uint32_t* lineCount, Material** material, bool flip);
// Model
typedef struct {
struct ModelData* data;
bool mipmaps;
} ModelInfo;
typedef enum {
ORIGIN_ROOT,
ORIGIN_PARENT
} OriginType;
typedef enum {
MESH_POINTS,
MESH_LINES,
MESH_TRIANGLES
} MeshMode;
typedef struct {
MeshMode mode;
Material* material;
uint32_t start;
uint32_t count;
uint32_t base;
bool indexed;
} ModelDraw;
Model* lovrModelCreate(const ModelInfo* info);
void lovrModelDestroy(void* ref);
const ModelInfo* lovrModelGetInfo(Model* model);
uint32_t lovrModelGetNodeDrawCount(Model* model, uint32_t node);
void lovrModelGetNodeDraw(Model* model, uint32_t node, uint32_t index, ModelDraw* draw);
void lovrModelResetNodeTransforms(Model* model);
void lovrModelAnimate(Model* model, uint32_t animationIndex, float time, float alpha);
void lovrModelGetNodeTransform(Model* model, uint32_t node, float position[4], float scale[4], float rotation[4], OriginType origin);
void lovrModelSetNodeTransform(Model* model, uint32_t node, float position[4], float scale[4], float rotation[4], float alpha);
Texture* lovrModelGetTexture(Model* model, uint32_t index);
Material* lovrModelGetMaterial(Model* model, uint32_t index);
Buffer* lovrModelGetVertexBuffer(Model* model);
Buffer* lovrModelGetIndexBuffer(Model* model);
// Readback
typedef enum {
READBACK_BUFFER,
READBACK_TEXTURE,
READBACK_TALLY
} ReadbackType;
typedef struct {
ReadbackType type;
union {
struct {
Buffer* object;
uint32_t offset;
uint32_t extent;
} buffer;
struct {
Texture* object;
uint32_t offset[4];
uint32_t extent[2];
} texture;
struct {
Tally* object;
uint32_t index;
uint32_t count;
} tally;
};
} ReadbackInfo;
Readback* lovrReadbackCreate(const ReadbackInfo* info);
void lovrReadbackDestroy(void* ref);
const ReadbackInfo* lovrReadbackGetInfo(Readback* readback);
bool lovrReadbackIsComplete(Readback* readback);
bool lovrReadbackWait(Readback* readback);
void* lovrReadbackGetData(Readback* readback);
struct Blob* lovrReadbackGetBlob(Readback* readback);
struct Image* lovrReadbackGetImage(Readback* readback);
// Tally
typedef enum {
TALLY_TIME,
TALLY_SHADER,
TALLY_PIXEL
} TallyType;
typedef struct {
TallyType type;
uint32_t count;
uint32_t views;
} TallyInfo;
Tally* lovrTallyCreate(const TallyInfo* info);
void lovrTallyDestroy(void* ref);
const TallyInfo* lovrTallyGetInfo(Tally* tally);
// Pass
typedef enum {
PASS_RENDER,
PASS_COMPUTE,
PASS_TRANSFER
} PassType;
typedef enum {
STACK_TRANSFORM,
STACK_STATE
} StackType;
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 {
STYLE_FILL,
STYLE_LINE
} DrawStyle;
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;
typedef enum {
LOAD_CLEAR,
LOAD_DISCARD,
LOAD_KEEP
} LoadAction;
typedef struct {
Texture* texture;
uint32_t format;
LoadAction load;
float clear;
} DepthInfo;
typedef struct {
uint32_t count;
Texture* textures[4];
LoadAction loads[4];
float clears[4][4];
DepthInfo depth;
uint32_t samples;
bool mipmap;
} Canvas;
typedef struct {
PassType type;
Canvas canvas;
const char* label;
} PassInfo;
Pass* lovrGraphicsGetWindowPass(void);
Pass* lovrGraphicsGetPass(PassInfo* info);
void lovrPassDestroy(void* ref);
const PassInfo* lovrPassGetInfo(Pass* pass);
uint32_t lovrPassGetWidth(Pass* pass);
uint32_t lovrPassGetHeight(Pass* pass);
uint32_t lovrPassGetViewCount(Pass* pass);
uint32_t lovrPassGetSampleCount(Pass* pass);
void lovrPassGetTarget(Pass* pass, Texture* color[4], Texture** depth, uint32_t* count);
void lovrPassGetClear(Pass* pass, float color[4][4], float* depth, uint8_t* stencil, uint32_t* count);
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]);
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);
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);
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 lovrPassSetFont(Pass* pass, Font* font);
void lovrPassSetMaterial(Pass* pass, Material* material, Texture* texture);
void lovrPassSetMeshMode(Pass* pass, MeshMode mode);
void lovrPassSetSampler(Pass* pass, Sampler* sampler);
void lovrPassSetScissor(Pass* pass, uint32_t scissor[4]);
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 lovrPassSetViewport(Pass* pass, float viewport[4], float depthRange[2]);
void lovrPassSetWinding(Pass* pass, Winding winding);
void lovrPassSetWireframe(Pass* pass, bool wireframe);
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);
void lovrPassSendValue(Pass* pass, const char* name, size_t length, void** data, FieldType* type);
void lovrPassPoints(Pass* pass, uint32_t count, float** vertices);
void lovrPassLine(Pass* pass, uint32_t count, float** vertices);
void lovrPassPlane(Pass* pass, float* transform, DrawStyle style, uint32_t cols, uint32_t rows);
void lovrPassBox(Pass* pass, float* transform, DrawStyle style);
void lovrPassCircle(Pass* pass, float* transform, DrawStyle style, float angle1, float angle2, uint32_t segments);
void lovrPassSphere(Pass* pass, float* transform, uint32_t segmentsH, uint32_t segmentsV);
void lovrPassCylinder(Pass* pass, float* transform, bool capped, float angle1, float angle2, uint32_t segments);
void lovrPassCone(Pass* pass, float* transform, uint32_t segments);
void lovrPassCapsule(Pass* pass, float* transform, uint32_t segments);
void lovrPassTorus(Pass* pass, float* transform, uint32_t segmentsT, uint32_t segmentsP);
void lovrPassText(Pass* pass, ColoredString* strings, uint32_t count, float* transform, float wrap, HorizontalAlign halign, VerticalAlign valign);
void lovrPassSkybox(Pass* pass, Texture* texture);
void lovrPassFill(Pass* pass, Texture* texture);
void lovrPassMonkey(Pass* pass, float* transform);
void lovrPassDrawModel(Pass* pass, Model* model, float* transform, uint32_t node, bool recurse, uint32_t instances);
void lovrPassMesh(Pass* pass, Buffer* vertices, Buffer* indices, float* transform, uint32_t start, uint32_t count, uint32_t instances, uint32_t base);
void lovrPassMeshIndirect(Pass* pass, Buffer* vertices, Buffer* indices, Buffer* indirect, uint32_t count, uint32_t offset, uint32_t stride);
void lovrPassCompute(Pass* pass, uint32_t x, uint32_t y, uint32_t z, Buffer* indirect, uint32_t offset);
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);
void* lovrPassCopyDataToBuffer(Pass* pass, Buffer* buffer, uint32_t offset, uint32_t extent);
void lovrPassCopyBufferToBuffer(Pass* pass, Buffer* src, Buffer* dst, uint32_t srcOffset, uint32_t dstOffset, uint32_t extent);
void lovrPassCopyTallyToBuffer(Pass* pass, Tally* src, Buffer* dst, uint32_t srcIndex, uint32_t dstOffset, uint32_t count);
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);
void lovrPassMipmap(Pass* pass, Texture* texture, uint32_t base, uint32_t count);
Readback* lovrPassReadBuffer(Pass* pass, Buffer* buffer, uint32_t index, uint32_t count);
Readback* lovrPassReadTexture(Pass* pass, Texture* texture, uint32_t offset[4], uint32_t extent[3]);
Readback* lovrPassReadTally(Pass* pass, Tally* tally, uint32_t index, uint32_t count);
void lovrPassTick(Pass* pass, Tally* tally, uint32_t index);
void lovrPassTock(Pass* pass, Tally* tally, uint32_t index);