mirror of https://github.com/bjornbytes/lovr.git
668 lines
18 KiB
C
668 lines
18 KiB
C
#include <stdbool.h>
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#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;
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struct Rasterizer;
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struct ModelData;
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typedef struct Buffer Buffer;
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typedef struct Texture Texture;
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typedef struct Sampler Sampler;
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typedef struct Shader Shader;
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typedef struct Material Material;
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typedef struct Font Font;
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typedef struct Model Model;
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typedef struct Readback Readback;
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typedef struct Tally Tally;
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typedef struct Pass Pass;
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typedef struct {
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bool debug;
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bool vsync;
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bool stencil;
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bool antialias;
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void* cacheData;
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size_t cacheSize;
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} GraphicsConfig;
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typedef struct {
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uint32_t deviceId;
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uint32_t vendorId;
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const char* name;
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const char* renderer;
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uint32_t subgroupSize;
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bool discrete;
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} GraphicsDevice;
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typedef struct {
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bool textureBC;
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bool textureASTC;
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bool wireframe;
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bool depthClamp;
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bool indirectDrawFirstInstance;
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bool shaderTally;
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bool float64;
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bool int64;
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bool int16;
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} GraphicsFeatures;
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typedef struct {
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uint32_t textureSize2D;
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uint32_t textureSize3D;
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uint32_t textureSizeCube;
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uint32_t textureLayers;
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uint32_t renderSize[3];
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uint32_t uniformBuffersPerStage;
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uint32_t storageBuffersPerStage;
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uint32_t sampledTexturesPerStage;
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uint32_t storageTexturesPerStage;
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uint32_t samplersPerStage;
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uint32_t resourcesPerShader;
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uint32_t uniformBufferRange;
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uint32_t storageBufferRange;
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uint32_t uniformBufferAlign;
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uint32_t storageBufferAlign;
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uint32_t vertexAttributes;
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uint32_t vertexBufferStride;
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uint32_t vertexShaderOutputs;
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uint32_t clipDistances;
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uint32_t cullDistances;
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uint32_t clipAndCullDistances;
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uint32_t workgroupCount[3];
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uint32_t workgroupSize[3];
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uint32_t totalWorkgroupSize;
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uint32_t computeSharedMemory;
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uint32_t shaderConstantSize;
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uint32_t indirectDrawCount;
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uint32_t instances;
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float anisotropy;
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float pointSize;
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} GraphicsLimits;
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enum {
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TEXTURE_FEATURE_SAMPLE = (1 << 0),
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TEXTURE_FEATURE_FILTER = (1 << 1),
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TEXTURE_FEATURE_RENDER = (1 << 2),
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TEXTURE_FEATURE_BLEND = (1 << 3),
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TEXTURE_FEATURE_STORAGE = (1 << 4),
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TEXTURE_FEATURE_ATOMIC = (1 << 5),
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TEXTURE_FEATURE_BLIT_SRC = (1 << 6),
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TEXTURE_FEATURE_BLIT_DST = (1 << 7)
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};
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bool lovrGraphicsInit(GraphicsConfig* config);
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void lovrGraphicsDestroy(void);
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bool lovrGraphicsIsInitialized(void);
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void lovrGraphicsGetDevice(GraphicsDevice* device);
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void lovrGraphicsGetFeatures(GraphicsFeatures* features);
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void lovrGraphicsGetLimits(GraphicsLimits* limits);
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bool lovrGraphicsIsFormatSupported(uint32_t format, uint32_t features);
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void lovrGraphicsGetShaderCache(void* data, size_t* size);
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void lovrGraphicsGetBackgroundColor(float background[4]);
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void lovrGraphicsSetBackgroundColor(float background[4]);
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void lovrGraphicsSubmit(Pass** passes, uint32_t count);
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void lovrGraphicsPresent(void);
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void lovrGraphicsWait(void);
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// Buffer
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typedef enum {
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FIELD_I8x4,
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FIELD_U8x4,
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FIELD_SN8x4,
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FIELD_UN8x4,
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FIELD_UN10x3,
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FIELD_I16,
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FIELD_I16x2,
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FIELD_I16x4,
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FIELD_U16,
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FIELD_U16x2,
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FIELD_U16x4,
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FIELD_SN16x2,
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FIELD_SN16x4,
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FIELD_UN16x2,
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FIELD_UN16x4,
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FIELD_I32,
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FIELD_I32x2,
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FIELD_I32x3,
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FIELD_I32x4,
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FIELD_U32,
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FIELD_U32x2,
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FIELD_U32x3,
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FIELD_U32x4,
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FIELD_F16x2,
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FIELD_F16x4,
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FIELD_F32,
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FIELD_F32x2,
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FIELD_F32x3,
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FIELD_F32x4,
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FIELD_MAT2,
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FIELD_MAT3,
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FIELD_MAT4,
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FIELD_INDEX16,
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FIELD_INDEX32
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} FieldType;
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typedef struct {
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uint32_t hash;
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uint32_t location;
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uint32_t type;
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uint32_t offset;
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} BufferField;
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typedef enum {
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LAYOUT_PACKED,
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LAYOUT_STD140,
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LAYOUT_STD430
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} BufferLayout;
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typedef struct {
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uint32_t length;
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uint32_t stride;
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uint32_t fieldCount;
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BufferField fields[16];
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const char* label;
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uintptr_t handle;
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} BufferInfo;
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Buffer* lovrGraphicsGetBuffer(BufferInfo* info, void** data);
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Buffer* lovrBufferCreate(const BufferInfo* info, void** data);
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void lovrBufferDestroy(void* ref);
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const BufferInfo* lovrBufferGetInfo(Buffer* buffer);
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bool lovrBufferIsTemporary(Buffer* buffer);
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bool lovrBufferIsValid(Buffer* buffer);
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void* lovrBufferMap(Buffer* buffer, uint32_t offset, uint32_t size);
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void lovrBufferClear(Buffer* buffer, uint32_t offset, uint32_t size);
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// Texture
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typedef enum {
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TEXTURE_2D,
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TEXTURE_3D,
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TEXTURE_CUBE,
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TEXTURE_ARRAY
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} TextureType;
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enum {
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TEXTURE_SAMPLE = (1 << 0),
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TEXTURE_RENDER = (1 << 1),
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TEXTURE_STORAGE = (1 << 2),
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TEXTURE_TRANSFER = (1 << 3)
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};
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typedef struct {
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Texture* parent;
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TextureType type;
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uint32_t layerIndex;
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uint32_t layerCount;
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uint32_t levelIndex;
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uint32_t levelCount;
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} TextureViewInfo;
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typedef struct {
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Texture* parent;
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TextureType type;
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uint32_t format;
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uint32_t width;
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uint32_t height;
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uint32_t layers;
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uint32_t mipmaps;
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uint32_t samples;
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uint32_t usage;
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bool srgb;
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bool xr;
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uintptr_t handle;
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uint32_t imageCount;
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struct Image** images;
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const char* label;
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} TextureInfo;
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Texture* lovrGraphicsGetWindowTexture(void);
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Texture* lovrTextureCreate(const TextureInfo* info);
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Texture* lovrTextureCreateView(const TextureViewInfo* view);
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void lovrTextureDestroy(void* ref);
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const TextureInfo* lovrTextureGetInfo(Texture* texture);
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// Sampler
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typedef enum {
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FILTER_NEAREST,
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FILTER_LINEAR
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} FilterMode;
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typedef enum {
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WRAP_CLAMP,
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WRAP_REPEAT,
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WRAP_MIRROR
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} WrapMode;
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typedef enum {
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COMPARE_NONE,
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COMPARE_EQUAL,
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COMPARE_NEQUAL,
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COMPARE_LESS,
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COMPARE_LEQUAL,
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COMPARE_GREATER,
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COMPARE_GEQUAL
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} CompareMode;
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typedef struct {
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FilterMode min, mag, mip;
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WrapMode wrap[3];
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CompareMode compare;
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float anisotropy;
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float range[2];
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} SamplerInfo;
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Sampler* lovrGraphicsGetDefaultSampler(FilterMode mode);
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Sampler* lovrSamplerCreate(const SamplerInfo* info);
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void lovrSamplerDestroy(void* ref);
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const SamplerInfo* lovrSamplerGetInfo(Sampler* sampler);
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// Shader
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typedef enum {
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SHADER_UNLIT,
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SHADER_NORMAL,
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SHADER_FONT,
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SHADER_CUBEMAP,
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SHADER_EQUIRECT,
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SHADER_FILL,
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SHADER_FILL_ARRAY,
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SHADER_FILL_LAYER,
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SHADER_LOGO,
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DEFAULT_SHADER_COUNT
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} DefaultShader;
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typedef enum {
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SHADER_GRAPHICS,
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SHADER_COMPUTE
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} ShaderType;
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typedef enum {
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STAGE_VERTEX,
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STAGE_FRAGMENT,
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STAGE_COMPUTE
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} ShaderStage;
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typedef struct {
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const void* code;
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size_t size;
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} ShaderSource;
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typedef struct {
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const char* name;
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uint32_t id;
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double value;
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} ShaderFlag;
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typedef struct {
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ShaderType type;
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ShaderSource source[2];
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uint32_t flagCount;
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ShaderFlag* flags;
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const char* label;
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} ShaderInfo;
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ShaderSource lovrGraphicsCompileShader(ShaderStage stage, ShaderSource* source);
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ShaderSource lovrGraphicsGetDefaultShaderSource(DefaultShader type, ShaderStage stage);
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Shader* lovrGraphicsGetDefaultShader(DefaultShader type);
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Shader* lovrShaderCreate(const ShaderInfo* info);
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Shader* lovrShaderClone(Shader* parent, ShaderFlag* flags, uint32_t count);
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void lovrShaderDestroy(void* ref);
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const ShaderInfo* lovrShaderGetInfo(Shader* shader);
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bool lovrShaderHasStage(Shader* shader, ShaderStage stage);
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bool lovrShaderHasAttribute(Shader* shader, const char* name, uint32_t location);
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void lovrShaderGetWorkgroupSize(Shader* shader, uint32_t size[3]);
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// Material
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typedef struct {
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float color[4];
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float glow[4];
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float uvShift[2];
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float uvScale[2];
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float sdfRange[2];
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float metalness;
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float roughness;
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float clearcoat;
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float clearcoatRoughness;
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float occlusionStrength;
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float normalScale;
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float alphaCutoff;
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} MaterialData;
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typedef struct {
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MaterialData data;
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Texture* texture;
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Texture* glowTexture;
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Texture* metalnessTexture;
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Texture* roughnessTexture;
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Texture* clearcoatTexture;
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Texture* occlusionTexture;
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Texture* normalTexture;
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} MaterialInfo;
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Material* lovrMaterialCreate(const MaterialInfo* info);
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void lovrMaterialDestroy(void* ref);
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const MaterialInfo* lovrMaterialGetInfo(Material* material);
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// Font
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typedef struct {
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struct Rasterizer* rasterizer;
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double spread;
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} FontInfo;
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typedef struct ColoredString {
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float color[4];
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const char* string;
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size_t length;
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} ColoredString;
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typedef enum {
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ALIGN_LEFT,
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ALIGN_CENTER,
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ALIGN_RIGHT
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} HorizontalAlign;
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typedef enum {
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ALIGN_TOP,
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ALIGN_MIDDLE,
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ALIGN_BOTTOM
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} VerticalAlign;
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typedef struct {
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struct { float x, y; } position;
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struct { uint16_t u, v; } uv;
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struct { uint8_t r, g, b, a; } color;
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} GlyphVertex;
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Font* lovrGraphicsGetDefaultFont(void);
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Font* lovrFontCreate(const FontInfo* info);
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void lovrFontDestroy(void* ref);
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const FontInfo* lovrFontGetInfo(Font* font);
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float lovrFontGetPixelDensity(Font* font);
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void lovrFontSetPixelDensity(Font* font, float pixelDensity);
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float lovrFontGetLineSpacing(Font* font);
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void lovrFontSetLineSpacing(Font* font, float spacing);
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float lovrFontGetKerning(Font* font, uint32_t first, uint32_t second);
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float lovrFontGetWidth(Font* font, ColoredString* strings, uint32_t count);
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void lovrFontGetLines(Font* font, ColoredString* strings, uint32_t count, float wrap, void (*callback)(void* context, const char* string, size_t length), void* context);
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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);
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// Model
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typedef struct {
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struct ModelData* data;
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bool mipmaps;
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} ModelInfo;
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typedef enum {
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ORIGIN_ROOT,
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ORIGIN_PARENT
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} OriginType;
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typedef enum {
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MESH_POINTS,
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MESH_LINES,
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MESH_TRIANGLES
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} MeshMode;
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typedef struct {
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MeshMode mode;
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Material* material;
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uint32_t start;
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uint32_t count;
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uint32_t base;
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bool indexed;
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} ModelDraw;
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Model* lovrModelCreate(const ModelInfo* info);
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void lovrModelDestroy(void* ref);
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const ModelInfo* lovrModelGetInfo(Model* model);
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uint32_t lovrModelGetNodeDrawCount(Model* model, uint32_t node);
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void lovrModelGetNodeDraw(Model* model, uint32_t node, uint32_t index, ModelDraw* draw);
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void lovrModelResetNodeTransforms(Model* model);
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void lovrModelAnimate(Model* model, uint32_t animationIndex, float time, float alpha);
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void lovrModelGetNodeTransform(Model* model, uint32_t node, float position[4], float scale[4], float rotation[4], OriginType origin);
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void lovrModelSetNodeTransform(Model* model, uint32_t node, float position[4], float scale[4], float rotation[4], float alpha);
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Texture* lovrModelGetTexture(Model* model, uint32_t index);
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Material* lovrModelGetMaterial(Model* model, uint32_t index);
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Buffer* lovrModelGetVertexBuffer(Model* model);
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Buffer* lovrModelGetIndexBuffer(Model* model);
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// Readback
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typedef enum {
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READBACK_BUFFER,
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READBACK_TEXTURE,
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READBACK_TALLY
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} ReadbackType;
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typedef struct {
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ReadbackType type;
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union {
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struct {
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Buffer* object;
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uint32_t offset;
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uint32_t extent;
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} buffer;
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struct {
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Texture* object;
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uint32_t offset[4];
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uint32_t extent[2];
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} texture;
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struct {
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Tally* object;
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uint32_t index;
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uint32_t count;
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} tally;
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};
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} ReadbackInfo;
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Readback* lovrReadbackCreate(const ReadbackInfo* info);
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void lovrReadbackDestroy(void* ref);
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const ReadbackInfo* lovrReadbackGetInfo(Readback* readback);
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bool lovrReadbackIsComplete(Readback* readback);
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bool lovrReadbackWait(Readback* readback);
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void* lovrReadbackGetData(Readback* readback);
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struct Blob* lovrReadbackGetBlob(Readback* readback);
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struct Image* lovrReadbackGetImage(Readback* readback);
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// Tally
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typedef enum {
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TALLY_TIME,
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TALLY_SHADER,
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TALLY_PIXEL
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} TallyType;
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typedef struct {
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TallyType type;
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uint32_t count;
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uint32_t views;
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} TallyInfo;
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Tally* lovrTallyCreate(const TallyInfo* info);
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void lovrTallyDestroy(void* ref);
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const TallyInfo* lovrTallyGetInfo(Tally* tally);
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// Pass
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typedef enum {
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PASS_RENDER,
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PASS_COMPUTE,
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PASS_TRANSFER
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} PassType;
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typedef enum {
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STACK_TRANSFORM,
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STACK_STATE
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} StackType;
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typedef enum {
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BLEND_ALPHA_MULTIPLY,
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BLEND_PREMULTIPLIED
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} BlendAlphaMode;
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typedef enum {
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BLEND_ALPHA,
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BLEND_ADD,
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BLEND_SUBTRACT,
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BLEND_MULTIPLY,
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BLEND_LIGHTEN,
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BLEND_DARKEN,
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BLEND_SCREEN,
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BLEND_NONE
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} BlendMode;
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typedef enum {
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CULL_NONE,
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CULL_FRONT,
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CULL_BACK
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} CullMode;
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typedef enum {
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STYLE_FILL,
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STYLE_LINE
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} DrawStyle;
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typedef enum {
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STENCIL_KEEP,
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STENCIL_ZERO,
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STENCIL_REPLACE,
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STENCIL_INCREMENT,
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STENCIL_DECREMENT,
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STENCIL_INCREMENT_WRAP,
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STENCIL_DECREMENT_WRAP,
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STENCIL_INVERT
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} StencilAction;
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typedef enum {
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WINDING_COUNTERCLOCKWISE,
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WINDING_CLOCKWISE
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} Winding;
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typedef enum {
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LOAD_CLEAR,
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LOAD_DISCARD,
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LOAD_KEEP
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} LoadAction;
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typedef struct {
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Texture* texture;
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uint32_t format;
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LoadAction load;
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float clear;
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} DepthInfo;
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typedef struct {
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uint32_t count;
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Texture* textures[4];
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LoadAction loads[4];
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float clears[4][4];
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DepthInfo depth;
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uint32_t samples;
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bool mipmap;
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} Canvas;
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typedef struct {
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PassType type;
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Canvas canvas;
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const char* label;
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} PassInfo;
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Pass* lovrGraphicsGetWindowPass(void);
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Pass* lovrGraphicsGetPass(PassInfo* info);
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void lovrPassDestroy(void* ref);
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const PassInfo* lovrPassGetInfo(Pass* pass);
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uint32_t lovrPassGetWidth(Pass* pass);
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uint32_t lovrPassGetHeight(Pass* pass);
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uint32_t lovrPassGetViewCount(Pass* pass);
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uint32_t lovrPassGetSampleCount(Pass* pass);
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void lovrPassGetTarget(Pass* pass, Texture* color[4], Texture** depth, uint32_t* count);
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void lovrPassGetClear(Pass* pass, float color[4][4], float* depth, uint8_t* stencil, uint32_t* count);
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void lovrPassGetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]);
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void lovrPassSetViewMatrix(Pass* pass, uint32_t index, float viewMatrix[16]);
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void lovrPassGetProjection(Pass* pass, uint32_t index, float projection[16]);
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void lovrPassSetProjection(Pass* pass, uint32_t index, float projection[16]);
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void lovrPassPush(Pass* pass, StackType stack);
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void lovrPassPop(Pass* pass, StackType stack);
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void lovrPassOrigin(Pass* pass);
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void lovrPassTranslate(Pass* pass, float* translation);
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void lovrPassRotate(Pass* pass, float* rotation);
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void lovrPassScale(Pass* pass, float* scale);
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void lovrPassTransform(Pass* pass, float* transform);
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void lovrPassSetAlphaToCoverage(Pass* pass, bool enabled);
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void lovrPassSetBlendMode(Pass* pass, BlendMode mode, BlendAlphaMode alphaMode);
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void lovrPassSetColor(Pass* pass, float color[4]);
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void lovrPassSetColorWrite(Pass* pass, bool r, bool g, bool b, bool a);
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void lovrPassSetCullMode(Pass* pass, CullMode mode);
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void lovrPassSetDepthTest(Pass* pass, CompareMode test);
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void lovrPassSetDepthWrite(Pass* pass, bool write);
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void lovrPassSetDepthOffset(Pass* pass, float offset, float sloped);
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void lovrPassSetDepthClamp(Pass* pass, bool clamp);
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void lovrPassSetFont(Pass* pass, Font* font);
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void lovrPassSetMaterial(Pass* pass, Material* material, Texture* texture);
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void lovrPassSetMeshMode(Pass* pass, MeshMode mode);
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void lovrPassSetSampler(Pass* pass, Sampler* sampler);
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void lovrPassSetScissor(Pass* pass, uint32_t scissor[4]);
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void lovrPassSetShader(Pass* pass, Shader* shader);
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void lovrPassSetStencilTest(Pass* pass, CompareMode test, uint8_t value, uint8_t mask);
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void lovrPassSetStencilWrite(Pass* pass, StencilAction actions[3], uint8_t value, uint8_t mask);
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void lovrPassSetViewport(Pass* pass, float viewport[4], float depthRange[2]);
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void lovrPassSetWinding(Pass* pass, Winding winding);
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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);
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void lovrPassSendTexture(Pass* pass, const char* name, size_t length, uint32_t slot, Texture* texture);
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void lovrPassSendSampler(Pass* pass, const char* name, size_t length, uint32_t slot, Sampler* sampler);
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void lovrPassSendValue(Pass* pass, const char* name, size_t length, void** data, FieldType* type);
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void lovrPassPoints(Pass* pass, uint32_t count, float** vertices);
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void lovrPassLine(Pass* pass, uint32_t count, float** vertices);
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void lovrPassPlane(Pass* pass, float* transform, DrawStyle style, uint32_t cols, uint32_t rows);
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void lovrPassBox(Pass* pass, float* transform, DrawStyle style);
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void lovrPassCircle(Pass* pass, float* transform, DrawStyle style, float angle1, float angle2, uint32_t segments);
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void lovrPassSphere(Pass* pass, float* transform, uint32_t segmentsH, uint32_t segmentsV);
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void lovrPassCylinder(Pass* pass, float* transform, bool capped, float angle1, float angle2, uint32_t segments);
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void lovrPassCone(Pass* pass, float* transform, uint32_t segments);
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void lovrPassCapsule(Pass* pass, float* transform, uint32_t segments);
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void lovrPassTorus(Pass* pass, float* transform, uint32_t segmentsT, uint32_t segmentsP);
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void lovrPassText(Pass* pass, ColoredString* strings, uint32_t count, float* transform, float wrap, HorizontalAlign halign, VerticalAlign valign);
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void lovrPassSkybox(Pass* pass, Texture* texture);
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void lovrPassFill(Pass* pass, Texture* texture);
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void lovrPassMonkey(Pass* pass, float* transform);
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void lovrPassDrawModel(Pass* pass, Model* model, float* transform, uint32_t node, bool recurse, uint32_t instances);
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void lovrPassMesh(Pass* pass, Buffer* vertices, Buffer* indices, float* transform, uint32_t start, uint32_t count, uint32_t instances, uint32_t base);
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void lovrPassMeshIndirect(Pass* pass, Buffer* vertices, Buffer* indices, Buffer* indirect, uint32_t count, uint32_t offset, uint32_t stride);
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void lovrPassCompute(Pass* pass, uint32_t x, uint32_t y, uint32_t z, Buffer* indirect, uint32_t offset);
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void lovrPassClearBuffer(Pass* pass, Buffer* buffer, uint32_t offset, uint32_t extent);
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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, Buffer* buffer, uint32_t offset, uint32_t extent);
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void lovrPassCopyBufferToBuffer(Pass* pass, Buffer* src, Buffer* dst, uint32_t srcOffset, uint32_t dstOffset, uint32_t extent);
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void lovrPassCopyTallyToBuffer(Pass* pass, Tally* src, Buffer* dst, uint32_t srcIndex, uint32_t dstOffset, uint32_t count);
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void lovrPassCopyImageToTexture(Pass* pass, struct Image* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]);
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void lovrPassCopyTextureToTexture(Pass* pass, Texture* src, Texture* dst, uint32_t srcOffset[4], uint32_t dstOffset[4], uint32_t extent[3]);
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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);
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Readback* lovrPassReadBuffer(Pass* pass, Buffer* buffer, uint32_t index, uint32_t count);
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Readback* lovrPassReadTexture(Pass* pass, Texture* texture, uint32_t offset[4], uint32_t extent[3]);
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Readback* lovrPassReadTally(Pass* pass, Tally* tally, uint32_t index, uint32_t count);
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void lovrPassTick(Pass* pass, Tally* tally, uint32_t index);
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void lovrPassTock(Pass* pass, Tally* tally, uint32_t index);
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