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v/vlib/sokol/gfx/gfx_structs.v

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module gfx
pub struct C.sg_desc {
_start_canary u32
buffer_pool_size int
image_pool_size int
shader_pool_size int
pipeline_pool_size int
pass_pool_size int
context_pool_size int
/* GL specific */
gl_force_gles2 bool
/* Metal-specific */
mtl_device voidptr
mtl_renderpass_descriptor_cb fn() voidptr
mtl_drawable_cb fn() voidptr
mtl_global_uniform_buffer_size int
mtl_sampler_cache_size int
/* D3D11-specific */
d3d11_device voidptr
d3d11_device_context voidptr
d3d11_render_target_view_cb fn() voidptr
d3d11_depth_stencil_view_cb fn() voidptr
_end_canary u32
}
pub struct C.sg_pipeline_desc {
pub mut:
_start_canary u32
layout C.sg_layout_desc
shader C.sg_shader
primitive_type PrimitiveType
index_type IndexType
depth_stencil C.sg_depth_stencil_state
blend C.sg_blend_state
rasterizer C.sg_rasterizer_state
label byteptr
_end_canary u32
}
pub struct C.sg_pipeline_info {
}
pub struct C.sg_pipeline {
pub:
id u32
}
pub fn (p C.sg_pipeline) free() { sg_destroy_pipeline(p) }
pub struct C.sg_bindings {
pub mut:
_start_canary u32
vertex_buffers [8]sg_buffer
vertex_buffer_offsets [8]int
index_buffer sg_buffer
index_buffer_offset int
vs_images [8]sg_image
fs_images [8]sg_image
_end_canary u32
}
pub fn (b mut sg_bindings) set_vert_image(index int, img C.sg_image) {
b.vs_images[index] = img
}
pub fn (b mut sg_bindings) set_frag_image(index int, img C.sg_image) {
b.fs_images[index] = img
}
pub fn (b &C.sg_bindings) update_vert_buffer(index int, data voidptr, element_size int, element_count int) {
sg_update_buffer(b.vertex_buffers[index], data, element_size * element_count)
}
pub fn (b &C.sg_bindings) append_vert_buffer(index int, data voidptr, element_size int, element_count int) int {
return sg_append_buffer(b.vertex_buffers[index], data, element_size * element_count)
}
pub fn (b &C.sg_bindings) update_index_buffer(data voidptr, element_size int, element_count int) {
sg_update_buffer(b.index_buffer, data, element_size * element_count)
}
pub fn (b &C.sg_bindings) append_index_buffer(data voidptr, element_size int, element_count int) int {
return sg_append_buffer(b.index_buffer, data, element_size * element_count)
}
pub struct C.sg_shader_desc {
pub mut:
_start_canary u32
attrs [16]sg_shader_attr_desc
vs C.sg_shader_stage_desc
fs C.sg_shader_stage_desc
label byteptr
_end_canary u32
}
pub fn (desc mut C.sg_shader_desc) set_vert_src(src string) &C.sg_shader_desc {
desc.vs.source = src.str
return desc
}
pub fn (desc mut C.sg_shader_desc) set_frag_src(src string) &C.sg_shader_desc {
desc.fs.source = src.str
return desc
}
pub fn (desc mut C.sg_shader_desc) set_vert_image(index int, name string) &C.sg_shader_desc {
desc.vs.images[index].name = name.str
desc.vs.images[index].@type = ._2d
return desc
}
pub fn (desc mut C.sg_shader_desc) set_frag_image(index int, name string) &C.sg_shader_desc {
desc.fs.images[index].name = name.str
desc.fs.images[index].@type = ._2d
return desc
}
pub fn (desc mut C.sg_shader_desc) set_vert_uniform_block_size(block_index, size int) &C.sg_shader_desc {
desc.vs.uniform_blocks[block_index].size = size
return desc
}
pub fn (desc mut C.sg_shader_desc) set_frag_uniform_block_size(block_index, size int) &C.sg_shader_desc {
desc.fs.uniform_blocks[block_index].size = size
return desc
}
pub fn (desc mut C.sg_shader_desc) set_vert_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &C.sg_shader_desc {
desc.vs.uniform_blocks[block_index].uniforms[uniform_index].name = name.str
desc.vs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type
return desc
}
pub fn (desc mut C.sg_shader_desc) set_frag_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &C.sg_shader_desc {
desc.fs.uniform_blocks[block_index].uniforms[uniform_index].name = name.str
desc.fs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type
return desc
}
pub fn (desc &C.sg_shader_desc) make_shader() C.sg_shader {
return sg_make_shader(desc)
}
pub struct C.sg_shader_attr_desc {
pub mut:
name byteptr /* GLSL vertex attribute name (only required for GLES2) */
sem_name byteptr /* HLSL semantic name */
sem_index int /* HLSL semantic index */
}
pub struct C.sg_shader_stage_desc {
pub mut:
source byteptr
byte_code &byte
byte_code_size int
entry byteptr
uniform_blocks [4]sg_shader_uniform_block_desc
images [12]sg_shader_image_desc
}
pub fn (desc mut C.sg_shader_stage_desc) set_image(index int, name string) C.sg_shader_stage_desc {
desc.images[index].name = name.str
desc.images[index].@type = ._2d
return desc
}
pub struct C.sg_shader_uniform_block_desc {
pub mut:
size int
uniforms [16]sg_shader_uniform_desc
}
pub struct C.sg_shader_uniform_desc {
pub mut:
name byteptr
@type UniformType
array_count int
}
pub struct C.sg_shader_image_desc {
pub mut:
name byteptr
@type ImageType
}
pub struct C.sg_shader_info {}
pub struct C.sg_context {
id u32
}
pub struct C.sg_shader {
pub:
id u32
}
pub fn (s C.sg_shader) free() { sg_destroy_shader(s) }
pub struct C.sg_pass_desc {
pub mut:
_start_canary u32
color_attachments [4]sg_attachment_desc
depth_stencil_attachment C.sg_attachment_desc
label byteptr
_end_canary u32
}
pub struct C.sg_pass_info {
info C.sg_slot_info
}
pub struct C.sg_pass_action {
pub mut:
_start_canary u32
colors [4]sg_color_attachment_action
depth sg_depth_attachment_action
stencil sg_stencil_attachment_action
_end_canary u32
}
pub struct C.sg_pass {
id u32
}
pub fn (p C.sg_pass) free() { sg_destroy_pass(p) }
pub struct C.sg_buffer_desc {
pub mut:
_start_canary u32
size int
@type BufferType
usage Usage
content byteptr
label byteptr
/* GL specific */
gl_buffers [2]u32
/* Metal specific */
mtl_buffers [2]voidptr
/* D3D11 specific */
d3d11_buffer voidptr
_end_canary u32
}
pub struct C.sg_buffer_info {}
pub struct C.sg_buffer {
id u32
}
pub fn (b C.sg_buffer) free() { sg_destroy_buffer(b) }
pub union DepthLayers {
depth int
layers int
}
pub struct C.sg_image_desc {
pub mut:
_start_canary u32
@type ImageType
render_target bool
width int
height int
depth DepthLayers
// depth int
// union {
// int depth;
// int layers;
// };
num_mipmaps int
usage Usage
pixel_format PixelFormat
sample_count int
min_filter Filter
mag_filter Filter
wrap_u Wrap
wrap_v Wrap
wrap_w Wrap
border_color BorderColor
max_anisotropy u32
min_lod f32
max_lod f32
content C.sg_image_content
label byteptr
/* GL specific */
gl_textures [2]u32
/* Metal specific */
mtl_textures [2]voidptr
/* D3D11 specific */
d3d11_texture voidptr
_end_canary u32
}
pub struct C.sg_image_info {
pub mut:
slot C.sg_slot_info /* resource pool slot info */
upd_frame_index u32 /* frame index of last sg_update_image() */
num_slots int /* number of renaming-slots for dynamically updated images */
active_slot int /* currently active write-slot for dynamically updated images */
}
pub struct C.sg_image {
pub:
id u32
}
pub fn (i C.sg_image) free() { sg_destroy_image(i) }
pub struct C.sg_image_content {
pub mut:
subimage [6][16]sg_subimage_content
}
pub struct C.sg_subimage_content {
pub mut:
ptr voidptr /* pointer to subimage data */
size int /* size in bytes of pointed-to subimage data */
}
pub struct C.sg_features {
pub:
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instancing bool /* hardware instancing supported */
origin_top_left bool /* framebuffer and texture origin is in top left corner */
multiple_render_targets bool /* offscreen render passes can have multiple render targets attached */
msaa_render_targets bool /* offscreen render passes support MSAA antialiasing */
imagetype_3d bool /* creation of SG_IMAGETYPE_3D images is supported */
imagetype_array bool /* creation of SG_IMAGETYPE_ARRAY images is supported */
image_clamp_to_border bool /* border color and clamp-to-border UV-wrap mode is supported */
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}
pub struct C.sg_limits {
pub:
max_image_size_2d u32 /* max width/height of SG_IMAGETYPE_2D images */
max_image_size_cube u32 /* max width/height of SG_IMAGETYPE_CUBE images */
max_image_size_3d u32 /* max width/height/depth of SG_IMAGETYPE_3D images */
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max_image_size_array u32 /* max width/height pf SG_IMAGETYPE_ARRAY images */
max_image_array_layers u32 /* max number of layers in SG_IMAGETYPE_ARRAY images */
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max_vertex_attrs u32 /* <= SG_MAX_VERTEX_ATTRIBUTES (only on some GLES2 impls) */
}
pub struct C.sg_layout_desc {
pub mut:
buffers [8]sg_buffer_layout_desc
attrs [16]sg_vertex_attr_desc
}
pub struct C.sg_buffer_layout_desc {
pub mut:
stride int
step_func VertexStep
step_rate int
}
pub struct C.sg_vertex_attr_desc {
pub mut:
buffer_index int
offset int
format VertexFormat
}
pub struct C.sg_depth_stencil_state {
stencil_front sg_stencil_state
stencil_back sg_stencil_state
depth_compare_func CompareFunc
depth_write_enabled bool
stencil_enabled bool
stencil_read_mask byte
stencil_write_mask byte
stencil_ref byte
}
pub struct C.sg_stencil_state {
fail_op StencilOp
depth_fail_op StencilOp
pass_op StencilOp
compare_func CompareFunc
}
pub struct C.sg_blend_state {
enabled bool
src_factor_rgb BlendFactor
dst_factor_rgb BlendFactor
op_rgb BlendOp
src_factor_alpha BlendFactor
dst_factor_alpha BlendFactor
op_alpha BlendOp
color_write_mask byte
color_attachment_count int
color_format PixelFormat
depth_format PixelFormat
blend_color [4]f32
}
pub struct C.sg_rasterizer_state {
pub mut:
alpha_to_coverage_enabled bool
cull_mode CullMode
face_winding FaceWinding
sample_count int
depth_bias f32
depth_bias_slope_scale f32
depth_bias_clamp f32
}
pub struct C.sg_color_attachment_action {
pub mut:
action Action
val [4]f32
}
pub fn (action mut C.sg_color_attachment_action) set_color_values(r, g, b, a f32) {
action.val[0] = r
action.val[1] = g
action.val[2] = b
action.val[3] = a
}
pub struct C.sg_depth_attachment_action {
pub mut:
action Action
val f32
}
pub struct C.sg_stencil_attachment_action {
pub mut:
action Action
val byte
}
pub struct C.sg_pixelformat_info {
pub:
sample bool /* pixel format can be sampled in shaders */
filter bool /* pixel format can be sampled with filtering */
render bool /* pixel format can be used as render target */
blend bool /* alpha-blending is supported */
msaa bool /* pixel format can be used as MSAA render target */
depth bool /* pixel format is a depth format */
}
pub struct C.sg_attachment_desc {
pub mut:
image C.sg_image
mip_level int
face int
// image sg_image
// mip_level int
// union {
// face int
// layer int
// slice int
// }
}