mirror of
https://github.com/vlang/v.git
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624 lines
14 KiB
V
624 lines
14 KiB
V
module gfx
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// C.sg_desc describes
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pub struct C.sg_desc {
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pub mut:
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_start_canary u32
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buffer_pool_size int
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image_pool_size int
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shader_pool_size int
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pipeline_pool_size int
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pass_pool_size int
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context_pool_size int
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uniform_buffer_size int
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staging_buffer_size int
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sampler_cache_size int
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max_commit_listeners int
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disable_validation bool // disable validation layer even in debug mode, useful for tests
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//
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allocator C.sg_allocator
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logger C.sg_logger
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//
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context ContextDesc
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_end_canary u32
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}
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pub type Desc = C.sg_desc
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struct C.sg_context_desc {
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pub mut:
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color_format PixelFormat
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depth_format PixelFormat
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sample_count int
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gl GLContextDesc
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metal MetalContextDesc
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d3d11 D3D11ContextDesc
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// TODO C.sg_wgpu_context_desc wgpu;
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}
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pub type ContextDesc = C.sg_context_desc
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struct C.sg_gl_context_desc {
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force_gles2 bool
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}
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pub type GLContextDesc = C.sg_gl_context_desc
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struct C.sg_metal_context_desc {
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device voidptr
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renderpass_descriptor_cb fn () voidptr
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drawable_cb fn () voidptr
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}
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pub type MetalContextDesc = C.sg_metal_context_desc
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struct C.sg_d3d11_context_desc {
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device voidptr
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device_context voidptr
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render_target_view_cb fn () voidptr
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depth_stencil_view_cb fn () voidptr
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}
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pub type D3D11ContextDesc = C.sg_d3d11_context_desc
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struct C.sg_color_state {
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pub mut:
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pixel_format PixelFormat
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write_mask ColorMask
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blend BlendState
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}
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pub type ColorState = C.sg_color_state
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struct C.sg_pipeline_desc {
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pub mut:
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_start_canary u32
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shader Shader
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layout LayoutDesc
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depth DepthState
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stencil StencilState
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color_count int
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colors [4]ColorState // C.SG_MAX_COLOR_ATTACHMENTS
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primitive_type PrimitiveType
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index_type IndexType
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cull_mode CullMode
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face_winding FaceWinding
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sample_count int
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blend_color Color
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alpha_to_coverage_enabled bool
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label &char = &char(0)
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_end_canary u32
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}
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pub type PipelineDesc = C.sg_pipeline_desc
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struct C.sg_pipeline_info {
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}
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pub type PipelineInfo = C.sg_pipeline_info
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struct C.sg_pipeline {
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pub:
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id u32
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}
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pub type Pipeline = C.sg_pipeline
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pub fn (mut p C.sg_pipeline) free() {
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C.sg_destroy_pipeline(*p)
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}
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struct C.sg_bindings {
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pub mut:
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_start_canary u32
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vertex_buffers [8]Buffer
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vertex_buffer_offsets [8]int
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index_buffer Buffer
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index_buffer_offset int
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vs_images [8]Image
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fs_images [8]Image
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_end_canary u32
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}
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pub type Bindings = C.sg_bindings
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pub fn (mut b Bindings) set_vert_image(index int, img Image) {
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b.vs_images[index] = img
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}
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pub fn (mut b Bindings) set_frag_image(index int, img Image) {
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b.fs_images[index] = img
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}
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pub fn (b &Bindings) update_vert_buffer(index int, data voidptr, element_size int, element_count int) {
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range := Range{
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ptr: data
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size: usize(element_size * element_count)
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}
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C.sg_update_buffer(b.vertex_buffers[index], &range)
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}
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pub fn (b &Bindings) append_vert_buffer(index int, data voidptr, element_size int, element_count int) int {
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range := Range{
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ptr: data
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size: usize(element_size * element_count)
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}
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return C.sg_append_buffer(b.vertex_buffers[index], &range)
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}
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pub fn (b &Bindings) update_index_buffer(data voidptr, element_size int, element_count int) {
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range := Range{
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ptr: data
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size: usize(element_size * element_count)
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}
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C.sg_update_buffer(b.index_buffer, &range)
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}
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pub fn (b &Bindings) append_index_buffer(data voidptr, element_size int, element_count int) int {
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range := Range{
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ptr: data
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size: usize(element_size * element_count)
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}
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return C.sg_append_buffer(b.index_buffer, &range)
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}
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[heap]
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struct C.sg_shader_desc {
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pub mut:
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_start_canary u32
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attrs [16]ShaderAttrDesc
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vs ShaderStageDesc
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fs ShaderStageDesc
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label &char
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_end_canary u32
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}
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pub type ShaderDesc = C.sg_shader_desc
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pub fn (mut desc C.sg_shader_desc) set_vert_src(src string) &ShaderDesc {
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desc.vs.source = &char(src.str)
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return desc
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}
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pub fn (mut desc C.sg_shader_desc) set_frag_src(src string) &ShaderDesc {
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desc.fs.source = &char(src.str)
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return desc
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}
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pub fn (mut desc C.sg_shader_desc) set_vert_image(index int, name string) &ShaderDesc {
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desc.vs.images[index].name = &char(name.str)
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desc.vs.images[index].image_type = ._2d
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return desc
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}
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pub fn (mut desc C.sg_shader_desc) set_frag_image(index int, name string) &ShaderDesc {
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desc.fs.images[index].name = &char(name.str)
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desc.fs.images[index].image_type = ._2d
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return desc
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}
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pub fn (mut desc C.sg_shader_desc) set_vert_uniform_block_size(block_index int, size usize) &ShaderDesc {
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desc.vs.uniform_blocks[block_index].size = size
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return desc
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}
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pub fn (mut desc C.sg_shader_desc) set_frag_uniform_block_size(block_index int, size usize) &ShaderDesc {
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desc.fs.uniform_blocks[block_index].size = size
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return desc
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}
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pub fn (mut desc C.sg_shader_desc) set_vert_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &ShaderDesc {
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desc.vs.uniform_blocks[block_index].uniforms[uniform_index].name = &char(name.str)
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desc.vs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type
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return desc
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}
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pub fn (mut desc C.sg_shader_desc) set_frag_uniform(block_index int, uniform_index int, name string, @type UniformType, array_count int) &ShaderDesc {
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desc.fs.uniform_blocks[block_index].uniforms[uniform_index].name = &char(name.str)
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desc.fs.uniform_blocks[block_index].uniforms[uniform_index].@type = @type
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return desc
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}
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pub fn (desc &ShaderDesc) make_shader() Shader {
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return C.sg_make_shader(desc)
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}
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struct C.sg_shader_attr_desc {
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pub mut:
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name &char // GLSL vertex attribute name (only required for GLES2)
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sem_name &char // HLSL semantic name
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sem_index int // HLSL semantic index
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}
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pub type ShaderAttrDesc = C.sg_shader_attr_desc
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struct C.sg_shader_stage_desc {
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pub mut:
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source &char
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bytecode Range
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entry &char
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uniform_blocks [4]ShaderUniformBlockDesc
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images [12]ShaderImageDesc
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}
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pub type ShaderStageDesc = C.sg_shader_stage_desc
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pub fn (mut desc ShaderStageDesc) set_image(index int, name string) ShaderStageDesc {
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desc.images[index].name = &char(name.str)
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desc.images[index].image_type = ._2d
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return *desc
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}
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struct C.sg_shader_uniform_block_desc {
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pub mut:
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size usize
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layout UniformLayout
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uniforms [16]ShaderUniformDesc
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}
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pub type ShaderUniformBlockDesc = C.sg_shader_uniform_block_desc
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struct C.sg_shader_uniform_desc {
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pub mut:
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name &char
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@type UniformType
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array_count int
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}
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pub type ShaderUniformDesc = C.sg_shader_uniform_desc
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struct C.sg_shader_image_desc {
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pub mut:
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name &char
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image_type ImageType
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}
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pub type ShaderImageDesc = C.sg_shader_image_desc
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struct C.sg_shader_info {
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}
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pub type ShaderInfo = C.sg_shader_info
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struct C.sg_context {
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id u32
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}
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pub type Context = C.sg_context
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pub struct C.sg_range {
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pub mut:
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ptr voidptr
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size usize
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}
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pub type Range = C.sg_range
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struct C.sg_color {
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pub mut:
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r f32
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g f32
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b f32
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a f32
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}
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pub type Color = C.sg_color
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struct C.sg_shader {
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pub:
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id u32
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}
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pub type Shader = C.sg_shader
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pub fn (mut s Shader) free() {
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C.sg_destroy_shader(*s)
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}
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struct C.sg_pass_desc {
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pub mut:
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_start_canary u32
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color_attachments [4]PassAttachmentDesc
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depth_stencil_attachment PassAttachmentDesc
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label &char
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_end_canary u32
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}
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pub type PassDesc = C.sg_pass_desc
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struct C.sg_pass_info {
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info SlotInfo
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}
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pub type PassInfo = C.sg_pass_info
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struct C.sg_pass_action {
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pub mut:
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_start_canary u32
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colors [4]ColorAttachmentAction
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depth DepthAttachmentAction
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stencil StencilAttachmentAction
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_end_canary u32
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}
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pub type PassAction = C.sg_pass_action
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struct C.sg_pass {
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id u32
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}
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pub type Pass = C.sg_pass
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pub fn (mut p Pass) free() {
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C.sg_destroy_pass(*p)
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}
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struct C.sg_buffer_desc {
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pub mut:
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_start_canary u32
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size usize
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@type BufferType
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usage Usage
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data Range
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label &char
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// GL specific
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gl_buffers [2]u32
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// Metal specific
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mtl_buffers [2]voidptr
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// D3D11 specific
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d3d11_buffer voidptr
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_end_canary u32
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}
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pub type BufferDesc = C.sg_buffer_desc
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struct C.sg_slot_info {
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state ResourceState
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res_id u32
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ctx_id u32
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}
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pub type SlotInfo = C.sg_slot_info
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struct C.sg_buffer_info {
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}
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pub type BufferInfo = C.sg_buffer_info
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struct C.sg_buffer {
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id u32
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}
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pub type Buffer = C.sg_buffer
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pub fn (mut b Buffer) free() {
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C.sg_destroy_buffer(*b)
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}
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pub struct C.sg_image_desc {
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pub mut:
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_start_canary u32
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@type ImageType
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render_target bool
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width int
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height int
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num_slices int
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num_mipmaps int
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usage Usage
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pixel_format PixelFormat
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sample_count int
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min_filter Filter
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mag_filter Filter
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wrap_u Wrap
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wrap_v Wrap
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wrap_w Wrap
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border_color BorderColor
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max_anisotropy u32
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min_lod f32
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max_lod f32
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data ImageData
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label &char
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// GL specific
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gl_textures [2]u32
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gl_texture_target u32
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// Metal specific
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mtl_textures [2]voidptr
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// D3D11 specific
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d3d11_texture voidptr
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d3d11_shader_resource_view voidptr
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// WebGPU specific
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wgpu_texture voidptr
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_end_canary u32
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}
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pub type ImageDesc = C.sg_image_desc
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pub struct C.sg_image_info {
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pub mut:
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slot SlotInfo // resource pool slot info
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upd_frame_index u32 // frame index of last sg_update_image()
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num_slots int // number of renaming-slots for dynamically updated images
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active_slot int // currently active write-slot for dynamically updated images
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}
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pub type ImageInfo = C.sg_image_info
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pub struct C.sg_image {
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pub:
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id u32
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}
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pub type Image = C.sg_image
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pub fn (mut i Image) free() {
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C.sg_destroy_image(*i)
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}
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pub const sg_cubeface_num = 6
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pub const sg_max_mipmaps = 16
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pub struct C.sg_image_data {
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pub mut:
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subimage [sg_cubeface_num][sg_max_mipmaps]Range
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}
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pub type ImageData = C.sg_image_data
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struct C.sg_features {
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pub:
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instancing bool // hardware instancing supported
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origin_top_left bool // framebuffer and texture origin is in top left corner
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multiple_render_targets bool // offscreen render passes can have multiple render targets attached
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msaa_render_targets bool // offscreen render passes support MSAA antialiasing
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imagetype_3d bool // creation of SG_IMAGETYPE_3D images is supported
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imagetype_array bool // creation of SG_IMAGETYPE_ARRAY images is supported
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image_clamp_to_border bool // border color and clamp-to-border UV-wrap mode is supported
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mrt_independent_blend_state bool // multiple-render-target rendering can use per-render-target blend state
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mrt_independent_write_mask bool // multiple-render-target rendering can use per-render-target color write masks
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}
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pub type Features = C.sg_features
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pub struct C.sg_limits {
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pub:
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max_image_size_2d u32 // max width/height of SG_IMAGETYPE_2D images
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max_image_size_cube u32 // max width/height of SG_IMAGETYPE_CUBE images
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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
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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)
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}
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pub type Limits = C.sg_limits
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pub struct C.sg_layout_desc {
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pub mut:
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buffers [8]BufferLayoutDesc
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attrs [16]VertexAttrDesc
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}
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pub type LayoutDesc = C.sg_layout_desc
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pub struct C.sg_buffer_layout_desc {
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pub mut:
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stride int
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step_func VertexStep
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step_rate int
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}
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pub type BufferLayoutDesc = C.sg_buffer_layout_desc
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pub struct C.sg_vertex_attr_desc {
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pub mut:
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buffer_index int
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offset int
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format VertexFormat
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}
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pub type VertexAttrDesc = C.sg_vertex_attr_desc
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struct C.sg_stencil_state {
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enabled bool
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front StencilFaceState
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back StencilFaceState
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read_mask u8
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write_mask u8
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ref u8
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}
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pub type StencilState = C.sg_stencil_state
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struct C.sg_depth_state {
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pixel_format PixelFormat
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compare CompareFunc
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write_enabled bool
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bias f32
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bias_slope_scale f32
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bias_clamp f32
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}
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pub type DepthState = C.sg_depth_state
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struct C.sg_stencil_face_state {
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fail_op StencilOp
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depth_fail_op StencilOp
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pass_op StencilOp
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compare_func CompareFunc
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}
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pub type StencilFaceState = C.sg_stencil_face_state
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struct C.sg_blend_state {
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pub mut:
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enabled bool
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src_factor_rgb BlendFactor
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dst_factor_rgb BlendFactor
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op_rgb BlendOp
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src_factor_alpha BlendFactor
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dst_factor_alpha BlendFactor
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op_alpha BlendOp
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}
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pub type BlendState = C.sg_blend_state
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struct C.sg_color_attachment_action {
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pub mut:
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action Action
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value Color
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}
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pub type ColorAttachmentAction = C.sg_color_attachment_action
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/*
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pub fn (mut action C.sg_color_attachment_action) set_color_values(r, g, b, a f32) {
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action.val[0] = r
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action.val[1] = g
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|
action.val[2] = b
|
|
action.val[3] = a
|
|
}
|
|
*/
|
|
pub struct C.sg_depth_attachment_action {
|
|
pub mut:
|
|
action Action
|
|
value f32
|
|
}
|
|
|
|
pub type DepthAttachmentAction = C.sg_depth_attachment_action
|
|
|
|
pub struct C.sg_stencil_attachment_action {
|
|
pub mut:
|
|
action Action
|
|
value u8
|
|
}
|
|
|
|
pub type StencilAttachmentAction = C.sg_stencil_attachment_action
|
|
|
|
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 type PixelFormatInfo = C.sg_pixelformat_info
|
|
|
|
struct C.sg_pass_attachment_desc {
|
|
pub mut:
|
|
image Image
|
|
mip_level int
|
|
slice int
|
|
// image sg_image
|
|
// mip_level int
|
|
// union {
|
|
// face int
|
|
// layer int
|
|
// slice int
|
|
// }
|
|
}
|
|
|
|
pub type PassAttachmentDesc = C.sg_pass_attachment_desc
|