mirror of
https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
503 lines
12 KiB
V
503 lines
12 KiB
V
module gfx
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pub struct C.sg_desc {
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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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context C.sg_context_desc
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/*
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// GL specific
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gl_force_gles2 bool
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// Metal-specific
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mtl_device voidptr
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mtl_renderpass_descriptor_cb fn() voidptr
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mtl_drawable_cb fn() voidptr
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mtl_global_uniform_buffer_size int
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mtl_sampler_cache_size int
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// D3D11-specific
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d3d11_device voidptr
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d3d11_device_context voidptr
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d3d11_render_target_view_cb fn() voidptr
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d3d11_depth_stencil_view_cb fn() voidptr
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*/
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_end_canary u32
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}
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pub struct C.sg_context_desc {
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/*
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sg_pixel_format color_format;
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sg_pixel_format depth_format;
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int sample_count;
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sg_wgpu_context_desc wgpu;
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*/
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sample_count int
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gl C.sg_gl_context_desc
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metal C.sg_mtl_context_desc
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d3d11 C.sg_d3d11_context_desc
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color_format PixelFormat
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depth_format PixelFormat
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}
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pub struct C.sg_gl_context_desc {
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gl_force_gles2 bool
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}
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pub struct C.sg_mtl_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 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 struct C.sg_pipeline_desc {
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pub mut:
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_start_canary u32
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layout C.sg_layout_desc
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shader C.sg_shader
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primitive_type PrimitiveType
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index_type IndexType
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depth_stencil C.sg_depth_stencil_state
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blend C.sg_blend_state
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rasterizer C.sg_rasterizer_state
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label byteptr
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_end_canary u32
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}
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pub struct C.sg_pipeline_info {
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}
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pub struct C.sg_pipeline {
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pub:
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id u32
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}
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pub fn (p C.sg_pipeline) free() {
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C.sg_destroy_pipeline(p)
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}
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pub struct C.sg_bindings {
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pub mut:
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_start_canary u32
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vertex_buffers [8]C.sg_buffer
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vertex_buffer_offsets [8]int
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index_buffer C.sg_buffer
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index_buffer_offset int
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vs_images [8]C.sg_image
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fs_images [8]C.sg_image
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_end_canary u32
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}
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pub fn (mut b C.sg_bindings) set_vert_image(index int, img C.sg_image) {
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b.vs_images[index] = img
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}
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pub fn (mut b C.sg_bindings) set_frag_image(index int, img C.sg_image) {
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b.fs_images[index] = img
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}
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pub fn (b &C.sg_bindings) update_vert_buffer(index int, data voidptr, element_size int, element_count int) {
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C.sg_update_buffer(b.vertex_buffers[index], data, element_size * element_count)
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}
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pub fn (b &C.sg_bindings) append_vert_buffer(index int, data voidptr, element_size int, element_count int) int {
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return C.sg_append_buffer(b.vertex_buffers[index], data, element_size * element_count)
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}
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pub fn (b &C.sg_bindings) update_index_buffer(data voidptr, element_size int, element_count int) {
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C.sg_update_buffer(b.index_buffer, data, element_size * element_count)
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}
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pub fn (b &C.sg_bindings) append_index_buffer(data voidptr, element_size int, element_count int) int {
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return C.sg_append_buffer(b.index_buffer, data, element_size * element_count)
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}
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pub struct C.sg_shader_desc {
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pub mut:
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_start_canary u32
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attrs [16]C.sg_shader_attr_desc
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vs C.sg_shader_stage_desc
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fs C.sg_shader_stage_desc
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label byteptr
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_end_canary u32
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}
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pub fn (mut desc C.sg_shader_desc) set_vert_src(src string) &C.sg_shader_desc {
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desc.vs.source = 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) &C.sg_shader_desc {
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desc.fs.source = 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) &C.sg_shader_desc {
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desc.vs.images[index].name = name.str
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desc.vs.images[index].@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) &C.sg_shader_desc {
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desc.fs.images[index].name = name.str
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desc.fs.images[index].@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 int) &C.sg_shader_desc {
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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 int) &C.sg_shader_desc {
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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) &C.sg_shader_desc {
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desc.vs.uniform_blocks[block_index].uniforms[uniform_index].name = 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) &C.sg_shader_desc {
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desc.fs.uniform_blocks[block_index].uniforms[uniform_index].name = 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 &C.sg_shader_desc) make_shader() C.sg_shader {
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return C.sg_make_shader(desc)
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}
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pub struct C.sg_shader_attr_desc {
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pub mut:
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name byteptr // GLSL vertex attribute name (only required for GLES2)
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sem_name byteptr // HLSL semantic name
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sem_index int // HLSL semantic index
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}
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pub struct C.sg_shader_stage_desc {
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pub mut:
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source byteptr
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byte_code &byte
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byte_code_size int
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entry byteptr
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uniform_blocks [4]C.sg_shader_uniform_block_desc
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images [12]C.sg_shader_image_desc
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}
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pub fn (mut desc C.sg_shader_stage_desc) set_image(index int, name string) C.sg_shader_stage_desc {
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desc.images[index].name = name.str
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desc.images[index].@type = ._2d
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return *desc
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}
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pub struct C.sg_shader_uniform_block_desc {
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pub mut:
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size int
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uniforms [16]C.sg_shader_uniform_desc
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}
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pub struct C.sg_shader_uniform_desc {
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pub mut:
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name byteptr
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@type UniformType
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array_count int
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}
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pub struct C.sg_shader_image_desc {
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pub mut:
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name byteptr
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@type ImageType
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}
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pub struct C.sg_shader_info {
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}
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pub struct C.sg_context {
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id u32
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}
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pub struct C.sg_shader {
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pub:
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id u32
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}
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pub fn (s C.sg_shader) free() {
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C.sg_destroy_shader(s)
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}
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pub 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]C.sg_attachment_desc
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depth_stencil_attachment C.sg_attachment_desc
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label byteptr
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_end_canary u32
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}
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pub struct C.sg_pass_info {
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info C.sg_slot_info
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}
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pub struct C.sg_pass_action {
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pub mut:
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_start_canary u32
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colors [4]C.sg_color_attachment_action
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depth C.sg_depth_attachment_action
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stencil C.sg_stencil_attachment_action
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_end_canary u32
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}
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pub struct C.sg_pass {
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id u32
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}
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pub fn (p C.sg_pass) free() {
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C.sg_destroy_pass(p)
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}
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pub struct C.sg_buffer_desc {
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pub mut:
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_start_canary u32
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size int
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@type BufferType
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usage Usage
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content byteptr
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label byteptr
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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 struct C.sg_buffer_info {
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}
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pub struct C.sg_buffer {
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id u32
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}
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pub fn (b C.sg_buffer) free() {
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C.sg_destroy_buffer(b)
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}
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pub struct DepthLayers {
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depth int
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layers int
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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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depth DepthLayers
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// depth int
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// union {
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// int depth;
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// int layers;
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// };
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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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content C.sg_image_content
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label byteptr
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// GL specific
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gl_textures [2]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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_end_canary u32
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}
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pub struct C.sg_image_info {
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pub mut:
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slot C.sg_slot_info // 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 struct C.sg_image {
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pub:
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id u32
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}
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pub fn (i C.sg_image) free() {
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C.sg_destroy_image(i)
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}
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pub struct C.sg_image_content {
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pub mut:
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subimage [6][16]C.sg_subimage_content
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}
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pub struct C.sg_subimage_content {
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pub mut:
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ptr voidptr // pointer to subimage data
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size int // size in bytes of pointed-to subimage data
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}
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pub 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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}
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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 struct C.sg_layout_desc {
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pub mut:
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buffers [8]C.sg_buffer_layout_desc
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attrs [16]C.sg_vertex_attr_desc
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}
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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 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 struct C.sg_depth_stencil_state {
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stencil_front C.sg_stencil_state
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stencil_back C.sg_stencil_state
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depth_compare_func CompareFunc
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depth_write_enabled bool
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stencil_enabled bool
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stencil_read_mask byte
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stencil_write_mask byte
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stencil_ref byte
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}
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pub struct C.sg_stencil_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 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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color_write_mask byte
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color_attachment_count int
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color_format PixelFormat
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depth_format PixelFormat
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blend_color [4]f32
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}
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pub struct C.sg_rasterizer_state {
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pub mut:
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alpha_to_coverage_enabled bool
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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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depth_bias f32
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depth_bias_slope_scale f32
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depth_bias_clamp f32
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}
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pub struct C.sg_color_attachment_action {
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pub mut:
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action Action
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val [4]f32
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}
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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
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action.val[3] = a
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}
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*/
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pub struct C.sg_depth_attachment_action {
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pub mut:
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action Action
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val f32
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}
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pub struct C.sg_stencil_attachment_action {
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pub mut:
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action Action
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val byte
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}
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pub struct C.sg_pixelformat_info {
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pub:
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sample bool // pixel format can be sampled in shaders
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filter bool // pixel format can be sampled with filtering
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render bool // pixel format can be used as render target
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blend bool // alpha-blending is supported
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msaa bool // pixel format can be used as MSAA render target
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depth bool // pixel format is a depth format
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}
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pub struct C.sg_attachment_desc {
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pub mut:
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image C.sg_image
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mip_level int
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face int
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// image sg_image
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// mip_level int
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// union {
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// face int
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// layer int
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// slice int
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// }
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}
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