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#pragma once
#include "defines.h"
#if defined(CEL_REND_BACKEND_OPENGL)
#include "maths_types.h"
#include "ral_impl.h"
#include "ral_types.h"
#define MAX_PIPELINE_UNIFORM_BUFFERS 32
#define OPENGL_DEFAULT_FRAMEBUFFER 0
typedef struct GPU_Swapchain {
u32x2 dimensions;
} GPU_Swapchain;
typedef struct GPU_Device {
u32 pad;
} GPU_Device;
typedef struct GPU_PipelineLayout {
void* pad;
} GPU_PipelineLayout;
typedef struct GPU_Pipeline {
u32 shader_id;
GPU_Renderpass* renderpass;
VertexDescription vertex_desc;
BufferHandle uniform_bindings[MAX_PIPELINE_UNIFORM_BUFFERS];
u32 uniform_count;
bool wireframe;
} GPU_Pipeline;
typedef struct GPU_Renderpass {
u32 fbo;
GPU_RenderpassDesc description;
} GPU_Renderpass;
typedef struct GPU_CmdEncoder {
GPU_Pipeline* pipeline;
} GPU_CmdEncoder; // Recording
typedef struct GPU_CmdBuffer {
void* pad;
} GPU_CmdBuffer; // Ready for submission
typedef struct GPU_Buffer {
union {
u32 vbo;
u32 ibo;
u32 ubo;
} id;
union {
u32 vao;
u32 ubo_binding_point;
}; // Optional
char* name;
u64 size;
} GPU_Buffer;
typedef struct GPU_Texture {
u32 id;
GPU_TextureType type;
} GPU_Texture;
typedef struct opengl_support {
u32 pad;
} opengl_support;
void uniform_vec3f(u32 program_id, const char* uniform_name, Vec3* value);
void uniform_f32(u32 program_id, const char* uniform_name, f32 value);
void uniform_i32(u32 program_id, const char* uniform_name, i32 value);
void uniform_mat4f(u32 program_id, const char* uniform_name, Mat4* value);
typedef enum GlCommandType {
GLCMD_DRAW,
GLCMD_DRAW_INDEXED,
GLCMD_BIND_VBUF,
GLCMD_BIND_IBUF,
GLCMD_SET_PROGRAM,
} GlCommandType;
typedef struct GlCommand {
GlCommandType cmd_type;
union {
struct {
PrimitiveTopology topology;
u32 start_vertex;
u32 vertex_count;
// TODO: instance
} draw;
struct {
PrimitiveTopology topology;
u32 index_count;
} draw_indexed;
struct {
u32 buffer_id;
} bind_vbuf;
struct {
u32 buffer_id;
} bind_ibuf;
struct {
u32 program_id;
} set_program;
} data;
} GlCommand;
#endif
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