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#include "ral_common.h"
#include "ral_impl.h"
void BackendPools_Init(arena* a, GPU_BackendPools* backend_pools) {
PipelineLayout_pool pipeline_layout_pool =
PipelineLayout_pool_create(a, MAX_PIPELINES, sizeof(GPU_PipelineLayout));
backend_pools->pipeline_layouts = pipeline_layout_pool;
Pipeline_pool pipeline_pool = Pipeline_pool_create(a, MAX_PIPELINES, sizeof(GPU_Pipeline));
backend_pools->pipelines = pipeline_pool;
Renderpass_pool rpass_pool = Renderpass_pool_create(a, MAX_RENDERPASSES, sizeof(GPU_Renderpass));
backend_pools->renderpasses = rpass_pool;
}
void ResourcePools_Init(arena* a, struct ResourcePools* res_pools) {
Buffer_pool buf_pool = Buffer_pool_create(a, MAX_BUFFERS, sizeof(GPU_Buffer));
res_pools->buffers = buf_pool;
Texture_pool tex_pool = Texture_pool_create(a, MAX_TEXTURES, sizeof(GPU_Texture));
res_pools->textures = tex_pool;
}
VertexDescription static_3d_vertex_description() {
VertexDescription builder = { .debug_label = "Standard static 3d vertex format" };
VertexDesc_AddAttr(&builder, "inPosition", ATTR_F32x3);
VertexDesc_AddAttr(&builder, "inNormal", ATTR_F32x3);
VertexDesc_AddAttr(&builder, "inTexCoords", ATTR_F32x2);
builder.use_full_vertex_size = true;
return builder;
}
void VertexDesc_AddAttr(VertexDescription* builder, const char* name, VertexAttribType type) {
u32 i = builder->attributes_count;
size_t size = VertexAttribSize(type);
builder->attributes[i] = type;
// builder->stride += size;
builder->attr_names[i] = name;
builder->attributes_count++;
}
size_t VertexAttribSize(VertexAttribType attr) {
switch (attr) {
case ATTR_F32:
case ATTR_U32:
case ATTR_I32:
return 4;
case ATTR_F32x2:
case ATTR_U32x2:
case ATTR_I32x2:
return 8;
case ATTR_F32x3:
case ATTR_U32x3:
case ATTR_I32x3:
return 12;
case ATTR_F32x4:
case ATTR_U32x4:
case ATTR_I32x4:
return 16;
break;
}
}
size_t VertexDesc_CalcStride(VertexDescription* desc) {
size_t stride = 0;
for (int i = 0; i < desc->attributes_count; i++) {
size_t size =VertexAttribSize(desc->attributes[i]);
stride += size;
}
return stride;
}
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