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/**
* @brief Common functions that don't actually depend on the specific backend
*/
#pragma once
#include "defines.h"
#include "buf.h"
#include "mem.h"
#include "ral_types.h"
#include "ral_impl.h"
TYPED_POOL(GPU_Buffer, Buffer);
TYPED_POOL(GPU_Texture, Texture);
TYPED_POOL(GPU_PipelineLayout, PipelineLayout);
TYPED_POOL(GPU_Pipeline, Pipeline);
TYPED_POOL(GPU_Renderpass, Renderpass);
// --- Handy macros
#define BUFFER_GET(h) (buffer_pool_get(&context.resource_pools->buffers, h))
#define TEXTURE_GET(h) (texture_pool_get(&context.resource_pools->textures, h))
// --- Pools
typedef struct GPU_BackendPools {
Pipeline_pool pipelines;
PipelineLayout_pool pipeline_layouts;
Renderpass_pool renderpasses;
} GPU_BackendPools;
void BackendPools_Init(arena* a, GPU_BackendPools* backend_pools);
struct ResourcePools {
Buffer_pool buffers;
Texture_pool textures;
};
typedef struct ResourcePools ResourcePools;
void ResourcePools_Init(arena* a, struct ResourcePools* res_pools);
// --- Vertex formats
VertexDescription static_3d_vertex_description();
void VertexDesc_AddAttr(VertexDescription* builder, const char* name, VertexAttribType type);
size_t VertexAttribSize(VertexAttribType attr);
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