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#pragma once
#ifdef CEL_REND_BACKEND_OPENGL
#include "defines.h"
#include "maths_types.h"
#include "ral.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 {
} gpu_device;
typedef struct gpu_pipeline_layout {
void *pad
} gpu_pipeline_layout;
typedef struct gpu_pipeline {
u32 shader_id;
gpu_renderpass* renderpass;
vertex_description vertex_desc;
buffer_handle uniform_bindings[MAX_PIPELINE_UNIFORM_BUFFERS];
u32 uniform_count;
bool wireframe;
} gpu_pipeline;
typedef struct gpu_renderpass {
u32 fbo;
gpu_renderpass_desc description;
} gpu_renderpass;
typedef struct gpu_cmd_encoder {
gpu_pipeline *pipeline;
} gpu_cmd_encoder; // Recording
typedef struct gpu_cmd_buffer {
void *pad;
} gpu_cmd_buffer; // 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;
void* pad;
} gpu_texture;
typedef struct opengl_support {
} opengl_support;
u32 shader_create_separate(const char *vert_shader, const char *frag_shader);
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);
#endif
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