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#include "ral.h"
#if defined(CEL_REND_BACKEND_VULKAN)
#include "backend_vulkan.h"
#elif defined(CEL_REND_BACKEND_METAL)
#include "backend_metal.h"
#elif defined(CEL_REND_BACKEND_OPENGL)
#include "backend_opengl.h"
#endif
size_t vertex_attrib_size(vertex_attrib_type 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;
}
}
void vertex_desc_add(vertex_description* builder, const char* name, vertex_attrib_type type) {
u32 i = builder->attributes_count;
size_t size = vertex_attrib_size(type);
builder->attributes[i] = type;
builder->stride += size;
builder->attr_names[i] = name;
builder->attributes_count++;
}
vertex_description static_3d_vertex_description() {
vertex_description builder = { .debug_label = "Standard static 3d vertex format" };
vertex_desc_add(&builder, "inPosition", ATTR_F32x3);
vertex_desc_add(&builder, "inNormal", ATTR_F32x3);
vertex_desc_add(&builder, "inTexCoords", ATTR_F32x2);
builder.use_full_vertex_size = true;
return builder;
}
void backend_pools_init(arena* a, gpu_backend_pools* backend_pools) {
pipeline_layout_pool pipeline_layout_pool =
pipeline_layout_pool_create(a, MAX_PIPELINES, sizeof(gpu_pipeline_layout));
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;
// context.gpu_pools;
}
void resource_pools_init(arena* a, struct resource_pools* 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;
// context.resource_pools = res_pools;
}
void print_shader_binding(shader_binding b) {
printf("Binding name: %s type %s vis %d stores data %d\n", b.label,
shader_binding_type_name[b.type], b.vis, b.stores_data);
}
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