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Tweak calculations....
Commit Description:
Tweak calculations. Prevent a negative number of visitors and separate visitors from donors.
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FNA/lib/FNA3D/src/FNA3D_Driver.h
828 lines | 20.8 KiB | text/x-c | CLexer
Upgrade FNA to 22.12...
r690 /* FNA3D - 3D Graphics Library for FNA
*
* Copyright (c) 2020-2022 Ethan Lee
*
* This software is provided 'as-is', without any express or implied warranty.
* In no event will the authors be held liable for any damages arising from
* the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software in a
* product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
* Ethan "flibitijibibo" Lee <flibitijibibo@flibitijibibo.com>
*
*/
#ifndef FNA3D_DRIVER_H
#define FNA3D_DRIVER_H
#include "mojoshader.h"
#include "FNA3D.h"
#include "FNA3D_SysRenderer.h"
/* Windows/Visual Studio cruft */
#ifdef _WIN32
#define inline __inline
#endif
/* Logging */
extern void FNA3D_LogInfo(const char *fmt, ...);
extern void FNA3D_LogWarn(const char *fmt, ...);
extern void FNA3D_LogError(const char *fmt, ...);
/* Internal Helper Utilities */
#define LinkedList_Add(start, toAdd, curr) \
toAdd->next = NULL; \
if (start == NULL) \
{ \
start = toAdd; \
} \
else \
{ \
curr = start; \
while (curr->next != NULL) \
{ \
curr = curr->next; \
} \
curr->next = toAdd; \
}
/* This macro does NOT destroy `toRemove`!
* It only removes the element from the list.
*/
#define LinkedList_Remove(start, toRemove, curr, prev) \
curr = start; \
while (curr != NULL) \
{ \
if (curr == toRemove) \
{ \
if (curr == start) \
{ \
start = curr->next; \
} \
else \
{ \
prev->next = curr->next; \
} \
break; \
} \
prev = curr; \
curr = curr->next; \
} \
if (curr == NULL) \
{ \
SDL_assert(0 && "LinkedList element not found!"); \
} \
static inline int32_t Texture_GetBlockSize(
FNA3D_SurfaceFormat format
) {
switch (format)
{
case FNA3D_SURFACEFORMAT_DXT1:
case FNA3D_SURFACEFORMAT_DXT3:
case FNA3D_SURFACEFORMAT_DXT5:
case FNA3D_SURFACEFORMAT_DXT5SRGB_EXT:
case FNA3D_SURFACEFORMAT_BC7_EXT:
case FNA3D_SURFACEFORMAT_BC7SRGB_EXT:
return 4;
case FNA3D_SURFACEFORMAT_ALPHA8:
case FNA3D_SURFACEFORMAT_BGR565:
case FNA3D_SURFACEFORMAT_BGRA4444:
case FNA3D_SURFACEFORMAT_BGRA5551:
case FNA3D_SURFACEFORMAT_HALFSINGLE:
case FNA3D_SURFACEFORMAT_NORMALIZEDBYTE2:
case FNA3D_SURFACEFORMAT_COLOR:
case FNA3D_SURFACEFORMAT_SINGLE:
case FNA3D_SURFACEFORMAT_RG32:
case FNA3D_SURFACEFORMAT_HALFVECTOR2:
case FNA3D_SURFACEFORMAT_NORMALIZEDBYTE4:
case FNA3D_SURFACEFORMAT_RGBA1010102:
case FNA3D_SURFACEFORMAT_COLORBGRA_EXT:
case FNA3D_SURFACEFORMAT_COLORSRGB_EXT:
case FNA3D_SURFACEFORMAT_HALFVECTOR4:
case FNA3D_SURFACEFORMAT_RGBA64:
case FNA3D_SURFACEFORMAT_VECTOR2:
case FNA3D_SURFACEFORMAT_HDRBLENDABLE:
case FNA3D_SURFACEFORMAT_VECTOR4:
return 1;
default:
FNA3D_LogError(
"Unrecognized SurfaceFormat!"
);
return 0;
}
}
static inline int32_t Texture_GetFormatSize(
FNA3D_SurfaceFormat format
) {
switch (format)
{
case FNA3D_SURFACEFORMAT_DXT1:
return 8;
case FNA3D_SURFACEFORMAT_DXT3:
case FNA3D_SURFACEFORMAT_DXT5:
case FNA3D_SURFACEFORMAT_DXT5SRGB_EXT:
case FNA3D_SURFACEFORMAT_BC7_EXT:
case FNA3D_SURFACEFORMAT_BC7SRGB_EXT:
return 16;
case FNA3D_SURFACEFORMAT_ALPHA8:
return 1;
case FNA3D_SURFACEFORMAT_BGR565:
case FNA3D_SURFACEFORMAT_BGRA4444:
case FNA3D_SURFACEFORMAT_BGRA5551:
case FNA3D_SURFACEFORMAT_HALFSINGLE:
case FNA3D_SURFACEFORMAT_NORMALIZEDBYTE2:
return 2;
case FNA3D_SURFACEFORMAT_COLOR:
case FNA3D_SURFACEFORMAT_SINGLE:
case FNA3D_SURFACEFORMAT_RG32:
case FNA3D_SURFACEFORMAT_HALFVECTOR2:
case FNA3D_SURFACEFORMAT_NORMALIZEDBYTE4:
case FNA3D_SURFACEFORMAT_RGBA1010102:
case FNA3D_SURFACEFORMAT_COLORBGRA_EXT:
case FNA3D_SURFACEFORMAT_COLORSRGB_EXT:
return 4;
case FNA3D_SURFACEFORMAT_HALFVECTOR4:
case FNA3D_SURFACEFORMAT_RGBA64:
case FNA3D_SURFACEFORMAT_VECTOR2:
case FNA3D_SURFACEFORMAT_HDRBLENDABLE:
return 8;
case FNA3D_SURFACEFORMAT_VECTOR4:
return 16;
default:
FNA3D_LogError(
"Unrecognized SurfaceFormat!"
);
return 0;
}
}
static inline int32_t PrimitiveVerts(
FNA3D_PrimitiveType primitiveType,
int32_t primitiveCount
) {
switch (primitiveType)
{
case FNA3D_PRIMITIVETYPE_TRIANGLELIST:
return primitiveCount * 3;
case FNA3D_PRIMITIVETYPE_TRIANGLESTRIP:
return primitiveCount + 2;
case FNA3D_PRIMITIVETYPE_LINELIST:
return primitiveCount * 2;
case FNA3D_PRIMITIVETYPE_LINESTRIP:
return primitiveCount + 1;
case FNA3D_PRIMITIVETYPE_POINTLIST_EXT:
return primitiveCount;
default:
FNA3D_LogError(
"Unrecognized primitive type!"
);
return 0;
}
}
static inline MOJOSHADER_usage VertexAttribUsage(
FNA3D_VertexElementUsage usage
) {
switch (usage)
{
case FNA3D_VERTEXELEMENTUSAGE_POSITION:
return MOJOSHADER_USAGE_POSITION;
case FNA3D_VERTEXELEMENTUSAGE_COLOR:
return MOJOSHADER_USAGE_COLOR;
case FNA3D_VERTEXELEMENTUSAGE_TEXTURECOORDINATE:
return MOJOSHADER_USAGE_TEXCOORD;
case FNA3D_VERTEXELEMENTUSAGE_NORMAL:
return MOJOSHADER_USAGE_NORMAL;
case FNA3D_VERTEXELEMENTUSAGE_BINORMAL:
return MOJOSHADER_USAGE_BINORMAL;
case FNA3D_VERTEXELEMENTUSAGE_TANGENT:
return MOJOSHADER_USAGE_TANGENT;
case FNA3D_VERTEXELEMENTUSAGE_BLENDINDICES:
return MOJOSHADER_USAGE_BLENDINDICES;
case FNA3D_VERTEXELEMENTUSAGE_BLENDWEIGHT:
return MOJOSHADER_USAGE_BLENDWEIGHT;
case FNA3D_VERTEXELEMENTUSAGE_FOG:
return MOJOSHADER_USAGE_FOG;
case FNA3D_VERTEXELEMENTUSAGE_POINTSIZE:
return MOJOSHADER_USAGE_POINTSIZE;
case FNA3D_VERTEXELEMENTUSAGE_SAMPLE:
return MOJOSHADER_USAGE_SAMPLE;
case FNA3D_VERTEXELEMENTUSAGE_TESSELATEFACTOR:
return MOJOSHADER_USAGE_TESSFACTOR;
default:
FNA3D_LogError(
"Unrecognized VertexElementUsage!"
);
return (MOJOSHADER_usage) 0;
}
}
static inline int32_t IndexSize(FNA3D_IndexElementSize size)
{
return (size == FNA3D_INDEXELEMENTSIZE_16BIT) ? 2 : 4;
}
static inline int32_t BytesPerRow(
int32_t width,
FNA3D_SurfaceFormat format
) {
int32_t blocksPerRow = width;
int32_t blockSize = Texture_GetBlockSize(format);
if (blockSize > 1)
{
blocksPerRow = (width + blockSize - 1) / blockSize;
}
return blocksPerRow * Texture_GetFormatSize(format);
}
static inline int32_t BytesPerImage(
int32_t width,
int32_t height,
FNA3D_SurfaceFormat format
) {
int32_t blocksPerRow = width;
int32_t blocksPerColumn = height;
int32_t blockSize = Texture_GetBlockSize(format);
if (blockSize > 1)
{
blocksPerRow = (width + blockSize - 1) / blockSize;
blocksPerColumn = (height + blockSize - 1) / blockSize;
}
return blocksPerRow * blocksPerColumn * Texture_GetFormatSize(format);
}
/* XNA GraphicsDevice Limits */
#define MAX_TEXTURE_SAMPLERS 16
#define MAX_VERTEXTEXTURE_SAMPLERS 4
#define MAX_TOTAL_SAMPLERS (MAX_TEXTURE_SAMPLERS + MAX_VERTEXTEXTURE_SAMPLERS)
#define MAX_VERTEX_ATTRIBUTES 16
#define MAX_BOUND_VERTEX_BUFFERS 16
#define MAX_RENDERTARGET_BINDINGS 4
/* FNA3D_Device Definition */
typedef struct FNA3D_Renderer FNA3D_Renderer;
struct FNA3D_Device
{
/* Quit */
void (*DestroyDevice)(FNA3D_Device *device);
/* Presentation */
void (*SwapBuffers)(
FNA3D_Renderer *driverData,
FNA3D_Rect *sourceRectangle,
FNA3D_Rect *destinationRectangle,
void* overrideWindowHandle
);
/* Drawing */
void (*Clear)(
FNA3D_Renderer *driverData,
FNA3D_ClearOptions options,
FNA3D_Vec4 *color,
float depth,
int32_t stencil
);
void (*DrawIndexedPrimitives)(
FNA3D_Renderer *driverData,
FNA3D_PrimitiveType primitiveType,
int32_t baseVertex,
int32_t minVertexIndex,
int32_t numVertices,
int32_t startIndex,
int32_t primitiveCount,
FNA3D_Buffer *indices,
FNA3D_IndexElementSize indexElementSize
);
void (*DrawInstancedPrimitives)(
FNA3D_Renderer *driverData,
FNA3D_PrimitiveType primitiveType,
int32_t baseVertex,
int32_t minVertexIndex,
int32_t numVertices,
int32_t startIndex,
int32_t primitiveCount,
int32_t instanceCount,
FNA3D_Buffer *indices,
FNA3D_IndexElementSize indexElementSize
);
void (*DrawPrimitives)(
FNA3D_Renderer *driverData,
FNA3D_PrimitiveType primitiveType,
int32_t vertexStart,
int32_t primitiveCount
);
/* Mutable Render States */
void (*SetViewport)(FNA3D_Renderer *driverData, FNA3D_Viewport *viewport);
void (*SetScissorRect)(FNA3D_Renderer *driverData, FNA3D_Rect *scissor);
void (*GetBlendFactor)(
FNA3D_Renderer *driverData,
FNA3D_Color *blendFactor
);
void (*SetBlendFactor)(
FNA3D_Renderer *driverData,
FNA3D_Color *blendFactor
);
int32_t (*GetMultiSampleMask)(FNA3D_Renderer *driverData);
void (*SetMultiSampleMask)(FNA3D_Renderer *driverData, int32_t mask);
int32_t (*GetReferenceStencil)(FNA3D_Renderer *driverData);
void (*SetReferenceStencil)(FNA3D_Renderer *driverData, int32_t ref);
/* Immutable Render States */
void (*SetBlendState)(
FNA3D_Renderer *driverData,
FNA3D_BlendState *blendState
);
void (*SetDepthStencilState)(
FNA3D_Renderer *driverData,
FNA3D_DepthStencilState *depthStencilState
);
void (*ApplyRasterizerState)(
FNA3D_Renderer *driverData,
FNA3D_RasterizerState *rasterizerState
);
void (*VerifySampler)(
FNA3D_Renderer *driverData,
int32_t index,
FNA3D_Texture *texture,
FNA3D_SamplerState *sampler
);
void (*VerifyVertexSampler)(
FNA3D_Renderer *driverData,
int32_t index,
FNA3D_Texture *texture,
FNA3D_SamplerState *sampler
);
void (*ApplyVertexBufferBindings)(
FNA3D_Renderer *driverData,
FNA3D_VertexBufferBinding *bindings,
int32_t numBindings,
uint8_t bindingsUpdated,
int32_t baseVertex
);
/* Render Targets */
void (*SetRenderTargets)(
FNA3D_Renderer *driverData,
FNA3D_RenderTargetBinding *renderTargets,
int32_t numRenderTargets,
FNA3D_Renderbuffer *depthStencilBuffer,
FNA3D_DepthFormat depthFormat,
uint8_t preserveTargetContents
);
void (*ResolveTarget)(
FNA3D_Renderer *driverData,
FNA3D_RenderTargetBinding *target
);
/* Backbuffer Functions */
void (*ResetBackbuffer)(
FNA3D_Renderer *driverData,
FNA3D_PresentationParameters *presentationParameters
);
void (*ReadBackbuffer)(
FNA3D_Renderer *driverData,
int32_t x,
int32_t y,
int32_t w,
int32_t h,
void* data,
int32_t dataLength
);
void (*GetBackbufferSize)(
FNA3D_Renderer *driverData,
int32_t *w,
int32_t *h
);
FNA3D_SurfaceFormat (*GetBackbufferSurfaceFormat)(FNA3D_Renderer *driverData);
FNA3D_DepthFormat (*GetBackbufferDepthFormat)(FNA3D_Renderer *driverData);
int32_t (*GetBackbufferMultiSampleCount)(FNA3D_Renderer *driverData);
/* Textures */
FNA3D_Texture* (*CreateTexture2D)(
FNA3D_Renderer *driverData,
FNA3D_SurfaceFormat format,
int32_t width,
int32_t height,
int32_t levelCount,
uint8_t isRenderTarget
);
FNA3D_Texture* (*CreateTexture3D)(
FNA3D_Renderer *driverData,
FNA3D_SurfaceFormat format,
int32_t width,
int32_t height,
int32_t depth,
int32_t levelCount
);
FNA3D_Texture* (*CreateTextureCube)(
FNA3D_Renderer *driverData,
FNA3D_SurfaceFormat format,
int32_t size,
int32_t levelCount,
uint8_t isRenderTarget
);
void (*AddDisposeTexture)(
FNA3D_Renderer *driverData,
FNA3D_Texture *texture
);
void (*SetTextureData2D)(
FNA3D_Renderer *driverData,
FNA3D_Texture *texture,
int32_t x,
int32_t y,
int32_t w,
int32_t h,
int32_t level,
void* data,
int32_t dataLength
);
void (*SetTextureData3D)(
FNA3D_Renderer *driverData,
FNA3D_Texture *texture,
int32_t x,
int32_t y,
int32_t z,
int32_t w,
int32_t h,
int32_t d,
int32_t level,
void* data,
int32_t dataLength
);
void (*SetTextureDataCube)(
FNA3D_Renderer *driverData,
FNA3D_Texture *texture,
int32_t x,
int32_t y,
int32_t w,
int32_t h,
FNA3D_CubeMapFace cubeMapFace,
int32_t level,
void* data,
int32_t dataLength
);
void (*SetTextureDataYUV)(
FNA3D_Renderer *driverData,
FNA3D_Texture *y,
FNA3D_Texture *u,
FNA3D_Texture *v,
int32_t yWidth,
int32_t yHeight,
int32_t uvWidth,
int32_t uvHeight,
void* data,
int32_t dataLength
);
void (*GetTextureData2D)(
FNA3D_Renderer *driverData,
FNA3D_Texture *texture,
int32_t x,
int32_t y,
int32_t w,
int32_t h,
int32_t level,
void* data,
int32_t dataLength
);
void (*GetTextureData3D)(
FNA3D_Renderer *driverData,
FNA3D_Texture *texture,
int32_t x,
int32_t y,
int32_t z,
int32_t w,
int32_t h,
int32_t d,
int32_t level,
void* data,
int32_t dataLength
);
void (*GetTextureDataCube)(
FNA3D_Renderer *driverData,
FNA3D_Texture *texture,
int32_t x,
int32_t y,
int32_t w,
int32_t h,
FNA3D_CubeMapFace cubeMapFace,
int32_t level,
void* data,
int32_t dataLength
);
/* Renderbuffers */
FNA3D_Renderbuffer* (*GenColorRenderbuffer)(
FNA3D_Renderer *driverData,
int32_t width,
int32_t height,
FNA3D_SurfaceFormat format,
int32_t multiSampleCount,
FNA3D_Texture *texture
);
FNA3D_Renderbuffer* (*GenDepthStencilRenderbuffer)(
FNA3D_Renderer *driverData,
int32_t width,
int32_t height,
FNA3D_DepthFormat format,
int32_t multiSampleCount
);
void (*AddDisposeRenderbuffer)(
FNA3D_Renderer *driverData,
FNA3D_Renderbuffer *renderbuffer
);
/* Vertex Buffers */
FNA3D_Buffer* (*GenVertexBuffer)(
FNA3D_Renderer *driverData,
uint8_t dynamic,
FNA3D_BufferUsage usage,
int32_t sizeInBytes
);
void (*AddDisposeVertexBuffer)(
FNA3D_Renderer *driverData,
FNA3D_Buffer *buffer
);
void (*SetVertexBufferData)(
FNA3D_Renderer *driverData,
FNA3D_Buffer *buffer,
int32_t offsetInBytes,
void* data,
int32_t elementCount,
int32_t elementSizeInBytes,
int32_t vertexStride,
FNA3D_SetDataOptions options
);
void (*GetVertexBufferData)(
FNA3D_Renderer *driverData,
FNA3D_Buffer *buffer,
int32_t offsetInBytes,
void* data,
int32_t elementCount,
int32_t elementSizeInBytes,
int32_t vertexStride
);
/* Index Buffers */
FNA3D_Buffer* (*GenIndexBuffer)(
FNA3D_Renderer *driverData,
uint8_t dynamic,
FNA3D_BufferUsage usage,
int32_t sizeInBytes
);
void (*AddDisposeIndexBuffer)(
FNA3D_Renderer *driverData,
FNA3D_Buffer *buffer
);
void (*SetIndexBufferData)(
FNA3D_Renderer *driverData,
FNA3D_Buffer *buffer,
int32_t offsetInBytes,
void* data,
int32_t dataLength,
FNA3D_SetDataOptions options
);
void (*GetIndexBufferData)(
FNA3D_Renderer *driverData,
FNA3D_Buffer *buffer,
int32_t offsetInBytes,
void* data,
int32_t dataLength
);
/* Effects */
void (*CreateEffect)(
FNA3D_Renderer *driverData,
uint8_t *effectCode,
uint32_t effectCodeLength,
FNA3D_Effect **effect,
MOJOSHADER_effect **result
);
void (*CloneEffect)(
FNA3D_Renderer *driverData,
FNA3D_Effect *cloneSource,
FNA3D_Effect **effect,
MOJOSHADER_effect **result
);
void (*AddDisposeEffect)(
FNA3D_Renderer *driverData,
FNA3D_Effect *effect
);
void (*SetEffectTechnique)(
FNA3D_Renderer *driverData,
FNA3D_Effect *effect,
MOJOSHADER_effectTechnique *technique
);
void (*ApplyEffect)(
FNA3D_Renderer *driverData,
FNA3D_Effect *effect,
uint32_t pass,
MOJOSHADER_effectStateChanges *stateChanges
);
void (*BeginPassRestore)(
FNA3D_Renderer *driverData,
FNA3D_Effect *effect,
MOJOSHADER_effectStateChanges *stateChanges
);
void (*EndPassRestore)(
FNA3D_Renderer *driverData,
FNA3D_Effect *effect
);
/* Queries */
FNA3D_Query* (*CreateQuery)(FNA3D_Renderer *driverData);
void (*AddDisposeQuery)(FNA3D_Renderer *driverData, FNA3D_Query *query);
void (*QueryBegin)(FNA3D_Renderer *driverData, FNA3D_Query *query);
void (*QueryEnd)(FNA3D_Renderer *driverData, FNA3D_Query *query);
uint8_t (*QueryComplete)(FNA3D_Renderer *driverData, FNA3D_Query *query);
int32_t (*QueryPixelCount)(
FNA3D_Renderer *driverData,
FNA3D_Query *query
);
/* Feature Queries */
uint8_t (*SupportsDXT1)(FNA3D_Renderer *driverData);
uint8_t (*SupportsS3TC)(FNA3D_Renderer *driverData);
uint8_t (*SupportsBC7)(FNA3D_Renderer *driverData);
uint8_t (*SupportsHardwareInstancing)(FNA3D_Renderer *driverData);
uint8_t (*SupportsNoOverwrite)(FNA3D_Renderer *driverData);
uint8_t (*SupportsSRGBRenderTargets)(FNA3D_Renderer *driverData);
void (*GetMaxTextureSlots)(
FNA3D_Renderer *driverData,
int32_t *textures,
int32_t *vertexTextures
);
int32_t (*GetMaxMultiSampleCount)(
FNA3D_Renderer *driverData,
FNA3D_SurfaceFormat format,
int32_t multiSampleCount
);
/* Debugging */
void (*SetStringMarker)(FNA3D_Renderer *driverData, const char *text);
/* External Interop */
void (*GetSysRenderer)(
FNA3D_Renderer *driverData,
FNA3D_SysRendererEXT *renderer
);
FNA3D_Texture* (*CreateSysTexture)(
FNA3D_Renderer *driverData,
FNA3D_SysTextureEXT *externalTextureInfo
);
/* Opaque pointer for the Driver */
FNA3D_Renderer *driverData;
};
#define ASSIGN_DRIVER_FUNC(func, name) \
result->func = name##_##func;
#define ASSIGN_DRIVER(name) \
ASSIGN_DRIVER_FUNC(DestroyDevice, name) \
ASSIGN_DRIVER_FUNC(SwapBuffers, name) \
ASSIGN_DRIVER_FUNC(Clear, name) \
ASSIGN_DRIVER_FUNC(DrawIndexedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawInstancedPrimitives, name) \
ASSIGN_DRIVER_FUNC(DrawPrimitives, name) \
ASSIGN_DRIVER_FUNC(SetViewport, name) \
ASSIGN_DRIVER_FUNC(SetScissorRect, name) \
ASSIGN_DRIVER_FUNC(GetBlendFactor, name) \
ASSIGN_DRIVER_FUNC(SetBlendFactor, name) \
ASSIGN_DRIVER_FUNC(GetMultiSampleMask, name) \
ASSIGN_DRIVER_FUNC(SetMultiSampleMask, name) \
ASSIGN_DRIVER_FUNC(GetReferenceStencil, name) \
ASSIGN_DRIVER_FUNC(SetReferenceStencil, name) \
ASSIGN_DRIVER_FUNC(SetBlendState, name) \
ASSIGN_DRIVER_FUNC(SetDepthStencilState, name) \
ASSIGN_DRIVER_FUNC(ApplyRasterizerState, name) \
ASSIGN_DRIVER_FUNC(VerifySampler, name) \
ASSIGN_DRIVER_FUNC(VerifyVertexSampler, name) \
ASSIGN_DRIVER_FUNC(ApplyVertexBufferBindings, name) \
ASSIGN_DRIVER_FUNC(SetRenderTargets, name) \
ASSIGN_DRIVER_FUNC(ResolveTarget, name) \
ASSIGN_DRIVER_FUNC(ResetBackbuffer, name) \
ASSIGN_DRIVER_FUNC(ReadBackbuffer, name) \
ASSIGN_DRIVER_FUNC(GetBackbufferSize, name) \
ASSIGN_DRIVER_FUNC(GetBackbufferSurfaceFormat, name) \
ASSIGN_DRIVER_FUNC(GetBackbufferDepthFormat, name) \
ASSIGN_DRIVER_FUNC(GetBackbufferMultiSampleCount, name) \
ASSIGN_DRIVER_FUNC(CreateTexture2D, name) \
ASSIGN_DRIVER_FUNC(CreateTexture3D, name) \
ASSIGN_DRIVER_FUNC(CreateTextureCube, name) \
ASSIGN_DRIVER_FUNC(AddDisposeTexture, name) \
ASSIGN_DRIVER_FUNC(SetTextureData2D, name) \
ASSIGN_DRIVER_FUNC(SetTextureData3D, name) \
ASSIGN_DRIVER_FUNC(SetTextureDataCube, name) \
ASSIGN_DRIVER_FUNC(SetTextureDataYUV, name) \
ASSIGN_DRIVER_FUNC(GetTextureData2D, name) \
ASSIGN_DRIVER_FUNC(GetTextureData3D, name) \
ASSIGN_DRIVER_FUNC(GetTextureDataCube, name) \
ASSIGN_DRIVER_FUNC(GenColorRenderbuffer, name) \
ASSIGN_DRIVER_FUNC(GenDepthStencilRenderbuffer, name) \
ASSIGN_DRIVER_FUNC(AddDisposeRenderbuffer, name) \
ASSIGN_DRIVER_FUNC(GenVertexBuffer, name) \
ASSIGN_DRIVER_FUNC(GenIndexBuffer, name) \
ASSIGN_DRIVER_FUNC(AddDisposeVertexBuffer, name) \
ASSIGN_DRIVER_FUNC(SetVertexBufferData, name) \
ASSIGN_DRIVER_FUNC(GetVertexBufferData, name) \
ASSIGN_DRIVER_FUNC(AddDisposeIndexBuffer, name) \
ASSIGN_DRIVER_FUNC(SetIndexBufferData, name) \
ASSIGN_DRIVER_FUNC(GetIndexBufferData, name) \
ASSIGN_DRIVER_FUNC(CreateEffect, name) \
ASSIGN_DRIVER_FUNC(CloneEffect, name) \
ASSIGN_DRIVER_FUNC(AddDisposeEffect, name) \
ASSIGN_DRIVER_FUNC(SetEffectTechnique, name) \
ASSIGN_DRIVER_FUNC(ApplyEffect, name) \
ASSIGN_DRIVER_FUNC(BeginPassRestore, name) \
ASSIGN_DRIVER_FUNC(EndPassRestore, name) \
ASSIGN_DRIVER_FUNC(CreateQuery, name) \
ASSIGN_DRIVER_FUNC(AddDisposeQuery, name) \
ASSIGN_DRIVER_FUNC(QueryBegin, name) \
ASSIGN_DRIVER_FUNC(QueryEnd, name) \
ASSIGN_DRIVER_FUNC(QueryComplete, name) \
ASSIGN_DRIVER_FUNC(QueryPixelCount, name) \
ASSIGN_DRIVER_FUNC(SupportsDXT1, name) \
ASSIGN_DRIVER_FUNC(SupportsS3TC, name) \
ASSIGN_DRIVER_FUNC(SupportsBC7, name) \
ASSIGN_DRIVER_FUNC(SupportsHardwareInstancing, name) \
ASSIGN_DRIVER_FUNC(SupportsNoOverwrite, name) \
ASSIGN_DRIVER_FUNC(SupportsSRGBRenderTargets, name) \
ASSIGN_DRIVER_FUNC(GetMaxTextureSlots, name) \
ASSIGN_DRIVER_FUNC(GetMaxMultiSampleCount, name) \
ASSIGN_DRIVER_FUNC(SetStringMarker, name) \
ASSIGN_DRIVER_FUNC(GetSysRenderer, name) \
ASSIGN_DRIVER_FUNC(CreateSysTexture, name)
typedef struct FNA3D_Driver
{
const char *Name;
uint8_t (*PrepareWindowAttributes)(uint32_t *flags);
void (*GetDrawableSize)(void* window, int32_t *w, int32_t *h);
FNA3D_Device* (*CreateDevice)(
FNA3D_PresentationParameters *presentationParameters,
uint8_t debugMode
);
} FNA3D_Driver;
extern FNA3D_Driver VulkanDriver;
extern FNA3D_Driver D3D11Driver;
extern FNA3D_Driver OpenGLDriver;
extern FNA3D_Driver GNMXDriver;
#endif /* FNA3D_DRIVER_H */
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */