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Add missing component and message.
Commit Description:
Add missing component and message.
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FNA/lib/FNA3D/src/FNA3D_PipelineCache.h
119 lines | 3.1 KiB | text/x-c | CLexer
/* 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_PIPELINECACHE_H
#define FNA3D_PIPELINECACHE_H
#include "FNA3D_Driver.h"
/* Packed Pipeline States */
typedef struct PackedState
{
uint64_t a;
uint64_t b;
} PackedState;
typedef struct PackedStateMap
{
PackedState key;
void* value;
} PackedStateMap;
typedef struct PackedStateArray
{
PackedStateMap *elements;
int32_t count;
int32_t capacity;
} PackedStateArray;
PackedState GetPackedBlendState(FNA3D_BlendState blendState);
PackedState GetPackedDepthStencilState(FNA3D_DepthStencilState dsState);
PackedState GetPackedRasterizerState(FNA3D_RasterizerState rastState, float bias);
PackedState GetPackedSamplerState(FNA3D_SamplerState samplerState);
void* PackedStateArray_Fetch(PackedStateArray arr, PackedState key);
void PackedStateArray_Insert(PackedStateArray *arr, PackedState key, void* value);
/* Vertex Buffer Bindings */
typedef struct PackedVertexBufferBindings
{
void* vertexShader;
uint32_t hash;
} PackedVertexBufferBindings;
typedef struct PackedVertexBufferBindingsMap
{
PackedVertexBufferBindings key;
void* value;
} PackedVertexBufferBindingsMap;
/* FIXME: Can we make this common to both packed and vertex structs? */
typedef struct VertexBufferBindingsArray
{
PackedVertexBufferBindingsMap *elements;
int32_t count;
int32_t capacity;
} PackedVertexBufferBindingsArray;
void* PackedVertexBufferBindingsArray_Fetch(
PackedVertexBufferBindingsArray arr,
FNA3D_VertexBufferBinding *bindings,
int32_t numBindings,
void* vertexShader,
int32_t *outIndex,
uint32_t *outHash
);
void PackedVertexBufferBindingsArray_Insert(
PackedVertexBufferBindingsArray *arr,
FNA3D_VertexBufferBinding *bindings,
int32_t numBindings,
void* vertexShader,
void* value
);
/* Macros */
#define EXPAND_ARRAY_IF_NEEDED(arr, initialValue, type) \
if (arr->count == arr->capacity) \
{ \
if (arr->capacity == 0) \
{ \
arr->capacity = initialValue; \
} \
else \
{ \
arr->capacity *= 2; \
} \
arr->elements = (type*) SDL_realloc( \
arr->elements, \
arr->capacity * sizeof(type) \
); \
}
#endif /* FNA3D_PIPELINECACHE_H */
/* vim: set noexpandtab shiftwidth=8 tabstop=8: */