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xxGraphicGLES2.h
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xxGraphicGLES2.h
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//==============================================================================
// xxGraphic : OpenGL ES 2.0 Header
//
// Copyright (c) 2019-2024 TAiGA
// https://github.com/metarutaiga/xxGraphic
//==============================================================================
#pragma once
#include "xxGraphic.h"
xxAPI uint64_t xxCreateInstanceGLES2();
xxInline char const* xxGetInstanceNameGLES2() { return "OpenGL ES 2.0"; }
#ifdef GL_ES_VERSION_2_0
//==============================================================================
// Instance
//==============================================================================
uint64_t xxCreateInstanceGLES2();
void xxDestroyInstanceGLES2(uint64_t instance);
//==============================================================================
// Device
//==============================================================================
uint64_t xxCreateDeviceGLES2(uint64_t instance);
void xxDestroyDeviceGLES2(uint64_t device);
bool xxResetDeviceGLES2(uint64_t device);
bool xxTestDeviceGLES2(uint64_t device);
//==============================================================================
// Framebuffer
//==============================================================================
//==============================================================================
// Swapchain
//==============================================================================
uint64_t xxCreateSwapchainGLES2(uint64_t device, uint64_t renderPass, void* view, int width, int height, uint64_t oldSwapchain);
void xxDestroySwapchainGLES2(uint64_t swapchain);
void xxPresentSwapchainGLES2(uint64_t swapchain);
uint64_t xxGetCommandBufferGLES2(uint64_t device, uint64_t swapchain);
uint64_t xxGetFramebufferGLES2(uint64_t device, uint64_t swapchain, float* scale);
//==============================================================================
// Command Buffer
//==============================================================================
bool xxBeginCommandBufferGLES2(uint64_t commandBuffer);
void xxEndCommandBufferGLES2(uint64_t commandBuffer);
void xxSubmitCommandBufferGLES2(uint64_t commandBuffer, uint64_t swapchain);
//==============================================================================
// Render Pass
//==============================================================================
uint64_t xxCreateRenderPassGLES2(uint64_t device, bool clearColor, bool clearDepth, bool clearStencil, bool storeColor, bool storeDepth, bool storeStencil);
void xxDestroyRenderPassGLES2(uint64_t renderPass);
uint64_t xxBeginRenderPassGLES2(uint64_t commandBuffer, uint64_t framebuffer, uint64_t renderPass, int width, int height, float color[4], float depth, unsigned char stencil);
void xxEndRenderPassGLES2(uint64_t commandEncoder, uint64_t framebuffer, uint64_t renderPass);
//==============================================================================
// Vertex Attribute
//==============================================================================
uint64_t xxCreateVertexAttributeGLES2(uint64_t device, int count, int* attribute);
void xxDestroyVertexAttributeGLES2(uint64_t vertexAttribute);
//==============================================================================
// Buffer
//==============================================================================
uint64_t xxCreateConstantBufferGLES2(uint64_t device, int size);
uint64_t xxCreateIndexBufferGLES2(uint64_t device, int size);
uint64_t xxCreateVertexBufferGLES2(uint64_t device, int size, uint64_t vertexAttribute);
void xxDestroyBufferGLES2(uint64_t device, uint64_t buffer);
void* xxMapBufferGLES2(uint64_t device, uint64_t buffer);
void xxUnmapBufferGLES2(uint64_t device, uint64_t buffer);
//==============================================================================
// Texture
//==============================================================================
uint64_t xxCreateTextureGLES2(uint64_t device, uint64_t format, int width, int height, int depth, int mipmap, int array, void const* external);
void xxDestroyTextureGLES2(uint64_t texture);
void* xxMapTextureGLES2(uint64_t device, uint64_t texture, int* stride, int level, int array);
void xxUnmapTextureGLES2(uint64_t device, uint64_t texture, int level, int array);
//==============================================================================
// Sampler
//==============================================================================
uint64_t xxCreateSamplerGLES2(uint64_t device, bool clampU, bool clampV, bool clampW, bool linearMag, bool linearMin, bool linearMip, int anisotropy);
void xxDestroySamplerGLES2(uint64_t sampler);
//==============================================================================
// Shader
//==============================================================================
uint64_t xxCreateVertexShaderGLES2(uint64_t device, char const* shader, uint64_t vertexAttribute);
uint64_t xxCreateFragmentShaderGLES2(uint64_t device, char const* shader);
void xxDestroyShaderGLES2(uint64_t device, uint64_t shader);
//==============================================================================
// Pipeline
//==============================================================================
uint64_t xxCreateBlendStateGLES2(uint64_t device, char const* sourceColor, char const* operationColor, char const* destinationColor, char const* sourceAlpha, char const* operationAlpha, char const* destinationAlpha);
uint64_t xxCreateDepthStencilStateGLES2(uint64_t device, char const* depthTest, bool depthWrite);
uint64_t xxCreateRasterizerStateGLES2(uint64_t device, bool cull, bool scissor);
uint64_t xxCreatePipelineGLES2(uint64_t device, uint64_t renderPass, uint64_t blendState, uint64_t depthStencilState, uint64_t rasterizerState, uint64_t vertexAttribute, uint64_t vertexShader, uint64_t fragmentShader);
void xxDestroyBlendStateGLES2(uint64_t blendState);
void xxDestroyDepthStencilStateGLES2(uint64_t depthStencilState);
void xxDestroyRasterizerStateGLES2(uint64_t rasterizerState);
void xxDestroyPipelineGLES2(uint64_t pipeline);
//==============================================================================
// Command
//==============================================================================
void xxSetViewportGLES2(uint64_t commandEncoder, int x, int y, int width, int height, float minZ, float maxZ);
void xxSetScissorGLES2(uint64_t commandEncoder, int x, int y, int width, int height);
void xxSetPipelineGLES2(uint64_t commandEncoder, uint64_t pipeline);
void xxSetVertexBuffersGLES2(uint64_t commandEncoder, int count, const uint64_t* buffers, uint64_t vertexAttribute);
void xxSetVertexTexturesGLES2(uint64_t commandEncoder, int count, const uint64_t* textures);
void xxSetFragmentTexturesGLES2(uint64_t commandEncoder, int count, const uint64_t* textures);
void xxSetVertexSamplersGLES2(uint64_t commandEncoder, int count, const uint64_t* samplers);
void xxSetFragmentSamplersGLES2(uint64_t commandEncoder, int count, const uint64_t* samplers);
void xxSetVertexConstantBufferGLES2(uint64_t commandEncoder, uint64_t buffer, int size);
void xxSetFragmentConstantBufferGLES2(uint64_t commandEncoder, uint64_t buffer, int size);
void xxDrawGLES2(uint64_t commandEncoder, int vertexCount, int instanceCount, int firstVertex, int firstInstance);
void xxDrawIndexedGLES2(uint64_t commandEncoder, uint64_t indexBuffer, int indexCount, int instanceCount, int firstIndex, int vertexOffset, int firstInstance);
//==============================================================================
#endif