Gpu cleanup
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+26
-26
@@ -3,23 +3,23 @@
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#define CONSTANT_BUFFER_SIZE 256
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#define CONSTANT_BUFFER_MULTIPLE 2048
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int constant_buffer_index = 0;
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static iron_gpu_buffer_t constant_buffer;
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static gpu_buffer_t constant_buffer;
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void gpu_init(int depth_buffer_bits, bool vsync) {
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iron_gpu_init(depth_buffer_bits, vsync);
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iron_gpu_constant_buffer_init(&constant_buffer, CONSTANT_BUFFER_SIZE * CONSTANT_BUFFER_MULTIPLE);
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iron_gpu_constant_buffer_lock(&constant_buffer, 0, CONSTANT_BUFFER_SIZE);
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gpu_init_internal(depth_buffer_bits, vsync);
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gpu_constant_buffer_init(&constant_buffer, CONSTANT_BUFFER_SIZE * CONSTANT_BUFFER_MULTIPLE);
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gpu_constant_buffer_lock(&constant_buffer, 0, CONSTANT_BUFFER_SIZE);
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}
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void gpu_draw() {
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iron_gpu_constant_buffer_unlock(&constant_buffer);
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iron_gpu_set_constant_buffer(&constant_buffer, constant_buffer_index * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE);
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iron_gpu_draw();
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gpu_constant_buffer_unlock(&constant_buffer);
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gpu_set_constant_buffer(&constant_buffer, constant_buffer_index * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE);
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gpu_draw_internal();
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++constant_buffer_index;
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if (constant_buffer_index >= CONSTANT_BUFFER_MULTIPLE) {
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constant_buffer_index = 0;
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}
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iron_gpu_constant_buffer_lock(&constant_buffer, constant_buffer_index * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE);
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gpu_constant_buffer_lock(&constant_buffer, constant_buffer_index * CONSTANT_BUFFER_SIZE, CONSTANT_BUFFER_SIZE);
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}
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void gpu_set_int(int location, int value) {
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@@ -93,7 +93,7 @@ void gpu_set_bool(int location, bool value) {
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ints[0] = value ? 1 : 0;
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}
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static void iron_internal_set_matrix3(uint8_t *constants, int offset, iron_matrix3x3_t *value) {
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static void gpu_internal_set_matrix3(uint8_t *constants, int offset, iron_matrix3x3_t *value) {
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float *floats = (float *)(&constants[offset]);
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for (int y = 0; y < 3; ++y) {
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for (int x = 0; x < 3; ++x) {
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@@ -102,7 +102,7 @@ static void iron_internal_set_matrix3(uint8_t *constants, int offset, iron_matri
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}
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}
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static void iron_internal_set_matrix4(uint8_t *constants, int offset, iron_matrix4x4_t *value) {
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static void gpu_internal_set_matrix4(uint8_t *constants, int offset, iron_matrix4x4_t *value) {
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float *floats = (float *)(&constants[offset]);
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for (int y = 0; y < 4; ++y) {
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for (int x = 0; x < 4; ++x) {
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@@ -112,46 +112,46 @@ static void iron_internal_set_matrix4(uint8_t *constants, int offset, iron_matri
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}
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void gpu_set_matrix3(int location, iron_matrix3x3_t value) {
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if (iron_gpu_transpose_mat) {
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if (gpu_transpose_mat) {
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iron_matrix3x3_t m = value;
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iron_matrix3x3_transpose(&m);
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iron_internal_set_matrix3(constant_buffer.data, location, &m);
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gpu_internal_set_matrix3(constant_buffer.data, location, &m);
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}
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else {
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iron_internal_set_matrix3(constant_buffer.data, location, &value);
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gpu_internal_set_matrix3(constant_buffer.data, location, &value);
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}
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}
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void gpu_set_matrix4(int location, iron_matrix4x4_t value) {
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if (iron_gpu_transpose_mat) {
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if (gpu_transpose_mat) {
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iron_matrix4x4_t m = value;
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iron_matrix4x4_transpose(&m);
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iron_internal_set_matrix4(constant_buffer.data, location, &m);
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gpu_internal_set_matrix4(constant_buffer.data, location, &m);
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}
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else {
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iron_internal_set_matrix4(constant_buffer.data, location, &value);
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gpu_internal_set_matrix4(constant_buffer.data, location, &value);
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}
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}
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void gpu_vertex_structure_add(iron_gpu_vertex_structure_t *structure, const char *name, iron_gpu_vertex_data_t data) {
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void gpu_vertex_structure_add(gpu_vertex_structure_t *structure, const char *name, gpu_vertex_data_t data) {
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structure->elements[structure->size].name = name;
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structure->elements[structure->size].data = data;
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structure->size++;
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}
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void gpu_internal_pipeline_init(iron_gpu_pipeline_t *pipe) {
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void gpu_internal_pipeline_init(gpu_pipeline_t *pipe) {
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pipe->input_layout = NULL;
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pipe->vertex_shader = NULL;
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pipe->fragment_shader = NULL;
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pipe->cull_mode = IRON_GPU_CULL_MODE_NEVER;
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pipe->cull_mode = GPU_CULL_MODE_NEVER;
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pipe->depth_write = false;
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pipe->depth_mode = IRON_GPU_COMPARE_MODE_ALWAYS;
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pipe->blend_source = IRON_GPU_BLEND_ONE;
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pipe->blend_destination = IRON_GPU_BLEND_ZERO;
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pipe->blend_operation = IRON_GPU_BLENDOP_ADD;
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pipe->alpha_blend_source = IRON_GPU_BLEND_ONE;
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pipe->alpha_blend_destination = IRON_GPU_BLEND_ZERO;
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pipe->alpha_blend_operation = IRON_GPU_BLENDOP_ADD;
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pipe->depth_mode = GPU_COMPARE_MODE_ALWAYS;
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pipe->blend_source = GPU_BLEND_ONE;
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pipe->blend_destination = GPU_BLEND_ZERO;
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pipe->blend_operation = GPU_BLENDOP_ADD;
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pipe->alpha_blend_source = GPU_BLEND_ONE;
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pipe->alpha_blend_destination = GPU_BLEND_ZERO;
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pipe->alpha_blend_operation = GPU_BLENDOP_ADD;
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for (int i = 0; i < 8; ++i) {
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pipe->color_write_mask_red[i] = true;
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pipe->color_write_mask_green[i] = true;
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