Gpu cleanup
This commit is contained in:
@@ -19,7 +19,6 @@ static IDXGISwapChain *window_swapchain;
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static ID3D12RootSignature *root_signature = NULL;
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static ID3D12CommandAllocator *command_allocator;
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static ID3D12GraphicsCommandList *command_list;
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static gpu_pipeline_t *current_pipeline;
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static D3D12_VIEWPORT current_viewport;
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static D3D12_RECT current_scissor;
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static gpu_buffer_t *current_vb;
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@@ -27,10 +26,6 @@ static gpu_buffer_t *current_ib;
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static D3D12_CPU_DESCRIPTOR_HANDLE target_descriptors[GPU_MAX_TEXTURES];
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static D3D12_CPU_DESCRIPTOR_HANDLE depth_handle;
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static D3D12_CPU_DESCRIPTOR_HANDLE *current_depth_handle;
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static gpu_texture_t *current_textures[GPU_MAX_TEXTURES] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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};
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static bool window_vsync;
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static ID3D12DescriptorHeap *sampler_heap;
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static ID3D12DescriptorHeap *srv_heap;
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@@ -423,7 +418,7 @@ void gpu_execute_and_wait() {
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if (gpu_in_use) {
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command_list->lpVtbl->OMSetRenderTargets(command_list, current_render_targets_count, &target_descriptors[0], false, current_depth_handle);
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command_list->lpVtbl->SetPipelineState(command_list, current_pipeline->impl.pso);
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command_list->lpVtbl->SetPipelineState(command_list, current_pipeline->impl.pipeline);
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command_list->lpVtbl->SetGraphicsRootSignature(command_list, root_signature);
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command_list->lpVtbl->IASetVertexBuffers(command_list, 0, 1, (D3D12_VERTEX_BUFFER_VIEW *)¤t_vb->impl.vertex_buffer_view);
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command_list->lpVtbl->IASetIndexBuffer(command_list, (D3D12_INDEX_BUFFER_VIEW *)¤t_ib->impl.index_buffer_view);
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@@ -561,13 +556,9 @@ void gpu_disable_scissor() {
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command_list->lpVtbl->RSSetScissorRects(command_list, 1, ¤t_scissor);
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}
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void gpu_set_pipeline(gpu_pipeline_t *pipeline) {
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current_pipeline = pipeline;
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command_list->lpVtbl->SetPipelineState(command_list, pipeline->impl.pso);
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void gpu_set_pipeline_internal(gpu_pipeline_t *pipeline) {
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command_list->lpVtbl->SetPipelineState(command_list, pipeline->impl.pipeline);
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command_list->lpVtbl->SetGraphicsRootSignature(command_list, root_signature);
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for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
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current_textures[i] = NULL;
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}
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}
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void gpu_set_vertex_buffer(gpu_buffer_t *buffer) {
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@@ -705,9 +696,9 @@ void gpu_use_linear_sampling(bool b) {
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}
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void gpu_pipeline_destroy_internal(gpu_pipeline_t *pipe) {
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if (pipe->impl.pso != NULL) {
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pipe->impl.pso->lpVtbl->Release(pipe->impl.pso);
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pipe->impl.pso = NULL;
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if (pipe->impl.pipeline != NULL) {
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pipe->impl.pipeline->lpVtbl->Release(pipe->impl.pipeline);
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pipe->impl.pipeline = NULL;
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}
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}
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@@ -813,7 +804,7 @@ void gpu_pipeline_compile(gpu_pipeline_t *pipe) {
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(pipe->color_write_mask_alpha[i] ? D3D12_COLOR_WRITE_ENABLE_ALPHA : 0);
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}
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device->lpVtbl->CreateGraphicsPipelineState(device, &psoDesc, &IID_ID3D12PipelineState, &pipe->impl.pso);
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device->lpVtbl->CreateGraphicsPipelineState(device, &psoDesc, &IID_ID3D12PipelineState, &pipe->impl.pipeline);
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}
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void gpu_shader_init(gpu_shader_t *shader, const void *_data, size_t length, gpu_shader_type_t type) {
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@@ -41,7 +41,7 @@ struct D3D12IndexBufferView {
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};
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typedef struct {
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struct ID3D12PipelineState *pso;
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struct ID3D12PipelineState *pipeline;
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} gpu_pipeline_impl_t;
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typedef struct {
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@@ -1,8 +1,8 @@
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#pragma once
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typedef struct {
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void *_pipeline;
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void *_depth;
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void *pipeline;
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void *depth;
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} gpu_pipeline_impl_t;
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typedef struct {
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@@ -22,15 +22,10 @@ static id<MTLSamplerState> point_sampler;
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static int argument_buffer_step;
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static gpu_buffer_t *current_vb;
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static gpu_buffer_t *current_ib;
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static gpu_pipeline_t *current_pipeline;
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static MTLViewport current_viewport;
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static MTLScissorRect current_scissor;
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static MTLRenderPassDescriptor *render_pass_desc;
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static bool resized = false;
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static gpu_texture_t *current_textures[GPU_MAX_TEXTURES] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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};
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static void *readback_buffer;
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static int readback_buffer_size = 0;
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static bool linear_sampling = true;
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@@ -250,9 +245,9 @@ void gpu_execute_and_wait() {
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}
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render_pass_desc.depthAttachment.loadAction = MTLLoadActionLoad;
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command_encoder = [command_buffer renderCommandEncoderWithDescriptor:render_pass_desc];
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id<MTLRenderPipelineState> pipe = (__bridge id<MTLRenderPipelineState>)current_pipeline->impl._pipeline;
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id<MTLRenderPipelineState> pipe = (__bridge id<MTLRenderPipelineState>)current_pipeline->impl.pipeline;
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[command_encoder setRenderPipelineState:pipe];
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id<MTLDepthStencilState> depth_state = (__bridge id<MTLDepthStencilState>)current_pipeline->impl._depth;
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id<MTLDepthStencilState> depth_state = (__bridge id<MTLDepthStencilState>)current_pipeline->impl.depth;
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[command_encoder setDepthStencilState:depth_state];
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[command_encoder setFrontFacingWinding:MTLWindingClockwise];
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[command_encoder setCullMode:convert_cull_mode(current_pipeline->cull_mode)];
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@@ -325,17 +320,20 @@ void gpu_disable_scissor() {
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[command_encoder setScissorRect:current_scissor];
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}
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void gpu_set_pipeline(gpu_pipeline_t *pipeline) {
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current_pipeline = pipeline;
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id<MTLRenderPipelineState> pipe = (__bridge id<MTLRenderPipelineState>)pipeline->impl._pipeline;
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[command_encoder setRenderPipelineState:pipe];
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id<MTLDepthStencilState> depth_state = (__bridge id<MTLDepthStencilState>)pipeline->impl._depth;
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[command_encoder setDepthStencilState:depth_state];
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[command_encoder setFrontFacingWinding:MTLWindingClockwise];
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[command_encoder setCullMode:convert_cull_mode(pipeline->cull_mode)];
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void gpu_set_pipeline_internal(gpu_pipeline_t *pipeline) {
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for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
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current_textures[i] = NULL;
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}
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if (pipeline->impl.pipeline == NULL) {
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return;
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}
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current_pipeline = pipeline;
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id<MTLRenderPipelineState> pipe = (__bridge id<MTLRenderPipelineState>)pipeline->impl.pipeline;
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[command_encoder setRenderPipelineState:pipe];
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id<MTLDepthStencilState> depth_state = (__bridge id<MTLDepthStencilState>)pipeline->impl.depth;
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[command_encoder setDepthStencilState:depth_state];
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[command_encoder setFrontFacingWinding:MTLWindingClockwise];
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[command_encoder setCullMode:convert_cull_mode(pipeline->cull_mode)];
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}
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void gpu_set_vertex_buffer(gpu_buffer_t *buffer) {
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@@ -415,13 +413,13 @@ void gpu_use_linear_sampling(bool b) {
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}
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void gpu_pipeline_destroy_internal(gpu_pipeline_t *pipeline) {
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id<MTLRenderPipelineState> pipe = (__bridge_transfer id<MTLRenderPipelineState>)pipeline->impl._pipeline;
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id<MTLRenderPipelineState> pipe = (__bridge_transfer id<MTLRenderPipelineState>)pipeline->impl.pipeline;
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pipe = nil;
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pipeline->impl._pipeline = NULL;
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pipeline->impl.pipeline = NULL;
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id<MTLDepthStencilState> depth_state = (__bridge_transfer id<MTLDepthStencilState>)pipeline->impl._depth;
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id<MTLDepthStencilState> depth_state = (__bridge_transfer id<MTLDepthStencilState>)pipeline->impl.depth;
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depth_state = nil;
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pipeline->impl._depth = NULL;
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pipeline->impl.depth = NULL;
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}
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void gpu_pipeline_compile(gpu_pipeline_t *pipeline) {
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@@ -499,7 +497,7 @@ void gpu_pipeline_compile(gpu_pipeline_t *pipeline) {
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NSError *errors = nil;
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MTLRenderPipelineReflection *reflection = nil;
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pipeline->impl._pipeline = (__bridge_retained void *)[
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pipeline->impl.pipeline = (__bridge_retained void *)[
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device newRenderPipelineStateWithDescriptor:render_pipeline_desc
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options:MTLPipelineOptionBufferTypeInfo
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reflection:&reflection
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@@ -508,7 +506,7 @@ void gpu_pipeline_compile(gpu_pipeline_t *pipeline) {
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MTLDepthStencilDescriptor *depth_descriptor = [MTLDepthStencilDescriptor new];
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depth_descriptor.depthCompareFunction = convert_compare_mode(pipeline->depth_mode);
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depth_descriptor.depthWriteEnabled = pipeline->depth_write;
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pipeline->impl._depth = (__bridge_retained void *)[device newDepthStencilStateWithDescriptor:depth_descriptor];
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pipeline->impl.depth = (__bridge_retained void *)[device newDepthStencilStateWithDescriptor:depth_descriptor];
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}
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void gpu_shader_destroy(gpu_shader_t *shader) {
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@@ -851,8 +849,8 @@ void gpu_raytrace_set_acceleration_structure(gpu_raytrace_acceleration_structure
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accel = _accel;
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}
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void gpu_raytrace_set_pipeline(gpu_raytrace_pipeline_t *_pipeline) {
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pipeline = _pipeline;
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void gpu_raytrace_set_pipeline(gpu_raytrace_pipeline_t *_rt_pipeline) {
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pipeline = _rt_pipeline;
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}
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void gpu_raytrace_set_target(gpu_texture_t *_output) {
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@@ -17,14 +17,9 @@
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bool gpu_transpose_mat = true;
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extern int constant_buffer_index;
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static gpu_texture_t *current_textures[GPU_MAX_TEXTURES] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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};
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static VkSemaphore framebuffer_available_semaphore;
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static VkSemaphore rendering_finished_semaphores[GPU_FRAMEBUFFER_COUNT];
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static VkFence fence;
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static gpu_pipeline_t *current_pipeline = NULL;
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static VkViewport current_viewport;
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static VkRect2D current_scissor;
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static gpu_buffer_t *current_vb;
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@@ -1243,12 +1238,15 @@ void gpu_disable_scissor() {
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vkCmdSetScissor(command_buffer, 0, 1, ¤t_scissor);
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}
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void gpu_set_pipeline(gpu_pipeline_t *pipeline) {
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current_pipeline = pipeline;
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, current_pipeline->impl.pipeline);
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void gpu_set_pipeline_internal(gpu_pipeline_t *pipeline) {
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for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
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current_textures[i] = NULL;
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}
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if (pipeline->impl.pipeline == NULL) {
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return;
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}
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current_pipeline = pipeline;
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vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, current_pipeline->impl.pipeline);
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}
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void gpu_set_vertex_buffer(gpu_buffer_t *buffer) {
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@@ -267,7 +267,7 @@ void gpu_viewport(int x, int y, int width, int height) {}
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void gpu_scissor(int x, int y, int width, int height) {}
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void gpu_disable_scissor() {}
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void gpu_set_pipeline(struct gpu_pipeline *pipeline) {
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void gpu_set_pipeline_internal(struct gpu_pipeline *pipeline) {
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wgpuRenderPassEncoderSetPipeline(pass, pipeline->impl.pipeline);
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}
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@@ -1,4 +1,5 @@
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#include "iron_gpu.h"
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#include <string.h>
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#include <iron_system.h>
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static gpu_buffer_t constant_buffer;
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@@ -14,9 +15,14 @@ int constant_buffer_index = 0;
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int draw_calls = 0;
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int draw_calls_last = 0;
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bool gpu_in_use = false;
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gpu_texture_t *current_textures[GPU_MAX_TEXTURES] = {
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL,
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NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL
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};
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gpu_texture_t *current_render_targets[8] = {NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL};
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int current_render_targets_count = 0;
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gpu_texture_t *current_depth_buffer = NULL;
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gpu_pipeline_t *current_pipeline = NULL;
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gpu_texture_t framebuffers[GPU_FRAMEBUFFER_COUNT];
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gpu_texture_t framebuffer_depth;
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int framebuffer_index = 0;
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@@ -263,6 +269,7 @@ void gpu_pipeline_init(gpu_pipeline_t *pipe) {
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}
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pipe->color_attachment_count = 1;
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pipe->depth_attachment_bits = 0;
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memset(&pipe->impl, 0, sizeof(gpu_pipeline_impl_t));
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}
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void gpu_create_framebuffers(int depth_buffer_bits) {
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@@ -286,6 +293,17 @@ void gpu_texture_destroy(gpu_texture_t *texture) {
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}
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}
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void gpu_set_pipeline(gpu_pipeline_t *pipeline) {
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for (int i = 0; i < GPU_MAX_TEXTURES; ++i) {
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current_textures[i] = NULL;
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}
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if (pipeline->impl.pipeline == NULL) {
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return;
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}
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current_pipeline = pipeline;
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gpu_set_pipeline_internal(pipeline);
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}
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void gpu_pipeline_destroy(gpu_pipeline_t *pipeline) {
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pipelines_to_destroy[pipelines_to_destroy_count] = *pipeline;
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pipelines_to_destroy_count++;
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@@ -203,6 +203,7 @@ void gpu_viewport(int x, int y, int width, int height);
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void gpu_scissor(int x, int y, int width, int height);
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void gpu_disable_scissor();
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void gpu_set_pipeline(gpu_pipeline_t *pipeline);
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void gpu_set_pipeline_internal(gpu_pipeline_t *pipeline);
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void gpu_set_vertex_buffer(gpu_buffer_t *buffer);
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void gpu_set_index_buffer(gpu_buffer_t *buffer);
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void gpu_set_constant_buffer(gpu_buffer_t *buffer, int offset, size_t size);
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@@ -230,9 +231,11 @@ int gpu_texture_format_size(gpu_texture_format_t format);
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extern bool gpu_transpose_mat;
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extern bool gpu_in_use;
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extern gpu_texture_t *current_textures[GPU_MAX_TEXTURES];
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extern gpu_texture_t *current_render_targets[8];
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extern int current_render_targets_count;
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extern gpu_texture_t *current_depth_buffer;
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extern gpu_pipeline_t *current_pipeline;
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extern int constant_buffer_index;
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extern gpu_texture_t framebuffers[GPU_FRAMEBUFFER_COUNT];
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extern gpu_texture_t framebuffer_depth;
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