#pragma once #include #include #include #include #include #include #include #include BACKEND_GPU_H #define IRON_GPU_CLEAR_COLOR 1 #define IRON_GPU_CLEAR_DEPTH 2 enum iron_internal_render_target_state { IRON_INTERNAL_RENDER_TARGET_STATE_RENDER_TARGET, IRON_INTERNAL_RENDER_TARGET_STATE_TEXTURE }; typedef enum iron_image_compression { IRON_IMAGE_COMPRESSION_NONE, IRON_IMAGE_COMPRESSION_DXT5, IRON_IMAGE_COMPRESSION_ASTC } iron_image_compression_t; typedef enum iron_image_format { IRON_IMAGE_FORMAT_RGBA32, IRON_IMAGE_FORMAT_RGBA64, IRON_IMAGE_FORMAT_RGBA128, IRON_IMAGE_FORMAT_R8, IRON_IMAGE_FORMAT_R16, IRON_IMAGE_FORMAT_R32, IRON_IMAGE_FORMAT_BGRA32 } iron_image_format_t; typedef struct iron_gpu_texture { int width; int height; iron_image_format_t format; iron_image_compression_t compression; void *data; bool _uploaded; int framebuffer_index; bool isDepthAttachment; enum iron_internal_render_target_state state; buffer_t *buffer; Texture5Impl impl; } iron_gpu_texture_t; int iron_gpu_max_bound_textures(void); void iron_gpu_flush(void); void iron_gpu_begin(iron_gpu_texture_t *renderTarget); void iron_gpu_end(void); bool iron_gpu_swap_buffers(void); void iron_gpu_internal_init(void); void iron_gpu_internal_init_window(int depth_buffer_bits, bool vsync); void iron_gpu_internal_destroy_window(void); void iron_gpu_internal_destroy(void); struct iron_gpu_pipeline; struct iron_gpu_texture; struct iron_gpu_texture_unit; struct iron_gpu_constant_location; struct iron_gpu_index_buffer; typedef enum { GPU_TEXTURE_ADDRESSING_REPEAT, GPU_TEXTURE_ADDRESSING_MIRROR, GPU_TEXTURE_ADDRESSING_CLAMP, GPU_TEXTURE_ADDRESSING_BORDER } gpu_texture_addressing_t; typedef enum { GPU_TEXTURE_DIRECTION_U, GPU_TEXTURE_DIRECTION_V } gpu_texture_direction_t; typedef enum { GPU_TEXTURE_FILTER_POINT, GPU_TEXTURE_FILTER_LINEAR, GPU_TEXTURE_FILTER_ANISOTROPIC } gpu_texture_filter_t; typedef enum { GPU_MIPMAP_FILTER_NONE, GPU_MIPMAP_FILTER_POINT, GPU_MIPMAP_FILTER_LINEAR // linear texture filter + linear mip filter -> trilinear filter } gpu_mipmap_filter_t; typedef enum { GPU_USAGE_STATIC, GPU_USAGE_DYNAMIC, GPU_USAGE_READABLE } gpu_usage_t; void gpu_begin(); void gpu_end(); void iron_gpu_clear(unsigned color, float depth, unsigned flags); void gpu_viewport(int x, int y, int width, int height); void gpu_scissor(int x, int y, int width, int height); void gpu_disable_scissor(void); void iron_gpu_draw_indexed_vertices(void); void iron_gpu_draw_indexed_vertices_from_to(int start, int count); void gpu_set_texture_addressing(struct iron_gpu_texture_unit unit, gpu_texture_direction_t dir, gpu_texture_addressing_t addressing); void iron_gpu_set_pipeline(struct iron_gpu_pipeline *pipeline); void gpu_set_int(struct iron_gpu_constant_location location, int value); void gpu_set_int2(struct iron_gpu_constant_location location, int value1, int value2); void gpu_set_int3(struct iron_gpu_constant_location location, int value1, int value2, int value3); void gpu_set_int4(struct iron_gpu_constant_location location, int value1, int value2, int value3, int value4); void gpu_set_ints(struct iron_gpu_constant_location location, int *values, int count); void gpu_set_float(struct iron_gpu_constant_location location, float value); void gpu_set_float2(struct iron_gpu_constant_location location, float value1, float value2); void gpu_set_float3(struct iron_gpu_constant_location location, float value1, float value2, float value3); void gpu_set_float4(struct iron_gpu_constant_location location, float value1, float value2, float value3, float value4); void gpu_set_floats(struct iron_gpu_constant_location location, float *values, int count); void gpu_set_bool(struct iron_gpu_constant_location location, bool value); void gpu_set_matrix3(struct iron_gpu_constant_location location, iron_matrix3x3_t *value); void gpu_set_matrix4(struct iron_gpu_constant_location location, iron_matrix4x4_t *value); void gpu_set_texture_magnification_filter(struct iron_gpu_texture_unit unit, gpu_texture_filter_t filter); void gpu_set_texture_minification_filter(struct iron_gpu_texture_unit unit, gpu_texture_filter_t filter); void gpu_set_texture_mipmap_filter(struct iron_gpu_texture_unit unit, gpu_mipmap_filter_t filter); void gpu_restore_render_target(void); void gpu_set_render_targets(struct iron_gpu_texture **targets, int count); void gpu_set_texture(struct iron_gpu_texture_unit unit, struct iron_gpu_texture *texture); void gpu_compute(int x, int y, int z); void gpu_set_index_buffer(struct iron_gpu_index_buffer *buffer); void gpu_internal_init_window(int depth_buffer_bits, bool vsync); void gpu_render_target_use_depth_as_texture(struct iron_gpu_texture *renderTarget, struct iron_gpu_texture_unit unit); void gpu_index_buffer_unlock_all(struct iron_gpu_index_buffer *buffer); void gpu_index_buffer_unlock(struct iron_gpu_index_buffer *buffer, int count); #define IRON_GPU_MAX_VERTEX_ELEMENTS 16 typedef enum iron_gpu_vertex_data { IRON_GPU_VERTEX_DATA_F32_1X = 0, IRON_GPU_VERTEX_DATA_F32_2X = 1, IRON_GPU_VERTEX_DATA_F32_3X = 2, IRON_GPU_VERTEX_DATA_F32_4X = 3, IRON_GPU_VERTEX_DATA_U8_4X_NORM = 4, IRON_GPU_VERTEX_DATA_I16_2X_NORM = 5, IRON_GPU_VERTEX_DATA_I16_4X_NORM = 6, } iron_gpu_vertex_data_t; typedef struct iron_gpu_vertex_element { const char *name; iron_gpu_vertex_data_t data; } iron_gpu_vertex_element_t; typedef struct iron_gpu_vertex_structure { iron_gpu_vertex_element_t elements[IRON_GPU_MAX_VERTEX_ELEMENTS]; int size; } iron_gpu_vertex_structure_t; static inline int iron_gpu_vertex_data_size(iron_gpu_vertex_data_t data) { switch (data) { case IRON_GPU_VERTEX_DATA_F32_1X: return 1 * 4; case IRON_GPU_VERTEX_DATA_F32_2X: return 2 * 4; case IRON_GPU_VERTEX_DATA_F32_3X: return 3 * 4; case IRON_GPU_VERTEX_DATA_F32_4X: return 4 * 4; case IRON_GPU_VERTEX_DATA_U8_4X_NORM: return 4 * 1; case IRON_GPU_VERTEX_DATA_I16_2X_NORM: return 2 * 2; case IRON_GPU_VERTEX_DATA_I16_4X_NORM: return 4 * 2; } } static inline int iron_gpu_vertex_struct_size(iron_gpu_vertex_structure_t *s) { int size = 0; for (int i = 0; i < s->size; ++i) { size += iron_gpu_vertex_data_size(s->elements[i].data); } return size; } void iron_gpu_vertex_structure_init(iron_gpu_vertex_structure_t *structure); void iron_gpu_vertex_structure_add(iron_gpu_vertex_structure_t *structure, const char *name, iron_gpu_vertex_data_t data); void iron_gpu_texture_init(iron_gpu_texture_t *texture, int width, int height, iron_image_format_t format); void iron_gpu_texture_init_from_bytes(iron_gpu_texture_t *texture, void *data, int width, int height, iron_image_format_t format); void iron_gpu_texture_init_non_sampled_access(iron_gpu_texture_t *texture, int width, int height, iron_image_format_t format); void iron_gpu_texture_destroy(iron_gpu_texture_t *texture); void iron_gpu_texture_generate_mipmaps(iron_gpu_texture_t *texture, int levels); void iron_gpu_texture_set_mipmap(iron_gpu_texture_t *texture, iron_gpu_texture_t *mipmap, int level); int iron_gpu_texture_stride(iron_gpu_texture_t *texture); struct iron_gpu_texture_unit; void iron_gpu_render_target_init(iron_gpu_texture_t *target, int width, int height, iron_image_format_t format, int depthBufferBits); void iron_gpu_render_target_init_framebuffer(iron_gpu_texture_t *target, int width, int height, iron_image_format_t format, int depthBufferBits); void iron_gpu_render_target_set_depth_from(iron_gpu_texture_t *target, iron_gpu_texture_t *source); typedef struct iron_gpu_vertex_buffer { VertexBuffer5Impl impl; } iron_gpu_vertex_buffer_t; typedef struct { int myCount; iron_gpu_vertex_buffer_t _buffer[2]; int _currentIndex; int _multiple; } gpu_vertex_buffer_impl_t; typedef struct gpu_vertex_buffer { gpu_vertex_buffer_impl_t impl; } gpu_vertex_buffer_t; void iron_gpu_vertex_buffer_init(iron_gpu_vertex_buffer_t *buffer, int count, iron_gpu_vertex_structure_t *structure, bool gpu_memory); void iron_gpu_vertex_buffer_destroy(iron_gpu_vertex_buffer_t *buffer); float *iron_gpu_vertex_buffer_lock_all(iron_gpu_vertex_buffer_t *buffer); float *iron_gpu_vertex_buffer_lock(iron_gpu_vertex_buffer_t *buffer, int start, int count); void iron_gpu_vertex_buffer_unlock_all(iron_gpu_vertex_buffer_t *buffer); void iron_gpu_vertex_buffer_unlock(iron_gpu_vertex_buffer_t *buffer, int count); int iron_gpu_vertex_buffer_count(iron_gpu_vertex_buffer_t *buffer); int iron_gpu_vertex_buffer_stride(iron_gpu_vertex_buffer_t *buffer); int iron_gpu_internal_vertex_buffer_set(iron_gpu_vertex_buffer_t *buffer); void gpu_vertex_buffer_init(gpu_vertex_buffer_t *buffer, int count, iron_gpu_vertex_structure_t *structure, gpu_usage_t usage); void gpu_vertex_buffer_destroy(gpu_vertex_buffer_t *buffer); float *gpu_vertex_buffer_lock_all(gpu_vertex_buffer_t *buffer); float *gpu_vertex_buffer_lock(gpu_vertex_buffer_t *buffer, int start, int count); void gpu_vertex_buffer_unlock_all(gpu_vertex_buffer_t *buffer); void gpu_vertex_buffer_unlock(gpu_vertex_buffer_t *buffer, int count); int gpu_vertex_buffer_count(gpu_vertex_buffer_t *buffer); int gpu_vertex_buffer_stride(gpu_vertex_buffer_t *buffer); void gpu_set_vertex_buffer(gpu_vertex_buffer_t *buffer); typedef struct iron_gpu_constant_buffer { uint8_t *data; ConstantBuffer5Impl impl; } iron_gpu_constant_buffer_t; void iron_gpu_constant_buffer_init(iron_gpu_constant_buffer_t *buffer, int size); void iron_gpu_constant_buffer_destroy(iron_gpu_constant_buffer_t *buffer); void iron_gpu_constant_buffer_lock_all(iron_gpu_constant_buffer_t *buffer); void iron_gpu_constant_buffer_lock(iron_gpu_constant_buffer_t *buffer, int start, int count); void iron_gpu_constant_buffer_unlock(iron_gpu_constant_buffer_t *buffer); int iron_gpu_constant_buffer_size(iron_gpu_constant_buffer_t *buffer); void iron_gpu_constant_buffer_set_bool(iron_gpu_constant_buffer_t *buffer, int offset, bool value); void iron_gpu_constant_buffer_set_int(iron_gpu_constant_buffer_t *buffer, int offset, int value); void iron_gpu_constant_buffer_set_int2(iron_gpu_constant_buffer_t *buffer, int offset, int value1, int value2); void iron_gpu_constant_buffer_set_int3(iron_gpu_constant_buffer_t *buffer, int offset, int value1, int value2, int value3); void iron_gpu_constant_buffer_set_int4(iron_gpu_constant_buffer_t *buffer, int offset, int value1, int value2, int value3, int value4); void iron_gpu_constant_buffer_set_ints(iron_gpu_constant_buffer_t *buffer, int offset, int *values, int count); void iron_gpu_constant_buffer_set_float(iron_gpu_constant_buffer_t *buffer, int offset, float value); void iron_gpu_constant_buffer_set_float2(iron_gpu_constant_buffer_t *buffer, int offset, float value1, float value2); void iron_gpu_constant_buffer_set_float3(iron_gpu_constant_buffer_t *buffer, int offset, float value1, float value2, float value3); void iron_gpu_constant_buffer_set_float4(iron_gpu_constant_buffer_t *buffer, int offset, float value1, float value2, float value3, float value4); void iron_gpu_constant_buffer_set_floats(iron_gpu_constant_buffer_t *buffer, int offset, float *values, int count); void iron_gpu_constant_buffer_set_matrix3(iron_gpu_constant_buffer_t *buffer, int offset, iron_matrix3x3_t *value); void iron_gpu_constant_buffer_set_matrix4(iron_gpu_constant_buffer_t *buffer, int offset, iron_matrix4x4_t *value); extern bool iron_gpu_transpose_mat; typedef struct iron_gpu_index_buffer { IndexBuffer5Impl impl; } iron_gpu_index_buffer_t; void iron_gpu_index_buffer_init(iron_gpu_index_buffer_t *buffer, int count, bool gpu_memory); void iron_gpu_index_buffer_destroy(iron_gpu_index_buffer_t *buffer); void *iron_gpu_index_buffer_lock_all(iron_gpu_index_buffer_t *buffer); void *iron_gpu_index_buffer_lock(iron_gpu_index_buffer_t *buffer, int start, int count); void iron_gpu_index_buffer_unlock_all(iron_gpu_index_buffer_t *buffer); void iron_gpu_index_buffer_unlock(iron_gpu_index_buffer_t *buffer, int count); int iron_gpu_index_buffer_count(iron_gpu_index_buffer_t *buffer); typedef enum iron_gpu_shader_type { IRON_GPU_SHADER_TYPE_FRAGMENT, IRON_GPU_SHADER_TYPE_VERTEX, IRON_GPU_SHADER_TYPE_COMPUTE, IRON_GPU_SHADER_TYPE_COUNT } iron_gpu_shader_type_t; typedef enum { IRON_GPU_BLEND_ONE, IRON_GPU_BLEND_ZERO, IRON_GPU_BLEND_SOURCE_ALPHA, IRON_GPU_BLEND_DEST_ALPHA, IRON_GPU_BLEND_INV_SOURCE_ALPHA, IRON_GPU_BLEND_INV_DEST_ALPHA, IRON_GPU_BLEND_SOURCE_COLOR, IRON_GPU_BLEND_DEST_COLOR, IRON_GPU_BLEND_INV_SOURCE_COLOR, IRON_GPU_BLEND_INV_DEST_COLOR, IRON_GPU_BLEND_CONSTANT, IRON_GPU_BLEND_INV_CONSTANT } iron_gpu_blending_factor_t; typedef enum { IRON_GPU_BLENDOP_ADD, IRON_GPU_BLENDOP_SUBTRACT, IRON_GPU_BLENDOP_REVERSE_SUBTRACT, IRON_GPU_BLENDOP_MIN, IRON_GPU_BLENDOP_MAX } iron_gpu_blending_operation_t; typedef enum iron_gpu_cull_mode { IRON_GPU_CULL_MODE_CLOCKWISE, IRON_GPU_CULL_MODE_COUNTERCLOCKWISE, IRON_GPU_CULL_MODE_NEVER } iron_gpu_cull_mode_t; typedef enum iron_gpu_compare_mode { IRON_GPU_COMPARE_MODE_ALWAYS, IRON_GPU_COMPARE_MODE_NEVER, IRON_GPU_COMPARE_MODE_EQUAL, IRON_GPU_COMPARE_MODE_NOT_EQUAL, IRON_GPU_COMPARE_MODE_LESS, IRON_GPU_COMPARE_MODE_LESS_EQUAL, IRON_GPU_COMPARE_MODE_GREATER, IRON_GPU_COMPARE_MODE_GREATER_EQUAL } iron_gpu_compare_mode_t; typedef enum iron_gpu_texture_addressing { IRON_GPU_TEXTURE_ADDRESSING_REPEAT, IRON_GPU_TEXTURE_ADDRESSING_MIRROR, IRON_GPU_TEXTURE_ADDRESSING_CLAMP, IRON_GPU_TEXTURE_ADDRESSING_BORDER } iron_gpu_texture_addressing_t; typedef enum iron_gpu_texture_filter { IRON_GPU_TEXTURE_FILTER_POINT, IRON_GPU_TEXTURE_FILTER_LINEAR, IRON_GPU_TEXTURE_FILTER_ANISOTROPIC } iron_gpu_texture_filter_t; typedef enum iron_gpu_mipmap_filter { IRON_GPU_MIPMAP_FILTER_NONE, IRON_GPU_MIPMAP_FILTER_POINT, IRON_GPU_MIPMAP_FILTER_LINEAR // linear texture filter + linear mip filter -> trilinear filter } iron_gpu_mipmap_filter_t; typedef struct iron_gpu_constant_location { ConstantLocation5Impl impl; } iron_gpu_constant_location_t; typedef struct iron_gpu_texture_unit { int stages[IRON_GPU_SHADER_TYPE_COUNT]; } iron_gpu_texture_unit_t; typedef struct iron_gpu_shader { Shader5Impl impl; } iron_gpu_shader_t; typedef struct iron_gpu_pipeline { iron_gpu_vertex_structure_t *input_layout; iron_gpu_shader_t *vertex_shader; iron_gpu_shader_t *fragment_shader; iron_gpu_cull_mode_t cull_mode; bool depth_write; iron_gpu_compare_mode_t depth_mode; // One, Zero deactivates blending iron_gpu_blending_factor_t blend_source; iron_gpu_blending_factor_t blend_destination; iron_gpu_blending_operation_t blend_operation; iron_gpu_blending_factor_t alpha_blend_source; iron_gpu_blending_factor_t alpha_blend_destination; iron_gpu_blending_operation_t alpha_blend_operation; bool color_write_mask_red[8]; // Per render target bool color_write_mask_green[8]; bool color_write_mask_blue[8]; bool color_write_mask_alpha[8]; iron_image_format_t color_attachment[8]; int color_attachment_count; int depth_attachment_bits; PipelineState5Impl impl; } iron_gpu_pipeline_t; typedef struct iron_gpu_sampler_options { iron_gpu_texture_addressing_t u_addressing; iron_gpu_texture_addressing_t v_addressing; iron_gpu_texture_filter_t minification_filter; iron_gpu_texture_filter_t magnification_filter; iron_gpu_mipmap_filter_t mipmap_filter; } iron_gpu_sampler_options_t; typedef struct iron_gpu_sampler { iron_gpu_sampler_impl_t impl; } iron_gpu_sampler_t; void iron_gpu_pipeline_init(iron_gpu_pipeline_t *pipeline); void iron_gpu_internal_pipeline_init(iron_gpu_pipeline_t *pipeline); void iron_gpu_pipeline_destroy(iron_gpu_pipeline_t *pipeline); void iron_gpu_pipeline_compile(iron_gpu_pipeline_t *pipeline); iron_gpu_constant_location_t iron_gpu_pipeline_get_constant_location(iron_gpu_pipeline_t *pipeline, const char *name); iron_gpu_texture_unit_t iron_gpu_pipeline_get_texture_unit(iron_gpu_pipeline_t *pipeline, const char *name); void iron_gpu_shader_init(iron_gpu_shader_t *shader, const void *source, size_t length, iron_gpu_shader_type_t type); void iron_gpu_shader_destroy(iron_gpu_shader_t *shader); void iron_gpu_sampler_options_set_defaults(iron_gpu_sampler_options_t *options); void iron_gpu_sampler_init(iron_gpu_sampler_t *sampler, const iron_gpu_sampler_options_t *options); void iron_gpu_sampler_destroy(iron_gpu_sampler_t *sampler); void iron_gpu_internal_pipeline_set_defaults(iron_gpu_pipeline_t *pipeline); struct iron_gpu_compute_shader; struct iron_gpu_constant_buffer; struct iron_gpu_index_buffer; struct iron_gpu_vertex_buffer; struct iron_gpu_pipeline; struct iron_gpu_texture; struct iron_gpu_texture; typedef struct iron_gpu_command_list { CommandList5Impl impl; } iron_gpu_command_list_t; void iron_gpu_command_list_init(iron_gpu_command_list_t *list); void iron_gpu_command_list_destroy(iron_gpu_command_list_t *list); void iron_gpu_command_list_begin(iron_gpu_command_list_t *list); void iron_gpu_command_list_end(iron_gpu_command_list_t *list); void iron_gpu_command_list_clear(iron_gpu_command_list_t *list, struct iron_gpu_texture *render_target, unsigned flags, unsigned color, float depth); void iron_gpu_command_list_render_target_to_framebuffer_barrier(iron_gpu_command_list_t *list, struct iron_gpu_texture *renderTarget); void iron_gpu_command_list_framebuffer_to_render_target_barrier(iron_gpu_command_list_t *list, struct iron_gpu_texture *renderTarget); void iron_gpu_command_list_texture_to_render_target_barrier(iron_gpu_command_list_t *list, struct iron_gpu_texture *renderTarget); void iron_gpu_command_list_render_target_to_texture_barrier(iron_gpu_command_list_t *list, struct iron_gpu_texture *renderTarget); void iron_gpu_command_list_draw_indexed_vertices(iron_gpu_command_list_t *list); void iron_gpu_command_list_draw_indexed_vertices_from_to(iron_gpu_command_list_t *list, int start, int count); void iron_gpu_command_list_viewport(iron_gpu_command_list_t *list, int x, int y, int width, int height); void iron_gpu_command_list_scissor(iron_gpu_command_list_t *list, int x, int y, int width, int height); void iron_gpu_command_list_disable_scissor(iron_gpu_command_list_t *list); void iron_gpu_command_list_set_pipeline(iron_gpu_command_list_t *list, struct iron_gpu_pipeline *pipeline); void iron_gpu_command_list_set_compute_shader(iron_gpu_command_list_t *list, struct iron_gpu_compute_shader *shader); void iron_gpu_command_list_set_vertex_buffer(iron_gpu_command_list_t *list, struct iron_gpu_vertex_buffer *buffer); void iron_gpu_command_list_set_index_buffer(iron_gpu_command_list_t *list, struct iron_gpu_index_buffer *buffer); void iron_gpu_command_list_set_render_targets(iron_gpu_command_list_t *list, struct iron_gpu_texture **targets, int count); void iron_gpu_command_list_upload_index_buffer(iron_gpu_command_list_t *list, struct iron_gpu_index_buffer *buffer); void iron_gpu_command_list_upload_vertex_buffer(iron_gpu_command_list_t *list, struct iron_gpu_vertex_buffer *buffer); void iron_gpu_command_list_upload_texture(iron_gpu_command_list_t *list, struct iron_gpu_texture *texture); void iron_gpu_command_list_set_vertex_constant_buffer(iron_gpu_command_list_t *list, struct iron_gpu_constant_buffer *buffer, int offset, size_t size); void iron_gpu_command_list_set_fragment_constant_buffer(iron_gpu_command_list_t *list, struct iron_gpu_constant_buffer *buffer, int offset, size_t size); void iron_gpu_command_list_set_compute_constant_buffer(iron_gpu_command_list_t *list, struct iron_gpu_constant_buffer *buffer, int offset, size_t size); void iron_gpu_command_list_execute(iron_gpu_command_list_t *list); void iron_gpu_command_list_wait_for_execution_to_finish(iron_gpu_command_list_t *list); void iron_gpu_command_list_get_render_target_pixels(iron_gpu_command_list_t *list, struct iron_gpu_texture *render_target, uint8_t *data); void iron_gpu_command_list_compute(iron_gpu_command_list_t *list, int x, int y, int z); void iron_gpu_command_list_set_texture(iron_gpu_command_list_t *list, iron_gpu_texture_unit_t unit, iron_gpu_texture_t *texture); void iron_gpu_command_list_set_texture_from_render_target_depth(iron_gpu_command_list_t *list, iron_gpu_texture_unit_t unit, iron_gpu_texture_t *target); void iron_gpu_command_list_set_sampler(iron_gpu_command_list_t *list, iron_gpu_texture_unit_t unit, iron_gpu_sampler_t *sampler); void iron_gpu_render_target_get_pixels(iron_gpu_texture_t *render_target, uint8_t *data); typedef struct iron_gpu_compute_shader { iron_gpu_compute_shader_impl impl; } iron_gpu_compute_shader; void iron_gpu_compute_shader_init(iron_gpu_compute_shader *shader, void *source, int length); void iron_gpu_compute_shader_destroy(iron_gpu_compute_shader *shader); iron_gpu_constant_location_t iron_gpu_compute_shader_get_constant_location(iron_gpu_compute_shader *shader, const char *name); iron_gpu_texture_unit_t iron_gpu_compute_shader_get_texture_unit(iron_gpu_compute_shader *shader, const char *name); struct iron_gpu_command_list; struct iron_gpu_constant_buffer; struct iron_gpu_index_buffer; struct iron_gpu_texture; struct iron_gpu_texture; struct iron_gpu_vertex_buffer; typedef struct iron_gpu_raytrace_pipeline { struct iron_gpu_constant_buffer *_constant_buffer; iron_gpu_raytrace_pipeline_impl_t impl; } iron_gpu_raytrace_pipeline_t; typedef struct iron_gpu_raytrace_acceleration_structure { iron_gpu_raytrace_acceleration_structure_impl_t impl; } iron_gpu_raytrace_acceleration_structure_t; bool iron_gpu_raytrace_supported(void); void iron_gpu_raytrace_pipeline_init(iron_gpu_raytrace_pipeline_t *pipeline, struct iron_gpu_command_list *command_list, void *ray_shader, int ray_shader_size, struct iron_gpu_constant_buffer *constant_buffer); void iron_gpu_raytrace_pipeline_destroy(iron_gpu_raytrace_pipeline_t *pipeline); void iron_gpu_raytrace_acceleration_structure_init(iron_gpu_raytrace_acceleration_structure_t *accel); void iron_gpu_raytrace_acceleration_structure_add(iron_gpu_raytrace_acceleration_structure_t *accel, struct iron_gpu_vertex_buffer *vb, struct iron_gpu_index_buffer *ib, iron_matrix4x4_t transform); void iron_gpu_raytrace_acceleration_structure_build(iron_gpu_raytrace_acceleration_structure_t *accel, struct iron_gpu_command_list *command_list, struct iron_gpu_vertex_buffer *_vb_full, struct iron_gpu_index_buffer *_ib_full); void iron_gpu_raytrace_acceleration_structure_destroy(iron_gpu_raytrace_acceleration_structure_t *accel); void iron_gpu_raytrace_set_textures(struct iron_gpu_texture *texpaint0, struct iron_gpu_texture *texpaint1, struct iron_gpu_texture *texpaint2, struct iron_gpu_texture *texenv, struct iron_gpu_texture *texsobol, struct iron_gpu_texture *texscramble, struct iron_gpu_texture *texrank); void iron_gpu_raytrace_set_acceleration_structure(iron_gpu_raytrace_acceleration_structure_t *accel); void iron_gpu_raytrace_set_pipeline(iron_gpu_raytrace_pipeline_t *pipeline); void iron_gpu_raytrace_set_target(struct iron_gpu_texture *output); void iron_gpu_raytrace_dispatch_rays(struct iron_gpu_command_list *command_list);