185 lines
4.0 KiB
C
185 lines
4.0 KiB
C
#pragma once
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#include <stdbool.h>
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#include <stdint.h>
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#define QUEUE_SLOT_COUNT 2
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#define IRON_INTERNAL_G5_TEXTURE_COUNT 16
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struct ID3D12CommandAllocator;
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struct ID3D12GraphicsCommandList;
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struct ID3D12Fence;
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struct ID3D12Resource;
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struct ID3D12DescriptorHeap;
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struct IDXGISwapChain;
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struct ID3D12PipelineState;
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struct ID3D12RootSignature;
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struct ID3D12StateObject;
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struct iron_gpu_pipeline;
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struct iron_gpu_texture;
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struct iron_gpu_sampler;
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struct iron_gpu_shader;
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struct iron_gpu_command_list;
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struct iron_gpu_buffer;
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typedef void *HANDLE;
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typedef unsigned __int64 UINT64;
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struct D3D12Viewport {
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float TopLeftX;
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float TopLeftY;
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float Width;
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float Height;
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float MinDepth;
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float MaxDepth;
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};
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struct D3D12Rect {
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long left;
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long top;
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long right;
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long bottom;
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};
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struct dx_window {
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struct IDXGISwapChain *swapChain;
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UINT64 current_fence_value;
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UINT64 fence_values[QUEUE_SLOT_COUNT];
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HANDLE frame_fence_events[QUEUE_SLOT_COUNT];
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struct ID3D12Fence *frame_fences[QUEUE_SLOT_COUNT];
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int width;
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int height;
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int new_width;
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int new_height;
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int current_backbuffer;
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bool vsync;
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};
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typedef struct {
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struct ID3D12CommandAllocator *_commandAllocator;
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struct ID3D12GraphicsCommandList *_commandList;
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struct iron_gpu_pipeline *_currentPipeline;
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int _indexCount;
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struct D3D12Rect current_full_scissor;
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uint64_t fence_value;
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struct ID3D12Fence *fence;
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HANDLE fence_event;
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struct iron_gpu_texture *currentTextures[IRON_INTERNAL_G5_TEXTURE_COUNT];
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struct iron_gpu_sampler *current_samplers[IRON_INTERNAL_G5_TEXTURE_COUNT];
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int heapIndex;
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struct ID3D12DescriptorHeap *srvHeap;
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struct ID3D12DescriptorHeap *samplerHeap;
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} gpu_command_list_impl_t;
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typedef struct {
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struct ID3D12PipelineState *pso;
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int textures;
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} gpu_pipeline_impl_t;
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typedef struct {
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int vertexOffset;
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uint32_t vertexSize;
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int fragmentOffset;
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uint32_t fragmentSize;
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} gpu_constant_location_impl_t;
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typedef struct iron_gpu_sampler_impl {
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struct ID3D12DescriptorHeap *sampler_heap;
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} gpu_sampler_impl_t;
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typedef struct {
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char name[64];
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uint32_t offset;
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uint32_t size;
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} ShaderConstant;
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typedef struct {
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char name[64];
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int attribute;
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} ShaderAttribute;
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typedef struct {
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char name[64];
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int texture;
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} ShaderTexture;
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typedef struct {
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ShaderConstant constants[32];
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int constantsSize;
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ShaderAttribute attributes[32];
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ShaderTexture textures[32];
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int texturesCount;
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void *shader;
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uint8_t *data;
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int length;
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} gpu_shader_impl_t;
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typedef struct {
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bool mipmap;
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int stage;
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int stride;
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struct ID3D12Resource *image;
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struct ID3D12Resource *uploadImage;
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struct ID3D12DescriptorHeap *srvDescriptorHeap;
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struct ID3D12Resource *renderTarget;
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struct ID3D12Resource *renderTargetReadback;
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struct ID3D12DescriptorHeap *renderTargetDescriptorHeap;
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struct ID3D12DescriptorHeap *depthStencilDescriptorHeap;
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struct ID3D12DescriptorHeap *srvDepthDescriptorHeap;
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struct ID3D12Resource *depthStencilTexture;
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struct D3D12Viewport viewport;
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struct D3D12Rect scissor;
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int stage_depth;
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int framebuffer_index;
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} gpu_texture_impl_t;
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struct D3D12VertexBufferView {
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__int64 BufferLocation;
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unsigned int SizeInBytes;
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unsigned int StrideInBytes;
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};
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struct D3D12IindexBufferView {
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__int64 BufferLocation;
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unsigned int SizeInBytes;
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int Format;
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};
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typedef struct {
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struct ID3D12Resource *uploadBuffer;
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struct D3D12VertexBufferView view;
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int myCount;
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int myStride;
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int lastStart;
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int lastCount;
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struct ID3D12Resource *index_buffer;
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struct D3D12IindexBufferView index_buffer_view;
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struct ID3D12Resource *upload_buffer;
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int count;
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bool gpu_memory;
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int last_start;
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int last_count;
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struct ID3D12Resource *constant_buffer;
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int mySize;
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} gpu_buffer_impl_t;
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typedef struct {
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struct ID3D12StateObject *dxr_state;
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struct ID3D12Resource *raygen_shader_table;
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struct ID3D12Resource *miss_shader_table;
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struct ID3D12Resource *hitgroup_shader_table;
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} gpu_raytrace_pipeline_impl_t;
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typedef struct {
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struct ID3D12Resource *bottom_level_accel[16];
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struct ID3D12Resource *top_level_accel;
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} gpu_raytrace_acceleration_structure_impl_t;
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