mirror of
https://github.com/holub/mame
synced 2025-05-08 23:31:54 +03:00

* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
158 lines
3.6 KiB
C++
158 lines
3.6 KiB
C++
/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#ifndef BGFX_UTILS_H_HEADER_GUARD
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#define BGFX_UTILS_H_HEADER_GUARD
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#include <bx/pixelformat.h>
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#include <bgfx/bgfx.h>
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#include <bimg/bimg.h>
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#include "bounds.h"
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#include <tinystl/allocator.h>
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#include <tinystl/vector.h>
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namespace stl = tinystl;
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///
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void* load(const char* _filePath, uint32_t* _size = NULL);
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///
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void unload(void* _ptr);
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///
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bgfx::ShaderHandle loadShader(const char* _name);
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///
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bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName);
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///
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bgfx::TextureHandle loadTexture(const char* _name, uint64_t _flags = BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE, uint8_t _skip = 0, bgfx::TextureInfo* _info = NULL, bimg::Orientation::Enum* _orientation = NULL);
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///
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bimg::ImageContainer* imageLoad(const char* _filePath, bgfx::TextureFormat::Enum _dstFormat);
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///
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void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices);
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/// Returns true if both internal transient index and vertex buffer have
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/// enough space.
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///
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/// @param[in] _numVertices Number of vertices.
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/// @param[in] _layout Vertex layout.
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/// @param[in] _numIndices Number of indices.
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///
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inline bool checkAvailTransientBuffers(uint32_t _numVertices, const bgfx::VertexLayout& _layout, uint32_t _numIndices)
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{
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return _numVertices == bgfx::getAvailTransientVertexBuffer(_numVertices, _layout)
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&& (0 == _numIndices || _numIndices == bgfx::getAvailTransientIndexBuffer(_numIndices) )
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;
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}
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///
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inline uint32_t encodeNormalRgba8(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const float src[] =
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{
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_x * 0.5f + 0.5f,
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_y * 0.5f + 0.5f,
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_z * 0.5f + 0.5f,
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_w * 0.5f + 0.5f,
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};
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uint32_t dst;
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bx::packRgba8(&dst, src);
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return dst;
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}
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///
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struct MeshState
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{
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struct Texture
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{
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uint32_t m_flags;
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bgfx::UniformHandle m_sampler;
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bgfx::TextureHandle m_texture;
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uint8_t m_stage;
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};
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Texture m_textures[4];
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uint64_t m_state;
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bgfx::ProgramHandle m_program;
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uint8_t m_numTextures;
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bgfx::ViewId m_viewId;
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};
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struct Primitive
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{
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uint32_t m_startIndex;
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uint32_t m_numIndices;
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uint32_t m_startVertex;
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uint32_t m_numVertices;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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};
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typedef stl::vector<Primitive> PrimitiveArray;
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struct Group
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{
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Group();
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void reset();
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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uint16_t m_numVertices;
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uint8_t* m_vertices;
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uint32_t m_numIndices;
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uint16_t* m_indices;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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PrimitiveArray m_prims;
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};
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typedef stl::vector<Group> GroupArray;
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struct Mesh
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{
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void load(bx::ReaderSeekerI* _reader, bool _ramcopy);
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void unload();
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void submit(bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state) const;
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void submit(const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices) const;
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bgfx::VertexLayout m_layout;
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GroupArray m_groups;
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};
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///
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Mesh* meshLoad(const char* _filePath, bool _ramcopy = false);
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///
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void meshUnload(Mesh* _mesh);
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///
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MeshState* meshStateCreate();
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///
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void meshStateDestroy(MeshState* _meshState);
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///
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void meshSubmit(const Mesh* _mesh, bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state = BGFX_STATE_MASK);
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///
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void meshSubmit(const Mesh* _mesh, const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices = 1);
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///
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struct Args
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{
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Args(int _argc, const char* const* _argv);
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bgfx::RendererType::Enum m_type;
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uint16_t m_pciId;
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};
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#endif // BGFX_UTILS_H_HEADER_GUARD
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