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#[cfg(feature = "serde-support")]
use serde::{Deserialize, Serialize};
use crate::{RafxBuffer, RafxBufferDef, RafxSampler, RafxTexture};
use rafx_base::DecimalF32;
use std::hash::{Hash, Hasher};
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum RafxApiType {
Vk = 0,
Dx12 = 1,
Metal = 2,
Gles2 = 3,
Gles3 = 4,
Empty = 5,
}
// Generally we shouldn't use empty, it's excluded from this list
pub const RAFX_VALID_API_TYPES: [RafxApiType; 5] = [
RafxApiType::Vk,
RafxApiType::Dx12,
RafxApiType::Metal,
RafxApiType::Gles2,
RafxApiType::Gles3,
];
/// Controls if validation is enabled or not. The requirements/behaviors of validation is
/// API-specific.
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum RafxValidationMode {
/// Do not enable validation. Even if validation is turned on through external means, do not
/// intentionally fail initialization
Disabled,
/// Enable validation if possible. (Details on requirements to enable at runtime are
/// API-specific)
EnabledIfAvailable,
/// Enable validation, and fail if we cannot enable it or detect that it is not enabled through
/// external means. (Details on this are API-specific)
Enabled,
}
impl Default for RafxValidationMode {
fn default() -> Self {
#[cfg(debug_assertions)]
let validation_mode = RafxValidationMode::EnabledIfAvailable;
#[cfg(not(debug_assertions))]
let validation_mode = RafxValidationMode::Disabled;
validation_mode
}
}
/// Information about the device, mostly limits, requirements (like memory alignment), and flags to
/// indicate whether certain features are supported
pub struct RafxDeviceInfo {
pub supports_multithreaded_usage: bool,
pub debug_names_enabled: bool,
pub min_uniform_buffer_offset_alignment: u32,
pub min_storage_buffer_offset_alignment: u32,
pub upload_texture_alignment: u32,
pub upload_texture_row_alignment: u32,
// Requires iOS 14.0, macOS 10.12
pub supports_clamp_to_border_color: bool,
pub max_vertex_attribute_count: u32,
//max_vertex_input_binding_count: u32,
// max_root_signature_dwords: u32,
// wave_lane_count: u32,
// wave_ops_support_flags: u32,
// gpu_vendor_preset: u32,
// metal_argument_buffer_max_textures: u32,
// metal_heaps: u32,
// metal_placement_heaps: u32,
// metal_draw_index_vertex_offset_supported: bool,
}
/// Used to indicate which type of queue to use. Some operations require certain types of queues.
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
pub enum RafxQueueType {
/// Graphics queues generally supports all operations and are a safe default choice
Graphics,
/// Compute queues can be used for compute-based work.
Compute,
/// Transfer queues are generally limited to basic operations like copying data from buffers
/// to images.
Transfer,
}
/// The color space an image data is in. The correct color space often varies between texture types
/// (like normal maps vs. albedo maps).
#[derive(Copy, Clone, Debug)]
pub enum RafxColorType {
Linear,
Srgb,
}
// /// Texture will allocate its own memory (COMMITTED resource)
// TEXTURE_CREATION_FLAG_OWN_MEMORY_BIT = 0x01,
// /// Use on-tile memory to store this texture
// TEXTURE_CREATION_FLAG_ON_TILE = 0x20,
// /// Force 2D instead of automatically determining dimension based on width, height, depth
// TEXTURE_CREATION_FLAG_FORCE_2D = 0x80,
// /// Force 3D instead of automatically determining dimension based on width, height, depth
// TEXTURE_CREATION_FLAG_FORCE_3D = 0x100,
// /// Display target
// TEXTURE_CREATION_FLAG_ALLOW_DISPLAY_TARGET = 0x200,
// /// Create an sRGB texture.
// TEXTURE_CREATION_FLAG_SRGB = 0x400,
bitflags::bitflags! {
/// The current state of a resource. When an operation is performed that references a resource,
/// it must be in the correct state. Resources are moved between state using barriers.
///
/// The implementation of resource_state_to_access_flags() in the vulkan backend gives a more
/// thorough explanation for what these states imply about syncrhonization. See also
/// determine_pipeline_stage_flags() and resource_state_to_image_layout() in the vulkan backend.
pub struct RafxResourceState: u32 {
const UNDEFINED = 0;
const VERTEX_AND_CONSTANT_BUFFER = 0x1;
const INDEX_BUFFER = 0x2;
/// Similar to vulkan's COLOR_ATTACHMENT_OPTIMAL image layout
const RENDER_TARGET = 0x4;
/// Shader read/write
const UNORDERED_ACCESS = 0x8;
/// Similar to vulkan's DEPTH_STENCIL_ATTACHMENT_OPTIMAL image layout
const DEPTH_WRITE = 0x10;
const DEPTH_READ = 0x20;
const NON_PIXEL_SHADER_RESOURCE = 0x40;
const PIXEL_SHADER_RESOURCE = 0x80;
/// Similar to vulkan's SHADER_READ_ONLY_OPTIMAL image layout
const SHADER_RESOURCE = 0x40 | 0x80;
const STREAM_OUT = 0x100;
const INDIRECT_ARGUMENT = 0x200;
/// Similar to vulkan's TRANSFER_DST_OPTIMAL image layout
const COPY_DST = 0x400;
/// Similar to vulkan's TRANSFER_SRC_OPTIMAL image layout
const COPY_SRC = 0x800;
const GENERIC_READ = (((((0x1 | 0x2) | 0x40) | 0x80) | 0x200) | 0x800);
/// Similar to vulkan's PRESENT_SRC_KHR image layout
const PRESENT = 0x1000;
/// Similar to vulkan's COMMON image layout
const COMMON = 0x2000;
}
}
/// A 2d size for windows, textures, etc.
#[derive(Default, Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub struct RafxExtents2D {
pub width: u32,
pub height: u32,
}
/// A 3d size for windows, textures, etc.
#[derive(Default, Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub struct RafxExtents3D {
pub width: u32,
pub height: u32,
pub depth: u32,
}
impl RafxExtents3D {
pub fn to_2d(self) -> RafxExtents2D {
RafxExtents2D {
width: self.width,
height: self.height,
}
}
}
/// Number of MSAA samples to use. 1xMSAA and 4xMSAA are most broadly supported
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxSampleCount {
SampleCount1,
SampleCount2,
SampleCount4,
SampleCount8,
SampleCount16,
}
impl Default for RafxSampleCount {
fn default() -> Self {
RafxSampleCount::SampleCount1
}
}
impl RafxSampleCount {
pub fn from_u32(samples: u32) -> Self {
match samples {
1 => RafxSampleCount::SampleCount1,
2 => RafxSampleCount::SampleCount2,
4 => RafxSampleCount::SampleCount4,
8 => RafxSampleCount::SampleCount8,
16 => RafxSampleCount::SampleCount16,
_ => unimplemented!(),
}
}
pub fn as_u32(self) -> u32 {
match self {
RafxSampleCount::SampleCount1 => 1,
RafxSampleCount::SampleCount2 => 2,
RafxSampleCount::SampleCount4 => 4,
RafxSampleCount::SampleCount8 => 8,
RafxSampleCount::SampleCount16 => 16,
}
}
}
bitflags::bitflags! {
/// Indicates how a resource will be used. In some cases, multiple flags are allowed.
#[derive(Default)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub struct RafxResourceType: u32 {
const UNDEFINED = 0;
const SAMPLER = 1<<0;
/// Similar to DX12 SRV and vulkan SAMPLED image usage flag and SAMPLED_IMAGE descriptor type
const TEXTURE = 1<<1;
/// Similar to DX12 UAV and vulkan STORAGE image usage flag and STORAGE_IMAGE descriptor type
const TEXTURE_READ_WRITE = 1<<2;
/// Similar to DX12 SRV and vulkan STORAGE_BUFFER descriptor type
const BUFFER = 1<<3;
/// Similar to DX12 UAV and vulkan STORAGE_BUFFER descriptor type
const BUFFER_READ_WRITE = 1<<5;
/// Similar to vulkan UNIFORM_BUFFER descriptor type
const UNIFORM_BUFFER = 1<<7;
// Push constant / Root constant
/// Similar to DX12 root constants and vulkan push constants
const ROOT_CONSTANT = 1<<8;
// Input assembler
/// Similar to vulkan VERTEX_BUFFER buffer usage flag
const VERTEX_BUFFER = 1<<9;
/// Similar to vulkan INDEX_BUFFER buffer usage flag
const INDEX_BUFFER = 1<<10;
/// Similar to vulkan INDIRECT_BUFFER buffer usage flag
const INDIRECT_BUFFER = 1<<11;
// Cubemap SRV
/// Similar to vulkan's CUBE_COMPATIBLE image create flag and metal's Cube texture type
const TEXTURE_CUBE = 1<<12 | RafxResourceType::TEXTURE.bits();
// RTV
const RENDER_TARGET_MIP_SLICES = 1<<13;
const RENDER_TARGET_ARRAY_SLICES = 1<<14;
const RENDER_TARGET_DEPTH_SLICES = 1<<15;
// Vulkan-only stuff
const INPUT_ATTACHMENT = 1<<16;
const TEXEL_BUFFER = 1<<17;
const TEXEL_BUFFER_READ_WRITE = 1<<18;
const COMBINED_IMAGE_SAMPLER = 1<<19;
// Metal-only stuff
const ARGUMENT_BUFFER = 1<<20;
const INDIRECT_COMMAND_BUFFER = 1<<21;
const RENDER_PIPELINE_STATE = 1<<22;
// Render target types
/// A color attachment in a renderpass
const RENDER_TARGET_COLOR = 1<<23;
/// A depth/stencil attachment in a renderpass
const RENDER_TARGET_DEPTH_STENCIL = 1<<24;
}
}
impl RafxResourceType {
pub fn is_uniform_buffer(self) -> bool {
self.intersects(RafxResourceType::UNIFORM_BUFFER)
}
pub fn is_storage_buffer(self) -> bool {
self.intersects(RafxResourceType::BUFFER | RafxResourceType::BUFFER_READ_WRITE)
}
pub fn is_render_target(self) -> bool {
self.intersects(
RafxResourceType::RENDER_TARGET_COLOR | RafxResourceType::RENDER_TARGET_DEPTH_STENCIL,
)
}
pub fn is_texture(self) -> bool {
self.intersects(RafxResourceType::TEXTURE | RafxResourceType::TEXTURE_READ_WRITE)
}
}
bitflags::bitflags! {
/// Flags for enabling/disabling color channels, used with `RafxBlendState`
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub struct RafxColorFlags: u8 {
const RED = 1;
const GREEN = 2;
const BLUE = 4;
const ALPHA = 8;
const ALL = 0x0F;
}
}
impl Default for RafxColorFlags {
fn default() -> Self {
RafxColorFlags::ALL
}
}
/// Indicates how the memory will be accessed and affects where in memory it needs to be allocated.
#[derive(Clone, Copy, PartialEq, Debug)]
pub enum RafxMemoryUsage {
Unknown,
/// The memory is only accessed by the GPU
GpuOnly,
/// The memory is only accessed by the CPU
CpuOnly,
/// The memory is written by the CPU and read by the GPU
CpuToGpu,
/// The memory is written by the GPU and read by the CPU
GpuToCpu,
}
/// Indicates the result of presenting a swapchain image
#[derive(Clone, Copy, PartialEq, Debug)]
pub enum RafxPresentSuccessResult {
/// The image was shown and the swapchain can continue to be used.
Success,
/// The image was shown and the swapchain can continue to be used. However, this result also
/// hints that there is a more optimal configuration for the swapchain to be in. This is vague
/// because the precise meaning varies between platform. For example, windows may return this
/// when the application is minimized.
SuccessSuboptimal,
// While this is an "error" being returned as success, it is expected and recoverable while
// other errors usually aren't. This way the ? operator can still be used to bail out the
// unrecoverable errors and the different flavors of "success" should be explicitly handled
// in a match
/// Indicates that the swapchain can no longer be used
DeviceReset,
}
/// Indicates the current state of a fence.
#[derive(Clone, Copy, PartialEq, Debug)]
pub enum RafxFenceStatus {
/// The fence was submitted to the command buffer and signaled as completed by the GPU
Complete,
/// The fence will be signaled as complete later by the GPU
Incomplete,
/// The fence was never submitted, or was submitted and already returned complete once, putting
/// it back into the unsubmitted state
Unsubmitted,
}
bitflags::bitflags! {
/// Indicates what render targets are affected by a blend state
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub struct RafxBlendStateTargets : u8 {
const BLEND_STATE_TARGET_0 = 0x01;
const BLEND_STATE_TARGET_1 = 0x02;
const BLEND_STATE_TARGET_2 = 0x04;
const BLEND_STATE_TARGET_3 = 0x08;
const BLEND_STATE_TARGET_4 = 0x10;
const BLEND_STATE_TARGET_5 = 0x20;
const BLEND_STATE_TARGET_6 = 0x40;
const BLEND_STATE_TARGET_7 = 0x80;
const BLEND_STATE_TARGET_ALL = 0xFF;
}
}
bitflags::bitflags! {
/// Indicates a particular stage of a shader, or set of stages in a shader. Similar to
/// VkShaderStageFlagBits
#[derive(Default)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub struct RafxShaderStageFlags : u32 {
const NONE = 0;
const VERTEX = 1;
const TESSELLATION_CONTROL = 2;
const TESSELLATION_EVALUATION = 4;
const GEOMETRY = 8;
const FRAGMENT = 16;
const COMPUTE = 32;
const ALL_GRAPHICS = 0x1F;
const ALL = 0x7FFF_FFFF;
}
}
/// Contains all the individual stages
pub const ALL_SHADER_STAGE_FLAGS: [RafxShaderStageFlags; 6] = [
RafxShaderStageFlags::VERTEX,
RafxShaderStageFlags::TESSELLATION_CONTROL, // dx12 hull shader
RafxShaderStageFlags::TESSELLATION_EVALUATION, // dx12 domain shader
RafxShaderStageFlags::GEOMETRY,
RafxShaderStageFlags::FRAGMENT,
RafxShaderStageFlags::COMPUTE,
];
/// Indicates the type of pipeline, roughly corresponds with RafxQueueType
#[derive(Clone, Copy, PartialEq, Debug)]
pub enum RafxPipelineType {
Graphics = 0,
Compute = 1,
}
/// Affects how quickly vertex attributes are consumed from buffers, similar to VkVertexInputRate
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub enum RafxVertexAttributeRate {
Vertex,
Instance,
}
impl Default for RafxVertexAttributeRate {
fn default() -> Self {
RafxVertexAttributeRate::Vertex
}
}
/// Determines if the contents of an image attachment in a renderpass begins with its previous
/// contents, a clear value, or undefined data. Similar to VkAttachmentLoadOp
#[derive(Copy, Clone, Debug, Hash, PartialEq)]
pub enum RafxLoadOp {
DontCare,
Load,
Clear,
}
impl Default for RafxLoadOp {
fn default() -> Self {
RafxLoadOp::DontCare
}
}
/// Determines if the contents of an image attachment in a rander pass will store the resulting
/// state for use after the render pass
#[derive(Copy, Clone, Debug, Hash, PartialEq)]
pub enum RafxStoreOp {
/// Do not store the image, leaving the contents of it undefined
DontCare,
/// Persist the image's content after a render pass completes
Store,
}
impl Default for RafxStoreOp {
fn default() -> Self {
RafxStoreOp::Store
}
}
/// How to intepret vertex data into a form of geometry. Similar to VkPrimitiveTopology
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxPrimitiveTopology {
PointList,
LineList,
LineStrip,
TriangleList,
TriangleStrip,
PatchList,
}
/// The size of index buffer elements
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxIndexType {
Uint32,
Uint16,
}
impl Default for RafxIndexType {
fn default() -> Self {
RafxIndexType::Uint32
}
}
impl RafxIndexType {
pub fn size_in_bytes(self) -> usize {
match self {
RafxIndexType::Uint32 => 4,
RafxIndexType::Uint16 => 2,
}
}
}
/// Affects blending. Similar to VkBlendFactor
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxBlendFactor {
Zero,
One,
SrcColor,
OneMinusSrcColor,
DstColor,
OneMinusDstColor,
SrcAlpha,
OneMinusSrcAlpha,
DstAlpha,
OneMinusDstAlpha,
SrcAlphaSaturate,
ConstantColor,
OneMinusConstantColor,
}
impl Default for RafxBlendFactor {
fn default() -> Self {
RafxBlendFactor::Zero
}
}
/// Affects blending. Similar to VkBlendOp
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxBlendOp {
Add,
Subtract,
ReverseSubtract,
Min,
Max,
}
impl Default for RafxBlendOp {
fn default() -> Self {
RafxBlendOp::Add
}
}
/// Affects depth testing and sampling. Similar to VkCompareOp
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxCompareOp {
Never,
Less,
Equal,
LessOrEqual,
Greater,
NotEqual,
GreaterOrEqual,
Always,
}
impl Default for RafxCompareOp {
fn default() -> Self {
RafxCompareOp::Never
}
}
/// Similar to VkStencilOp
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxStencilOp {
Keep,
Zero,
Replace,
IncrementAndClamp,
DecrementAndClamp,
Invert,
IncrementAndWrap,
DecrementAndWrap,
}
impl Default for RafxStencilOp {
fn default() -> Self {
RafxStencilOp::Keep
}
}
/// Determines if we cull polygons that are front-facing or back-facing. Facing direction is
/// determined by RafxFrontFace, sometimes called "winding order". Similar to VkCullModeFlags
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxCullMode {
None,
Back,
Front,
}
impl Default for RafxCullMode {
fn default() -> Self {
RafxCullMode::None
}
}
/// Determines what winding order is considerered the front face of a polygon. Similar to
/// VkFrontFace
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxFrontFace {
CounterClockwise,
Clockwise,
}
impl Default for RafxFrontFace {
fn default() -> Self {
RafxFrontFace::CounterClockwise
}
}
/// Whether to fill in polygons or not. Similar to VkPolygonMode
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxFillMode {
Solid,
Wireframe,
}
impl Default for RafxFillMode {
fn default() -> Self {
RafxFillMode::Solid
}
}
/// Filtering method when sampling. Similar to VkFilter
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxFilterType {
/// Finds the closest value in the texture and uses it. Commonly used for "pixel-perfect"
/// assets.
Nearest,
/// "Averages" color values of the texture. A common choice for most cases but may make some
/// "pixel-perfect" assets appear blurry
Linear,
}
impl Default for RafxFilterType {
fn default() -> Self {
RafxFilterType::Nearest
}
}
/// Affects image sampling, particularly for UV coordinates outside the [0, 1] range. Similar to
/// VkSamplerAddressMode
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxAddressMode {
Mirror,
Repeat,
ClampToEdge,
ClampToBorder,
}
impl Default for RafxAddressMode {
fn default() -> Self {
RafxAddressMode::Mirror
}
}
/// Similar to VkSamplerMipmapMode
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxMipMapMode {
Nearest,
Linear,
}
impl Default for RafxMipMapMode {
fn default() -> Self {
RafxMipMapMode::Nearest
}
}
/// A clear value for color attachments
#[derive(Copy, Clone, Debug, Default)]
pub struct RafxColorClearValue(pub [f32; 4]);
impl Hash for RafxColorClearValue {
fn hash<H: Hasher>(
&self,
mut state: &mut H,
) {
for &value in &self.0 {
DecimalF32(value).hash(&mut state);
}
}
}
/// A clear values for depth/stencil attachments. One or both values may be used depending on the
/// format of the attached image
#[derive(Clone, Copy, Debug)]
pub struct RafxDepthStencilClearValue {
pub depth: f32,
pub stencil: u32,
}
impl Default for RafxDepthStencilClearValue {
fn default() -> Self {
RafxDepthStencilClearValue {
depth: 0.0,
stencil: 0,
}
}
}
impl Hash for RafxDepthStencilClearValue {
fn hash<H: Hasher>(
&self,
mut state: &mut H,
) {
DecimalF32(self.depth).hash(&mut state);
self.stencil.hash(&mut state);
}
}
/// Determines if a barrier is transferring a resource from one queue to another.
#[derive(Debug, Copy, Clone)]
pub enum RafxBarrierQueueTransition {
/// No queue transition will take place
None,
/// A barrier for the "sending" queue. Contains the "receiving" queue. (the "sending" queue is
/// inferred by the queue on which the barrier is submitted)
ReleaseTo(RafxQueueType),
/// A barrier for the "receiving" queue. Contains the "sending" queue. (the "receiving" queue is
/// inferred by the queue on which the barrier is submitted)
AcquireFrom(RafxQueueType),
}
impl Default for RafxBarrierQueueTransition {
fn default() -> Self {
RafxBarrierQueueTransition::None
}
}
/// A memory barrier for buffers. This is used to transition buffers between resource states and
/// possibly from one queue to another
pub struct RafxBufferBarrier<'a> {
pub buffer: &'a RafxBuffer,
pub src_state: RafxResourceState,
pub dst_state: RafxResourceState,
pub queue_transition: RafxBarrierQueueTransition,
pub offset_size: Option<RafxOffsetSize>,
}
/// A memory barrier for textures. This is used to transition textures between resource states and
/// possibly from one queue to another.
pub struct RafxTextureBarrier<'a> {
pub texture: &'a RafxTexture,
pub src_state: RafxResourceState,
pub dst_state: RafxResourceState,
pub queue_transition: RafxBarrierQueueTransition,
/// If set, only the specified array element is included
pub array_slice: Option<u16>,
/// If set, only the specified mip level is included
pub mip_slice: Option<u8>,
}
impl<'a> RafxTextureBarrier<'a> {
/// Creates a simple state transition
pub fn state_transition(
texture: &'a RafxTexture,
src_state: RafxResourceState,
dst_state: RafxResourceState,
) -> RafxTextureBarrier {
RafxTextureBarrier {
texture,
src_state,
dst_state,
queue_transition: RafxBarrierQueueTransition::None,
array_slice: None,
mip_slice: None,
}
}
}
// Recommended format/color space options for desktop vulkan are:
// HDR: R16G16B16A16_SFLOAT/EXTENDED_SRGB_LINEAR_EXT (windows only)
// Non-HDR: B8G8R8A8_SRGB/SRGB_NONLINEAR_KHR
//
// Both of these work well on apple/metal
#[derive(Debug, Copy, Clone, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-support", derive(Serialize, Deserialize))]
pub enum RafxSwapchainColorSpace {
Srgb,
SrgbExtended,
// Only supported on apple/metal, SrgbExtended is recommended for all HDR, including
// on apple devices.
DisplayP3Extended,
}
impl RafxSwapchainColorSpace {
pub fn is_extended(self) -> bool {
match self {
RafxSwapchainColorSpace::Srgb => false,
RafxSwapchainColorSpace::SrgbExtended => true,
RafxSwapchainColorSpace::DisplayP3Extended => true,
}
}
pub fn is_srgb(self) -> bool {
match self {
RafxSwapchainColorSpace::Srgb => true,
RafxSwapchainColorSpace::SrgbExtended => true,
RafxSwapchainColorSpace::DisplayP3Extended => false,
}
}
}
impl Default for RafxSwapchainColorSpace {
fn default() -> Self {
RafxSwapchainColorSpace::Srgb
}
}
/// Represents an image owned by the swapchain
#[derive(Clone)]
pub struct RafxSwapchainImage {
pub texture: RafxTexture,
pub swapchain_image_index: u32,
}
/// A color render target bound during a renderpass
#[derive(Debug)]
pub struct RafxColorRenderTargetBinding<'a> {
pub texture: &'a RafxTexture,
pub load_op: RafxLoadOp,
pub store_op: RafxStoreOp,
pub mip_slice: Option<u8>,
pub array_slice: Option<u16>,
pub clear_value: RafxColorClearValue,
pub resolve_target: Option<&'a RafxTexture>,
pub resolve_store_op: RafxStoreOp,
pub resolve_mip_slice: Option<u8>,
pub resolve_array_slice: Option<u16>,
}
/// A depth/stencil render target to be bound during a renderpass
#[derive(Debug)]
pub struct RafxDepthStencilRenderTargetBinding<'a> {
pub texture: &'a RafxTexture,
pub depth_load_op: RafxLoadOp,
pub stencil_load_op: RafxLoadOp,
pub depth_store_op: RafxStoreOp,
pub stencil_store_op: RafxStoreOp,
pub mip_slice: Option<u8>,
pub array_slice: Option<u16>,
pub clear_value: RafxDepthStencilClearValue,
}
/// A vertex buffer to be bound during a renderpass
pub struct RafxVertexBufferBinding<'a> {
pub buffer: &'a RafxBuffer,
pub byte_offset: u64,
}
/// An index buffer to be bound during a renderpass
pub struct RafxIndexBufferBinding<'a> {
pub buffer: &'a RafxBuffer,
pub byte_offset: u64,
pub index_type: RafxIndexType,
}
/// Parameters for copying a buffer to a texture
#[derive(Default, Clone)]
pub struct RafxCmdCopyBufferToBufferParams {
pub src_byte_offset: u64,
pub dst_byte_offset: u64,
pub size: u64,
}
impl RafxCmdCopyBufferToBufferParams {
pub fn full_copy(
src_def: &RafxBufferDef,
dst_def: &RafxBufferDef,
) -> Self {
assert_eq!(src_def.size, dst_def.size);
RafxCmdCopyBufferToBufferParams {
src_byte_offset: 0,
dst_byte_offset: 0,
size: src_def.size,
}
}
}
/// Parameters for copying a buffer to a texture
#[derive(Default, Clone)]
pub struct RafxCmdCopyBufferToTextureParams {
pub buffer_offset: u64,
pub array_layer: u16,
pub mip_level: u8,
}
#[derive(Default, Clone)]
pub struct RafxCmdCopyTextureToTextureParams {
pub src_offset: RafxExtents3D,
pub dst_offset: RafxExtents3D,
pub extents: RafxExtents3D,
pub src_mip_level: u8,
pub dst_mip_level: u8,
// If none, operate on all image slices (we assume images have same number of slices)
pub array_slices: Option<[u16; 2]>,
}
/// Parameters for blitting one image to another (vulkan backend only)
#[derive(Clone)]
pub struct RafxCmdBlitParams {
pub src_state: RafxResourceState,
pub dst_state: RafxResourceState,
pub src_extents: [RafxExtents3D; 2],
pub dst_extents: [RafxExtents3D; 2],
pub src_mip_level: u8,
pub dst_mip_level: u8,
pub array_slices: Option<[u16; 2]>,
}
/// A rafx-specific index that refers to a particular binding. Instead of doing name/binding lookups
/// every frame, query the descriptor index during startup and use it instead. This is a more
/// efficient way to address descriptors.
#[derive(Copy, Clone, PartialEq, Eq, Hash, Debug)]
pub struct RafxDescriptorIndex(pub(crate) u32);
/// Selects a particular descriptor in a descriptor set
#[derive(Clone, PartialEq, Eq, Hash, Debug)]
pub enum RafxDescriptorKey<'a> {
Undefined,
Name(&'a str),
Binding(u32),
DescriptorIndex(RafxDescriptorIndex),
}
impl<'a> Default for RafxDescriptorKey<'a> {
fn default() -> Self {
RafxDescriptorKey::Undefined
}
}
/// Used in various APIs where we supply an offset/size pair
#[derive(Default, Clone, Copy, Debug)]
pub struct RafxOffsetSize {
pub byte_offset: u64,
pub size: u64,
}
/// Specifies what value to assign to a descriptor set
#[derive(Default, Debug)]
pub struct RafxDescriptorElements<'a> {
pub textures: Option<&'a [&'a RafxTexture]>,
pub samplers: Option<&'a [&'a RafxSampler]>,
pub buffers: Option<&'a [&'a RafxBuffer]>,
pub buffer_offset_sizes: Option<&'a [RafxOffsetSize]>,
}
/// Used when binding a texture to select between different ways to bind the texture
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum RafxTextureBindType {
// Color or depth only
Srv,
// stencil?
SrvStencil,
// Bind all mip levels of the 0th provided texture
UavMipChain,
// Bind a particular mip slice of all provided textures
UavMipSlice(u32),
}
/// Describes how to update a single descriptor
#[derive(Debug)]
pub struct RafxDescriptorUpdate<'a> {
pub array_index: u32,
pub descriptor_key: RafxDescriptorKey<'a>,
pub elements: RafxDescriptorElements<'a>,
pub dst_element_offset: u32,
// Srv when read-only, UavMipSlice(0) when read-write
pub texture_bind_type: Option<RafxTextureBindType>,
}
impl<'a> Default for RafxDescriptorUpdate<'a> {
fn default() -> Self {
RafxDescriptorUpdate {
array_index: 0,
descriptor_key: RafxDescriptorKey::Undefined,
elements: RafxDescriptorElements::default(),
dst_element_offset: 0,
texture_bind_type: None,
}
}
}
// Corresponds 1:1 with VkDrawIndirectCommand, MTLDrawPrimitivesIndirectArguments, D3D12_DRAW_ARGUMENTS
pub struct RafxDrawIndirectCommand {
pub vertex_count: u32,
pub instance_count: u32,
pub first_vertex: u32,
pub first_instance: u32,
}
// Corresponds 1:1 with VkDrawIndexedIndirectCommand, MTLDrawIndexedPrimitivesIndirectArguments, D3D12_DRAW_INDEXED_ARGUMENTS
pub struct RafxDrawIndexedIndirectCommand {
pub index_count: u32,
pub instance_count: u32,
pub first_index: u32,
pub vertex_offset: i32, // value added to the vertex index before indexing into the vertex buffer
pub first_instance: u32,
}
// Corresponds 1:1 with VkDispatchIndirectCommand, MTLDispatchThreadgroupsIndirectArguments, D3D12_DISPATCH_ARGUMENTS
pub struct RafxDispatchIndirectCommand {
pub group_count_x: u32,
pub group_count_y: u32,
pub group_count_z: u32,
}