VKQ_XFER = 8
};
-/* shader types */
+/* shader types
+ * arranged so that: (1 << VKSDR_FOO) == VK_SHADER_STAGE_FOO_BIT
+ */
enum {
- VKSDR_VERTEX,
- VKSDR_PIXEL,
- VKSDR_TESS_CTL,
- VKSDR_TESS_EVAL,
- VKSDR_GEOM
+ VKSDR_VERTEX = 0,
+ VKSDR_TESS_CTL = 1,
+ VKSDR_TESS_EVAL = 2,
+ VKSDR_GEOM = 3,
+ VKSDR_PIXEL = 4,
+ VKSDR_COMPUTE = 5,
+
+ VKSDR_TASK = 6,
+ VKSDR_MESH = 7,
+
+ VKSDR_RAYGEN = 8,
+ VKSDR_ANYHIT = 9,
+ VKSDR_CLOSESTHIT = 10,
+ VKSDR_MISS = 11,
+ VKSDR_ISECT = 12,
+
+ VKSDR_MAX
};
+#define VKSDR_STAGE(x) (1 << (x))
/* primitives */
enum {
- VKPRIM_POINTS,
- VKPRIM_LINES,
- VKPRIM_TRIANGLES
+ VKPRIM_POINTS = VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
+ VKPRIM_LINES = VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
+ VKPRIM_TRIANGLES = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
};
void vk_init_xwin(Display *dpy, Window win);
int vk_reshape(int xsz, int ysz);
+/* returns the number of swapchain images */
+int vk_num_swap_images(void);
+VkImageView vk_swap_image(int idx);
+/* returns the image index, or -1 on failure. Pass optional semaphore to signal */
+int vk_next_swap_image(VkSemaphore sem);
+
+int vk_submit(VkQueue q, VkCommandBuffer cmdbuf, VkSemaphore semwait, VkSemaphore semsig);
+int vk_present(VkQueue q, int imgid, VkSemaphore semwait);
+
int vk_find_qfamily(unsigned int flags);
VkQueue vk_getq_fam(int fam, int n);
VkQueue vk_getq(unsigned int flags, int n);
VkCommandBuffer vk_create_cmdbuf_fam(int qfam, int level);
VkCommandBuffer vk_create_cmdbuf(unsigned int qflags, int level);
+/* return one of the swap-chain command buffers */
+VkCommandBuffer vk_get_cmdbuf(int imgid);
int vk_create_rpass(void);
void vk_free_rpass(int rp);
int vk_create_pipeln(void);
void vk_free_pipeln(int pp);
-void vk_viewport(int pp, int x, int y, int width, int height);
-void vk_scissor(int pp, int x, int y, int width, int height);
+void vk_pipeln_rpass(int pp, VkRenderPass rp);
+void vk_pipeln_viewport(int pp, int x, int y, int width, int height);
+void vk_pipeln_scissor(int pp, int x, int y, int width, int height);
void vk_pipeln_shader(int pp, int type, VkShaderModule sdr);
/* TODO: vertex input */
void vk_pipeln_prim(int pp, int prim);
void vk_pipeln_polymode(int pp, int mode);
void vk_pipeln_cull(int pp, int cull);
void vk_pipeln_frontface(int pp, int ff);
-void vk_pipeln_linewidth(int pp, float w);
+void vk_pipeln_linewidth(int pp, int w);
void vk_pipeln_multisample(int pp, int nsamples);
-void vk_pipeln_colormask(int pp, int r, int g, int b);
+void vk_pipeln_colormask(int pp, int r, int g, int b, int a);
void vk_pipeln_depthmask(int pp, int z);
void vk_pipeln_stencilmask(int pp, int s);
void vk_pipeln_zbuffer(int pp, int enable);
+void vk_pipeln_zbuffer_op(int pp, int op);
void vk_pipeln_stencil(int pp, int enable);
void vk_pipeln_stencil_op(int pp, int sfail, int zfail, int zpass);
void vk_pipeln_stencil_func(int pp, int op, unsigned int ref, unsigned int mask);
void vk_pipeln_blend(int pp, int enable);
void vk_pipeln_blendfunc(int pp, int src, int dst);
+VkPipeline vk_pipeln(int pp);
+
+VkShaderModule vk_load_shader(const char *fname);
+void vk_free_shader(VkShaderModule sdr);
+
+VkSemaphore vk_create_sem(void);
+void vk_free_sem(VkSemaphore sem);
+
+/* random helpers */
+void vk_rect(VkRect2D *r, int x, int y, int w, int h);
#endif /* VK_H_ */