setup basic command runner

This commit is contained in:
Gregory Wells
2025-08-18 21:42:32 -04:00
parent 10cd374731
commit d1862e3d6f
8 changed files with 52 additions and 34 deletions

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@@ -26,9 +26,11 @@ void openglResetCommandBuffer(gnCommandBuffer commandBuffer) {
// nothing, for now command buffers are implictly reset on begin
}
gnReturnCode openglBeginCommandBuffer(gnCommandBuffer commandBuffer) {
commandBuffer->commandBuffer->commmandRunner = openglCreateCommandRunner();
return GN_SUCCESS;
}
gnReturnCode openglEndCommandBuffer(gnCommandBuffer commandBuffer) {
openglDestroyCommandRunner(commandBuffer->commandBuffer->commmandRunner);
return GN_SUCCESS;
}
void openglDestroyCommandBuffer(gnCommandBuffer commandBuffer) {

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@@ -1,8 +1,10 @@
#pragma once
#include "core/src/command/command_buffer/gryphn_command_buffer.h"
#include "commands/commands/opengl_command_runner.h"
typedef struct gnPlatformCommandBuffer_t {
int index;
openglCommandRunner commmandRunner;
} gnPlatformCommandBuffer;
gnReturnCode openglCommandPoolAllocateCommandBuffers(gnCommandBufferHandle* commandBuffers, uint32_t count, gnCommandPoolHandle pool);

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@@ -0,0 +1,8 @@
#include "opengl_command_runner.h"
typedef struct openglCommandRunner_t {
} glCommandRunner;
GN_CPP_FUNCTION openglCommandRunner openglCreateCommandRunner() { return new glCommandRunner(); }
GN_CPP_FUNCTION void openglDestroyCommandRunner(openglCommandRunner runner) { delete runner; }

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@@ -0,0 +1,6 @@
#pragma once
#include "utils/gryphn_cpp_function.h"
typedef struct openglCommandRunner_t* openglCommandRunner;
GN_CPP_FUNCTION openglCommandRunner openglCreateCommandRunner();
GN_CPP_FUNCTION void openglDestroyCommandRunner(openglCommandRunner runner);

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@@ -1,22 +0,0 @@
#include "glad/glad.h"
#include "opengl_commands.h"
#include "framebuffer/opengl_framebuffer.h"
void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo passInfo) {
glBindFramebuffer(GL_FRAMEBUFFER, passInfo.framebuffer->framebuffer->framebuffers[0]);
glClearColor(passInfo.clearValues[0].r, passInfo.clearValues[0].g, passInfo.clearValues[0].b, passInfo.clearValues[0].a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glViewport(passInfo.offset.x, passInfo.offset.y, passInfo.size.x, passInfo.size.y);
}
void openglEndRenderPass(gnCommandBuffer buffer) {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void openglBindGraphicsPipeline(gnCommandBuffer buffer, gnGraphicsPipeline graphicsPipeline);
void openglSetViewport(gnCommandBuffer buffer, gnViewport viewport);
void openglSetScissor(gnCommandBuffer buffer, gnScissor scissor);
void openglBindBuffer(gnCommandBufferHandle buffer, gnBufferHandle bufferToBind, gnBufferType type);
void openglDraw(gnCommandBuffer buffer, int vertexCount, int firstVertex, int instanceCount, int firstInstance);
void openglDrawIndexed(gnCommandBufferHandle buffer, gnIndexType type, int indexCount, int firstIndex, int vertexOffset, int instanceCount, int firstInstance);
void openglBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets);
void openglBindVertexBytes(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data);

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@@ -0,0 +1,22 @@
#include "glad/glad.h"
#include "opengl_commands.h"
// #include "framebuffer/opengl_framebuffer.h"
GN_CPP_FUNCTION void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo passInfo) {
// glBindFramebuffer(GL_FRAMEBUFFER, passInfo.framebuffer->framebuffer->framebuffers[0]);
// glClearColor(passInfo.clearValues[0].r, passInfo.clearValues[0].g, passInfo.clearValues[0].b, passInfo.clearValues[0].a);
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glEnable(GL_DEPTH_TEST);
// glViewport(passInfo.offset.x, passInfo.offset.y, passInfo.size.x, passInfo.size.y);
}
GN_CPP_FUNCTION void openglEndRenderPass(gnCommandBuffer buffer) {
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
GN_CPP_FUNCTION void openglBindGraphicsPipeline(gnCommandBuffer buffer, gnGraphicsPipeline graphicsPipeline);
GN_CPP_FUNCTION void openglSetViewport(gnCommandBuffer buffer, gnViewport viewport);
GN_CPP_FUNCTION void openglSetScissor(gnCommandBuffer buffer, gnScissor scissor);
GN_CPP_FUNCTION void openglBindBuffer(gnCommandBufferHandle buffer, gnBufferHandle bufferToBind, gnBufferType type);
GN_CPP_FUNCTION void openglDraw(gnCommandBuffer buffer, int vertexCount, int firstVertex, int instanceCount, int firstInstance);
GN_CPP_FUNCTION void openglDrawIndexed(gnCommandBufferHandle buffer, gnIndexType type, int indexCount, int firstIndex, int vertexOffset, int instanceCount, int firstInstance);
GN_CPP_FUNCTION void openglBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets);
GN_CPP_FUNCTION void openglBindVertexBytes(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data);

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@@ -1,13 +1,14 @@
#pragma once
#include "core/src/command/commands/gryphn_command.h"
#include "utils/gryphn_cpp_function.h"
void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo passInfo);
void openglEndRenderPass(gnCommandBuffer buffer);
void openglBindGraphicsPipeline(gnCommandBuffer buffer, gnGraphicsPipeline graphicsPipeline);
void openglSetViewport(gnCommandBuffer buffer, gnViewport viewport);
void openglSetScissor(gnCommandBuffer buffer, gnScissor scissor);
void openglBindBuffer(gnCommandBufferHandle buffer, gnBufferHandle bufferToBind, gnBufferType type);
void openglDraw(gnCommandBuffer buffer, int vertexCount, int firstVertex, int instanceCount, int firstInstance);
void openglDrawIndexed(gnCommandBufferHandle buffer, gnIndexType type, int indexCount, int firstIndex, int vertexOffset, int instanceCount, int firstInstance);
void openglBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets);
void openglBindVertexBytes(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data);
GN_CPP_FUNCTION void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo passInfo);
GN_CPP_FUNCTION void openglEndRenderPass(gnCommandBuffer buffer);
GN_CPP_FUNCTION void openglBindGraphicsPipeline(gnCommandBuffer buffer, gnGraphicsPipeline graphicsPipeline);
GN_CPP_FUNCTION void openglSetViewport(gnCommandBuffer buffer, gnViewport viewport);
GN_CPP_FUNCTION void openglSetScissor(gnCommandBuffer buffer, gnScissor scissor);
GN_CPP_FUNCTION void openglBindBuffer(gnCommandBufferHandle buffer, gnBufferHandle bufferToBind, gnBufferType type);
GN_CPP_FUNCTION void openglDraw(gnCommandBuffer buffer, int vertexCount, int firstVertex, int instanceCount, int firstInstance);
GN_CPP_FUNCTION void openglDrawIndexed(gnCommandBufferHandle buffer, gnIndexType type, int indexCount, int firstIndex, int vertexOffset, int instanceCount, int firstInstance);
GN_CPP_FUNCTION void openglBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets);
GN_CPP_FUNCTION void openglBindVertexBytes(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data);

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@@ -4,9 +4,8 @@
gnReturnCode openglCreateGraphicsPipeline(gnGraphicsPipeline graphicsPipeline, gnOutputDevice device, gnGraphicsPipelineInfo info) {
graphicsPipeline->graphicsPipeline = malloc(sizeof(gnPlatformGraphicsPipeline));
graphicsPipeline->graphicsPipeline->program = glCreateProgram();
for (int i = 0; i < info.shaderModuleCount; i++) {
for (int i = 0; i < info.shaderModuleCount; i++)
glAttachShader(graphicsPipeline->graphicsPipeline->program, info.shaderModules[i]->shaderModule->id);
}
glLinkProgram(graphicsPipeline->graphicsPipeline->program);
return GN_SUCCESS;
}