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51 changes: 51 additions & 0 deletions .clang-format
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---
Language: Cpp
BasedOnStyle: Microsoft
AccessModifierOffset: -4
AlignConsecutiveAssignments: false
AlignConsecutiveDeclarations: false
AlignOperands: false
AlignTrailingComments: false
AlwaysBreakTemplateDeclarations: Yes
BraceWrapping:
AfterCaseLabel: true
AfterClass: true
AfterControlStatement: true
AfterEnum: true
AfterFunction: true
AfterNamespace: true
AfterStruct: true
AfterUnion: true
AfterExternBlock: false
BeforeCatch: true
BeforeElse: true
BeforeLambdaBody: true
BeforeWhile: true
SplitEmptyFunction: true
SplitEmptyRecord: true
SplitEmptyNamespace: true
BreakConstructorInitializers: AfterColon
BreakConstructorInitializersBeforeComma: false
ConstructorInitializerAllOnOneLineOrOnePerLine: false
IncludeCategories:
- Regex: '^<.*'
Priority: 1
- Regex: '^".*'
Priority: 2
- Regex: '.*'
Priority: 3
IncludeIsMainRegex: '([-_](test|unittest))?$'
IndentCaseBlocks: true
IndentPPDirectives: BeforeHash
InsertNewlineAtEOF: true
MacroBlockBegin: ''
MacroBlockEnd: ''
MaxEmptyLinesToKeep: 2
NamespaceIndentation: All
PointerAlignment: Left
SpaceInEmptyParentheses: false
SpacesInAngles: false
SpacesInConditionalStatement: false
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SpacesInParentheses: false
...
6 changes: 3 additions & 3 deletions .gitmodules
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Expand Up @@ -19,6 +19,6 @@
[submodule "Coplt.Graphics.Native/D3d12/ThirdParty/DirectX-Headers"]
path = Coplt.Graphics.Native/D3d12/ThirdParty/DirectX-Headers
url = https://github.com/Microsoft/DirectX-Headers
[submodule "ThirdParty/emhash"]
path = ThirdParty/emhash
url = https://github.com/ktprime/emhash
[submodule "ThirdParty/concurrentqueue"]
path = ThirdParty/concurrentqueue
url = https://github.com/cameron314/concurrentqueue
5 changes: 5 additions & 0 deletions .idea/codeStyles/Project.xml

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3 changes: 3 additions & 0 deletions .idea/editor.xml

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1 change: 1 addition & 0 deletions .idea/vcs.xml

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1 change: 1 addition & 0 deletions CMakeLists.txt
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Expand Up @@ -30,6 +30,7 @@ add_subdirectory(ThirdParty/cpptrace)
add_subdirectory(ThirdParty/glm)
add_subdirectory(ThirdParty/fmt)
add_subdirectory(ThirdParty/mimalloc)
add_subdirectory(ThirdParty/concurrentqueue)

add_subdirectory(Coplt.Graphics.Native/Api)
add_subdirectory(Coplt.Graphics.Native/D3d12)
1 change: 1 addition & 0 deletions Coplt.Graphics.Core/Coplt.Graphics.Core.csproj
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Expand Up @@ -15,6 +15,7 @@
<ItemGroup>
<PackageReference Include="Coplt.Dropping" Version="0.6.0" />
<PackageReference Include="Coplt.Mathematics" Version="0.10.0"/>
<PackageReference Include="Coplt.Union" Version="0.11.0" />
<PackageReference Include="Fody" Version="6.9.1">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
Expand Down
238 changes: 238 additions & 0 deletions Coplt.Graphics.Core/Core/Barrier.cs
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using Coplt.Graphics.Native;
using Coplt.Union;

namespace Coplt.Graphics.Core;

[Union]
public partial struct Barrier
{
[UnionTemplate]
private interface Template
{
void None();
GlobalBarrier Global();
BufferBarrier Buffer();
ImageBarrier Image();
}

public static implicit operator Barrier(GlobalBarrier value) => MakeGlobal(value);

public static implicit operator Barrier(BufferBarrier value) => MakeBuffer(value);

public static implicit operator Barrier(ImageBarrier value) => MakeImage(value);
}

public record struct GlobalBarrier(
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore,
ShaderStageFlags StagesAfter
)
{
public ResAccess AccessBefore = AccessBefore;
public ResAccess AccessAfter = AccessAfter;
public ShaderStageFlags StagesBefore = StagesBefore;
public ShaderStageFlags StagesAfter = StagesAfter;
}

public record struct BufferBarrier(
IGpuResource Buffer,
ulong Offset,
ulong Size,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
)
{
public IGpuResource Buffer = Buffer;
public ulong Offset = Offset;
public ulong Size = Size;
public LegacyState LegacyBefore = LegacyBefore;
public LegacyState LegacyAfter = LegacyAfter;
public ResAccess AccessBefore = AccessBefore;
public ResAccess AccessAfter = AccessAfter;
public ShaderStageFlags StagesBefore = StagesBefore;
public ShaderStageFlags StagesAfter = StagesAfter;

public BufferBarrier(
IGpuResource Buffer,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
) : this(
Buffer, 0, Buffer.Size,
LegacyBefore, LegacyAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter
) { }

public BufferBarrier(
IGpuResource Buffer,
LegacyState LegacyBefore,
LegacyState LegacyAfter
) : this(
Buffer, 0, Buffer.Size,
LegacyBefore, LegacyAfter, default, default, default, default
) { }

public BufferBarrier(
IGpuResource Buffer,
ulong Offset,
ulong Size,
LegacyState LegacyBefore,
LegacyState LegacyAfter
) : this(
Buffer, Offset, Size,
LegacyBefore, LegacyAfter, default, default, default, default
) { }

public BufferBarrier(
IGpuResource Buffer,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
) : this(
Buffer, 0, Buffer.Size,
default, default, AccessBefore, AccessAfter, StagesBefore, StagesAfter
) { }

public BufferBarrier(
IGpuResource Buffer,
ulong Offset,
ulong Size,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
) : this(
Buffer, Offset, Size,
default, default, AccessBefore, AccessAfter, StagesBefore, StagesAfter
) { }
}

public record struct ImageBarrier(
IGpuResource Image,
SubResourceRange SubResourceRange,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
)
{
public IGpuResource Image = Image;
public SubResourceRange SubResourceRange = SubResourceRange;
public LegacyState LegacyBefore = LegacyBefore;
public LegacyState LegacyAfter = LegacyAfter;
public ResLayout LayoutBefore = LayoutBefore;
public ResLayout LayoutAfter = LayoutAfter;
public ResAccess AccessBefore = AccessBefore;
public ResAccess AccessAfter = AccessAfter;
public ShaderStageFlags StagesBefore = StagesBefore;
public ShaderStageFlags StagesAfter = StagesAfter;
public ImageBarrierFlags Flags = Flags;

public ImageBarrier(
IGpuResource Image,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, new(Image),
LegacyBefore, LegacyAfter, LayoutBefore, LayoutAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter,
Flags
) { }

public ImageBarrier(
IGpuResource Image,
SubResourceRange SubResourceRange,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, SubResourceRange,
LegacyBefore, LegacyAfter, default, default, default, default, default, default, Flags
) { }

public ImageBarrier(
IGpuResource Image,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, new(Image),
LegacyBefore, LegacyAfter, default, default, default, default, default, default, Flags
) { }

public ImageBarrier(
IGpuResource Image,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, new(Image),
default, default, LayoutBefore, LayoutAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter, Flags
) { }

public ImageBarrier(
IGpuResource Image,
SubResourceRange SubResourceRange,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, SubResourceRange,
default, default, LayoutBefore, LayoutAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter, Flags
) { }
}

[Flags]
public enum ImageBarrierFlags : uint
{
None,
Discard = 1 << 0,
CrossQueue = 1 << 1,
}

public record struct SubResourceRange(
uint IndexOrFirstMipLevel,
uint NumMipLevels,
uint FirstArraySlice,
uint NumArraySlices,
uint FirstPlane,
uint NumPlanes
)
{
public uint IndexOrFirstMipLevel = IndexOrFirstMipLevel;
public uint NumMipLevels = NumMipLevels;
public uint FirstArraySlice = FirstArraySlice;
public uint NumArraySlices = NumArraySlices;
public uint FirstPlane = FirstPlane;
public uint NumPlanes = NumPlanes;

public SubResourceRange(IGpuResource Image)
: this(0, Image.MipLevels, 0, Image.DepthOrLength, 0, Image.Planes) { }
}
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