User:ElFarto/OpenGLBM: Difference between revisions

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ElFarto (talk | contribs)
This page is no longer needed now we have Vulkan
 
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This is my idea for an new OpenGL API. It's not real, nor is it ever likely to be.


int64 memorySize = bmGetInteger64(BM_MEMORY_SIZE);
int maxTextureUnits = bmGetInteger(BM_TEXTURE_UNITS);
//textures
bmTextureParameters(unit, format, layout, remap, mipmap, dimensions, width, height, depth, pitch, address);
bmTextureAddressParameters(unit, xwrap, ywrap, zwrap, depthCompare);
bmTextureFilterParameters(unit, minFilter, maxFilter, maxAnisotropy);
//surfaces
bmColourSurface(index, type, format, width, height, antialiasing, address, pitch);
bmDepthSurface(type, format, width, height, antialiasing, address, pitch);
bmBlendMode(index, enabled, rgbEquation, srcRGB, dstRGB, alphaEquation, srcAlpha, dstAlpha);
bmStencilOp(frontStencilFail, frontDepthFail, frontDepthPass, backStencilFail, backDepthFail, backDepthPass);
bmStencilFunc(frontFunc, frontRef, frontMask, backFunc, backRef, backMask);
bmDepthFunc(enabled, func);
bmDepthRange(viewportIndex, near, far);
bmAlphaFunc(enabled, func, ref);//does hardware still have this?
//utility functions
bmCalculateSize(format, layout, width, height, depth, mipmaps, antialias, *size, *pitch, *alignment); //do we need a separate function for depth?
anti-aliasing levels (0 = 1 sample, 1 = 2 samples, 2 = 4 samples, 3 = 32x CSAA, etc...)
=vertex arrays=
bmVertexAttrib(index, components, stride, type, normalise, divisor);
bmVertexAttribI(index, components, stride, type, divisor);
bmVertexAttribAddress(index, offset);
bmElementArray(type, offset);
bmEnableAttribs(bitmap); //0b101 enables attribute 0 and 2 only
=drawing=
bmDrawElements(primtype, count, instances, baseVertex, baseInstance);
bmDrawArrays(primtype, count, instances, baseInstance);
//indirect functions
=shaders=
BMShader sh = glCompileShader(shaderType, sourceType, size, *string);
glGetShaderUCode(sh, &size, &ucodePtr);
glSetShader(type, offset);
//functions for getting and setting uniforms
//functions for shader subroutines
=memory=
bmCopyToGPU(void *src, size, int64 dst); //+async version
bmCopyFromGPU(int64 src, size, void *dst); //+async version
void* bmMapMemory(int64 mem, size); //+flags
bmUnmapMemory(void* addr);
//flush commands
=misc=
clear colour/depth/stencil functions
viewport functions //+indexed versions
scissor functions
provoking vertex
flip page function
alpha-to-coverage functions
point-sprites?
=sync=
gpu wait command
cpu wait command
vsync wait
flush
vertex/texture cache invalidation
=timers=
=multisampling=
=transform feedback=
=tessalation=
=queries=
conditional rendering
=texture parameters=
format = TEXTURE_R8G8B8A8
layout = linear | tiled
remap/component swizzle
mipmap levels
dimensions/cubemap/type = 1D, 2D, 3D, CUBEMAP, RECTANGLE
width/height/depth = setting depth on a 2d texture, makes it a 2d array
pitch = step from begining of one row to the next
address
compressed parameter or part of format?
=texture address parameters=
x/y/z wrap modes
depth compare mode
=texture filter parameters=
min filter
max filter
anisotropy
=surface parameters=
type = linear/tiled
colourFormat
colourAddress
colourPitch
depthFormat
depthAddress
depthPitch
x/y/width/height
antialias

Latest revision as of 14:39, 8 March 2015