User:ElFarto/OpenGLBM: Difference between revisions
Created page with "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_TEXTU..." |
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vertex arrays | =vertex arrays= | ||
bmVertexAttrib(index, components, stride, type, normalise, divisor); | bmVertexAttrib(index, components, stride, type, normalise, divisor); | ||
bmVertexAttribI(index, components, stride, type, divisor); | bmVertexAttribI(index, components, stride, type, divisor); | ||
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drawing | =drawing= | ||
bmDrawElements(primtype, count, instances, baseVertex, baseInstance); | bmDrawElements(primtype, count, instances, baseVertex, baseInstance); | ||
bmDrawArrays(primtype, count, instances, baseInstance); | bmDrawArrays(primtype, count, instances, baseInstance); | ||
//indirect functions | //indirect functions | ||
shaders | =shaders= | ||
BMShader sh = glCompileShader(shaderType, sourceType, size, *string); | BMShader sh = glCompileShader(shaderType, sourceType, size, *string); | ||
glGetShaderUCode(sh, &size, &ucodePtr); | glGetShaderUCode(sh, &size, &ucodePtr); | ||
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//functions for shader subroutines | //functions for shader subroutines | ||
memory | =memory= | ||
bmCopyToGPU(void *src, size, int64 dst); //+async version | bmCopyToGPU(void *src, size, int64 dst); //+async version | ||
bmCopyFromGPU(int64 src, size, void *dst); //+async version | bmCopyFromGPU(int64 src, size, void *dst); //+async version | ||
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misc | =misc= | ||
clear colour/depth/stencil functions | clear colour/depth/stencil functions | ||
viewport functions //+indexed versions | viewport functions //+indexed versions | ||
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point-sprites? | point-sprites? | ||
sync | =sync= | ||
gpu wait command | gpu wait command | ||
cpu wait command | cpu wait command | ||
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vertex/texture cache invalidation | vertex/texture cache invalidation | ||
timers | =timers= | ||
multisampling | =multisampling= | ||
transform feedback | =transform feedback= | ||
tessalation | =tessalation= | ||
queries | =queries= | ||
conditional rendering | conditional rendering | ||
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texture parameters | =texture parameters= | ||
format = TEXTURE_R8G8B8A8 | format = TEXTURE_R8G8B8A8 | ||
layout = linear | tiled | layout = linear | tiled | ||
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texture address parameters | =texture address parameters= | ||
x/y/z wrap modes | x/y/z wrap modes | ||
depth compare mode | depth compare mode | ||
texture filter parameters | =texture filter parameters= | ||
min filter | min filter | ||
max filter | max filter | ||
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surface parameters | =surface parameters= | ||
type = linear/tiled | type = linear/tiled | ||
Revision as of 14:26, 27 September 2011
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