Lumenarium/foldhaus_platform.h

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C
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#include "gs_language.h"
#include "gs_platform.h"
#include "foldhaus_memory.h"
#include "gs_string.h"
#include "gs_input.h"
#include "foldhaus_debug.h"
global_variable debug_services* GlobalDebugServices;
#include "gs_vector_matrix.h"
#include "foldhaus_renderer.h"
typedef struct context context;
// Application Functions
#define INITIALIZE_APPLICATION(name) void name(context Context)
typedef INITIALIZE_APPLICATION(initialize_application);
#define UPDATE_AND_RENDER(name) void name(context Context, input Input, render_command_buffer* RenderBuffer)
typedef UPDATE_AND_RENDER(update_and_render);
#define RELOAD_STATIC_DATA(name) void name(context Context, debug_services* DebugServices)
typedef RELOAD_STATIC_DATA(reload_static_data);
#define CLEANUP_APPLICATION(name) void name(context Context)
typedef CLEANUP_APPLICATION(cleanup_application);
// Platform Functions
typedef struct platform_font_info platform_font_info;
#define GET_FONT_INFO(name) platform_font_info name(char* FontName, s32 PixelHeight)
typedef GET_FONT_INFO(platform_get_font_info);
#define DRAW_FONT_CODEPOINT(name) void name(u8* DestBuffer, s32 DestBufferWidth, s32 DestBufferHeight, u32 XOffset, u32 YOffset, char Codepoint, platform_font_info FontInfo, u32* OutWidth, u32* OutHeight)
typedef DRAW_FONT_CODEPOINT(platform_draw_font_codepoint);
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// Worker Threads
#define THREADED_WORK_PROC(name) void name(s32 ThreadID, void* Data)
typedef THREADED_WORK_PROC(threaded_work_proc);
typedef struct work_queue work_queue;
#define PUSH_WORK_ON_QUEUE(name) void name(work_queue* Queue, threaded_work_proc* WorkProc, void* Data)
typedef PUSH_WORK_ON_QUEUE(push_work_on_queue);
#define DO_QUEUE_WORK_UNTIL_DONE(name) void name(work_queue* Queue, s32 ThreadID)
typedef DO_QUEUE_WORK_UNTIL_DONE(do_queue_work_until_done);
#define RESET_WORK_QUEUE(name) void name(work_queue* Queue)
typedef RESET_WORK_QUEUE(reset_work_queue);
struct worker_thread_job
{
void* Data;
threaded_work_proc* WorkProc;
};
struct work_queue
{
HANDLE SemaphoreHandle;
u32 JobsMax;
u32 volatile JobsCount;
u32 volatile NextJobIndex;
u32 volatile JobsCompleted;
worker_thread_job Jobs[256];
// Work Queue
push_work_on_queue* PushWorkOnQueue;
do_queue_work_until_done* DoQueueWorkUntilDone;
reset_work_queue* ResetWorkQueue;
};
RESET_WORK_QUEUE(ResetWorkQueue)
{
for (u32 i = 0; i < Queue->JobsMax; i++)
{
Queue->Jobs[i].Data = 0;
Queue->Jobs[i].WorkProc = 0;
}
Queue->JobsCount = 0;
Queue->NextJobIndex = 0;
Queue->JobsCompleted = 0;
}
struct context
{
u8* MemoryBase;
u32 MemorySize;
b32 WindowIsVisible;
r32 WindowWidth;
r32 WindowHeight;
r32 DeltaTime;
// Application Services
initialize_application* InitializeApplication;
reload_static_data* ReloadStaticData;
update_and_render* UpdateAndRender;
cleanup_application* CleanupApplication;
// Platform Services
work_queue* GeneralWorkQueue;
platform_alloc* PlatformAlloc;
platform_free* PlatformFree;
platform_read_entire_file* PlatformReadEntireFile;
platform_write_entire_file* PlatformWriteEntireFile;
platform_get_file_path* PlatformGetFilePath;
platform_get_gpu_texture_handle* PlatformGetGPUTextureHandle;
platform_get_font_info* PlatformGetFontInfo;
platform_draw_font_codepoint* PlatformDrawFontCodepoint;
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platform_get_socket_handle* PlatformGetSocketHandle;
platform_get_send_address* PlatformGetSendAddress;
platform_set_socket_option* PlatformSetSocketOption;
platform_send_to* PlatformSendTo;
platform_close_socket* PlatformCloseSocket;
};