type alias refactor

This commit is contained in:
2026-03-04 16:26:17 -05:00
parent 75ac2883f7
commit fb358e3c4b
19 changed files with 614 additions and 603 deletions

View File

@@ -170,17 +170,17 @@ struct FrameContext {
struct Renderer {
HWND hwnd;
int32_t width;
int32_t height;
int32_t frame_count;
S32 width;
S32 height;
S32 frame_count;
UINT frame_index;
ID3D12Device *device;
ID3D12CommandQueue *command_queue;
IDXGISwapChain3 *swap_chain;
HANDLE swap_chain_waitable;
bool swap_chain_occluded;
bool tearing_support;
B32 swap_chain_occluded;
B32 tearing_support;
ID3D12DescriptorHeap *rtv_heap;
ID3D12DescriptorHeap *srv_heap;
@@ -198,7 +198,7 @@ struct Renderer {
ID3D12RootSignature *root_signature;
ID3D12PipelineState *pipeline_state;
// Per-frame vertex/index buffers (double-buffered)
// Per-frame vertex/index buffers (F64-buffered)
ID3D12Resource *vertex_buffers[NUM_BACK_BUFFERS];
ID3D12Resource *index_buffers[NUM_BACK_BUFFERS];
void *vb_mapped[NUM_BACK_BUFFERS];
@@ -220,15 +220,15 @@ struct Renderer {
F32 measure_font_size;
// Clear color
float clear_r = 0.12f;
float clear_g = 0.12f;
float clear_b = 0.13f;
F32 clear_r = 0.12f;
F32 clear_g = 0.12f;
F32 clear_b = 0.13f;
};
////////////////////////////////
// DX12 infrastructure
static bool create_device(Renderer *r) {
static B32 create_device(Renderer *r) {
#ifdef DX12_ENABLE_DEBUG_LAYER
ID3D12Debug *debug = nullptr;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debug)))) {
@@ -254,7 +254,7 @@ static bool create_device(Renderer *r) {
return true;
}
static bool create_command_queue(Renderer *r) {
static B32 create_command_queue(Renderer *r) {
D3D12_COMMAND_QUEUE_DESC desc = {};
desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
@@ -262,7 +262,7 @@ static bool create_command_queue(Renderer *r) {
return r->device->CreateCommandQueue(&desc, IID_PPV_ARGS(&r->command_queue)) == S_OK;
}
static bool create_descriptor_heaps(Renderer *r) {
static B32 create_descriptor_heaps(Renderer *r) {
// RTV heap
{
D3D12_DESCRIPTOR_HEAP_DESC desc = {};
@@ -275,7 +275,7 @@ static bool create_descriptor_heaps(Renderer *r) {
SIZE_T rtv_size = r->device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV);
D3D12_CPU_DESCRIPTOR_HANDLE handle = r->rtv_heap->GetCPUDescriptorHandleForHeapStart();
for (int i = 0; i < NUM_BACK_BUFFERS; i++) {
for (S32 i = 0; i < NUM_BACK_BUFFERS; i++) {
r->rtv_descriptors[i] = handle;
handle.ptr += rtv_size;
}
@@ -294,8 +294,8 @@ static bool create_descriptor_heaps(Renderer *r) {
return true;
}
static bool create_frame_resources(Renderer *r) {
for (int i = 0; i < r->frame_count; i++) {
static B32 create_frame_resources(Renderer *r) {
for (S32 i = 0; i < r->frame_count; i++) {
if (r->device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT,
IID_PPV_ARGS(&r->frames[i].command_allocator)) != S_OK)
return false;
@@ -315,7 +315,7 @@ static bool create_frame_resources(Renderer *r) {
return r->fence_event != nullptr;
}
static bool create_swap_chain(Renderer *r) {
static B32 create_swap_chain(Renderer *r) {
DXGI_SWAP_CHAIN_DESC1 sd = {};
sd.BufferCount = NUM_BACK_BUFFERS;
sd.Width = 0;
@@ -413,7 +413,7 @@ static void ensure_measure_font(Renderer *r, F32 font_size) {
if (r->measure_font) DeleteObject(r->measure_font);
r->measure_font = CreateFontW(
-(int)(font_size + 0.5f), 0, 0, 0,
-(S32)(font_size + 0.5f), 0, 0, 0,
FW_NORMAL, FALSE, FALSE, FALSE,
DEFAULT_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS,
CLEARTYPE_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
@@ -423,18 +423,18 @@ static void ensure_measure_font(Renderer *r, F32 font_size) {
SelectObject(r->measure_dc, r->measure_font);
}
static bool create_font_atlas(Renderer *r, F32 font_size) {
const int SS = 2; // supersample factor
static B32 create_font_atlas(Renderer *r, F32 font_size) {
const S32 SS = 2; // supersample factor
F32 render_size = font_size * SS;
int render_w = FONT_ATLAS_W * SS;
int render_h = FONT_ATLAS_H * SS;
S32 render_w = FONT_ATLAS_W * SS;
S32 render_h = FONT_ATLAS_H * SS;
r->font_atlas_size = font_size;
// Create a GDI bitmap to render glyphs at supersampled resolution
HDC dc = CreateCompatibleDC(nullptr);
HFONT font = CreateFontW(
-(int)(render_size + 0.5f), 0, 0, 0,
-(S32)(render_size + 0.5f), 0, 0, 0,
FW_NORMAL, FALSE, FALSE, FALSE,
DEFAULT_CHARSET, OUT_TT_PRECIS, CLIP_DEFAULT_PRECIS,
ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
@@ -468,16 +468,16 @@ static bool create_font_atlas(Renderer *r, F32 font_size) {
SetBkMode(dc, TRANSPARENT);
// Render each glyph at supersampled resolution
int pen_x = SS, pen_y = SS;
int row_height = 0;
S32 pen_x = SS, pen_y = SS;
S32 row_height = 0;
for (int i = 0; i < GLYPH_COUNT; i++) {
for (S32 i = 0; i < GLYPH_COUNT; i++) {
char ch = (char)(GLYPH_FIRST + i);
SIZE ch_size = {};
GetTextExtentPoint32A(dc, &ch, 1, &ch_size);
int gw = ch_size.cx + 2 * SS; // padding scaled by SS
int gh = ch_size.cy + 2 * SS;
S32 gw = ch_size.cx + 2 * SS; // padding scaled by SS
S32 gh = ch_size.cy + 2 * SS;
if (pen_x + gw >= render_w) {
pen_x = SS;
@@ -507,16 +507,16 @@ static bool create_font_atlas(Renderer *r, F32 font_size) {
// Box-filter downsample from supersampled resolution to atlas resolution
U8 *atlas_data = (U8 *)malloc(FONT_ATLAS_W * FONT_ATLAS_H);
U8 *src = (U8 *)dib_bits;
for (int y = 0; y < FONT_ATLAS_H; y++) {
for (int x = 0; x < FONT_ATLAS_W; x++) {
int sum = 0;
for (int sy = 0; sy < SS; sy++) {
for (int sx = 0; sx < SS; sx++) {
int src_idx = ((y * SS + sy) * render_w + (x * SS + sx)) * 4;
for (S32 y = 0; y < FONT_ATLAS_H; y++) {
for (S32 x = 0; x < FONT_ATLAS_W; x++) {
S32 sum = 0;
for (S32 sy = 0; sy < SS; sy++) {
for (S32 sx = 0; sx < SS; sx++) {
S32 src_idx = ((y * SS + sy) * render_w + (x * SS + sx)) * 4;
sum += src[src_idx + 2]; // R channel from BGRA
}
}
float a = (float)sum / (float)(SS * SS * 255);
F32 a = (F32)sum / (F32)(SS * SS * 255);
a = powf(a, 0.55f);
atlas_data[y * FONT_ATLAS_W + x] = (U8)(a * 255.0f + 0.5f);
}
@@ -573,7 +573,7 @@ static bool create_font_atlas(Renderer *r, F32 font_size) {
D3D12_RANGE read_range = {0, 0};
upload_buf->Map(0, &read_range, &mapped);
U8 *dst = (U8 *)mapped;
for (int y = 0; y < FONT_ATLAS_H; y++) {
for (S32 y = 0; y < FONT_ATLAS_H; y++) {
memcpy(dst + y * footprint.Footprint.RowPitch,
atlas_data + y * FONT_ATLAS_W,
FONT_ATLAS_W);
@@ -631,7 +631,7 @@ static bool create_font_atlas(Renderer *r, F32 font_size) {
////////////////////////////////
// UI rendering pipeline setup
static bool create_ui_pipeline(Renderer *r) {
static B32 create_ui_pipeline(Renderer *r) {
ID3DBlob *vs_blob = nullptr;
ID3DBlob *ps_blob = nullptr;
ID3DBlob *error_blob = nullptr;
@@ -769,11 +769,11 @@ static bool create_ui_pipeline(Renderer *r) {
return SUCCEEDED(hr);
}
static bool create_ui_buffers(Renderer *r) {
static B32 create_ui_buffers(Renderer *r) {
D3D12_HEAP_PROPERTIES heap_props = {};
heap_props.Type = D3D12_HEAP_TYPE_UPLOAD;
for (int i = 0; i < NUM_BACK_BUFFERS; i++) {
for (S32 i = 0; i < NUM_BACK_BUFFERS; i++) {
D3D12_RESOURCE_DESC buf_desc = {};
buf_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
buf_desc.Width = MAX_VERTICES * sizeof(UIVertex);
@@ -792,7 +792,7 @@ static bool create_ui_buffers(Renderer *r) {
r->vertex_buffers[i]->Map(0, &read_range, &r->vb_mapped[i]);
}
for (int i = 0; i < NUM_BACK_BUFFERS; i++) {
for (S32 i = 0; i < NUM_BACK_BUFFERS; i++) {
D3D12_RESOURCE_DESC buf_desc = {};
buf_desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
buf_desc.Width = MAX_INDICES * sizeof(U32);
@@ -817,7 +817,7 @@ static bool create_ui_buffers(Renderer *r) {
////////////////////////////////
// Text measurement callback for UI system
Vec2F32 renderer_measure_text(const char *text, int32_t length, float font_size, void *user_data) {
Vec2F32 renderer_measure_text(const char *text, S32 length, F32 font_size, void *user_data) {
Renderer *r = (Renderer *)user_data;
if (!r || length == 0) return v2f32(0, font_size);
@@ -839,12 +839,12 @@ struct DrawBatch {
};
static void emit_quad(DrawBatch *batch,
float x0, float y0, float x1, float y1,
float u0, float v0, float u1, float v1,
float cr, float cg, float cb, float ca,
float rmin_x, float rmin_y, float rmax_x, float rmax_y,
float cr_tl, float cr_tr, float cr_br, float cr_bl,
float border_thickness, float softness, float mode)
F32 x0, F32 y0, F32 x1, F32 y1,
F32 u0, F32 v0, F32 u1, F32 v1,
F32 cr, F32 cg, F32 cb, F32 ca,
F32 rmin_x, F32 rmin_y, F32 rmax_x, F32 rmax_y,
F32 cr_tl, F32 cr_tr, F32 cr_br, F32 cr_bl,
F32 border_thickness, F32 softness, F32 mode)
{
if (batch->vertex_count + 4 > MAX_VERTICES || batch->index_count + 6 > MAX_INDICES)
return;
@@ -853,9 +853,9 @@ static void emit_quad(DrawBatch *batch,
UIVertex *v = &batch->vertices[base];
// For SDF mode, expand quad slightly for anti-aliasing
float px0 = x0, py0 = y0, px1 = x1, py1 = y1;
F32 px0 = x0, py0 = y0, px1 = x1, py1 = y1;
if (mode < 0.5f) {
float pad = softness + 1.0f;
F32 pad = softness + 1.0f;
px0 -= pad; py0 -= pad; px1 += pad; py1 += pad;
}
@@ -864,7 +864,7 @@ static void emit_quad(DrawBatch *batch,
v[2].pos[0] = px1; v[2].pos[1] = py1; v[2].uv[0] = u1; v[2].uv[1] = v1;
v[3].pos[0] = px0; v[3].pos[1] = py1; v[3].uv[0] = u0; v[3].uv[1] = v1;
for (int i = 0; i < 4; i++) {
for (S32 i = 0; i < 4; i++) {
v[i].col[0] = cr; v[i].col[1] = cg; v[i].col[2] = cb; v[i].col[3] = ca;
v[i].rect_min[0] = rmin_x; v[i].rect_min[1] = rmin_y;
v[i].rect_max[0] = rmax_x; v[i].rect_max[1] = rmax_y;
@@ -884,10 +884,10 @@ static void emit_quad(DrawBatch *batch,
}
static void emit_quad_rotated(DrawBatch *batch,
float x0, float y0, float x1, float y1,
float u0, float v0, float u1, float v1,
float cr, float cg, float cb, float ca,
float angle_rad)
F32 x0, F32 y0, F32 x1, F32 y1,
F32 u0, F32 v0, F32 u1, F32 v1,
F32 cr, F32 cg, F32 cb, F32 ca,
F32 angle_rad)
{
if (batch->vertex_count + 4 > MAX_VERTICES || batch->index_count + 6 > MAX_INDICES)
return;
@@ -895,13 +895,13 @@ static void emit_quad_rotated(DrawBatch *batch,
U32 base = batch->vertex_count;
UIVertex *v = &batch->vertices[base];
float cx = (x0 + x1) * 0.5f;
float cy = (y0 + y1) * 0.5f;
float cosA = cosf(angle_rad);
float sinA = sinf(angle_rad);
F32 cx = (x0 + x1) * 0.5f;
F32 cy = (y0 + y1) * 0.5f;
F32 cosA = cosf(angle_rad);
F32 sinA = sinf(angle_rad);
float dx0 = x0 - cx, dy0 = y0 - cy;
float dx1 = x1 - cx, dy1 = y1 - cy;
F32 dx0 = x0 - cx, dy0 = y0 - cy;
F32 dx1 = x1 - cx, dy1 = y1 - cy;
v[0].pos[0] = cx + dx0 * cosA - dy0 * sinA;
v[0].pos[1] = cy + dx0 * sinA + dy0 * cosA;
@@ -919,7 +919,7 @@ static void emit_quad_rotated(DrawBatch *batch,
v[3].pos[1] = cy + dx0 * sinA + dy1 * cosA;
v[3].uv[0] = u0; v[3].uv[1] = v1;
for (int i = 0; i < 4; i++) {
for (S32 i = 0; i < 4; i++) {
v[i].col[0] = cr; v[i].col[1] = cg; v[i].col[2] = cb; v[i].col[3] = ca;
v[i].rect_min[0] = 0; v[i].rect_min[1] = 0;
v[i].rect_max[0] = 0; v[i].rect_max[1] = 0;
@@ -939,10 +939,10 @@ static void emit_quad_rotated(DrawBatch *batch,
}
static void emit_rect(DrawBatch *batch,
float x0, float y0, float x1, float y1,
float cr, float cg, float cb, float ca,
float cr_tl, float cr_tr, float cr_br, float cr_bl,
float border_thickness, float softness)
F32 x0, F32 y0, F32 x1, F32 y1,
F32 cr, F32 cg, F32 cb, F32 ca,
F32 cr_tl, F32 cr_tr, F32 cr_br, F32 cr_bl,
F32 border_thickness, F32 softness)
{
emit_quad(batch, x0, y0, x1, y1,
0, 0, 0, 0,
@@ -953,11 +953,11 @@ static void emit_rect(DrawBatch *batch,
}
static void emit_rect_vgradient(DrawBatch *batch,
float x0, float y0, float x1, float y1,
float tr, float tg, float tb, float ta,
float br, float bg, float bb_, float ba,
float cr_tl, float cr_tr, float cr_br, float cr_bl,
float softness)
F32 x0, F32 y0, F32 x1, F32 y1,
F32 tr, F32 tg, F32 tb, F32 ta,
F32 br, F32 bg, F32 bb_, F32 ba,
F32 cr_tl, F32 cr_tr, F32 cr_br, F32 cr_bl,
F32 softness)
{
if (batch->vertex_count + 4 > MAX_VERTICES || batch->index_count + 6 > MAX_INDICES)
return;
@@ -965,8 +965,8 @@ static void emit_rect_vgradient(DrawBatch *batch,
U32 base = batch->vertex_count;
UIVertex *v = &batch->vertices[base];
float pad = softness + 1.0f;
float px0 = x0 - pad, py0 = y0 - pad, px1 = x1 + pad, py1 = y1 + pad;
F32 pad = softness + 1.0f;
F32 px0 = x0 - pad, py0 = y0 - pad, px1 = x1 + pad, py1 = y1 + pad;
v[0].pos[0] = px0; v[0].pos[1] = py0; v[0].uv[0] = 0; v[0].uv[1] = 0;
v[1].pos[0] = px1; v[1].pos[1] = py0; v[1].uv[0] = 0; v[1].uv[1] = 0;
@@ -979,7 +979,7 @@ static void emit_rect_vgradient(DrawBatch *batch,
v[2].col[0] = br; v[2].col[1] = bg; v[2].col[2] = bb_; v[2].col[3] = ba;
v[3].col[0] = br; v[3].col[1] = bg; v[3].col[2] = bb_; v[3].col[3] = ba;
for (int i = 0; i < 4; i++) {
for (S32 i = 0; i < 4; i++) {
v[i].rect_min[0] = x0; v[i].rect_min[1] = y0;
v[i].rect_max[0] = x1; v[i].rect_max[1] = y1;
v[i].corner_radii[0] = cr_tl; v[i].corner_radii[1] = cr_tr;
@@ -998,16 +998,16 @@ static void emit_rect_vgradient(DrawBatch *batch,
}
static void emit_text_glyphs(DrawBatch *batch, Renderer *r,
Clay_BoundingBox bbox, Clay_Color color, const char *text, int32_t text_len,
uint16_t font_size)
Clay_BoundingBox bbox, Clay_Color color, const char *text, S32 text_len,
U16 font_size)
{
if (text_len == 0 || color.a < 0.1f) return;
// Color is 0-255 in Clay convention, normalize to 0-1
float cr = color.r / 255.f;
float cg = color.g / 255.f;
float cb = color.b / 255.f;
float ca = color.a / 255.f;
F32 cr = color.r / 255.f;
F32 cg = color.g / 255.f;
F32 cb = color.b / 255.f;
F32 ca = color.a / 255.f;
F32 scale = (F32)font_size / r->font_atlas_size;
F32 text_h = r->font_line_height * scale;
@@ -1016,18 +1016,18 @@ static void emit_text_glyphs(DrawBatch *batch, Renderer *r,
F32 x = floorf(bbox.x + 0.5f);
F32 y = floorf(bbox.y + (bbox.height - text_h) * 0.5f + 0.5f);
for (int32_t i = 0; i < text_len; i++) {
for (S32 i = 0; i < text_len; i++) {
char ch = text[i];
if (ch < GLYPH_FIRST || ch > GLYPH_LAST) {
if (ch == ' ') {
int gi = ' ' - GLYPH_FIRST;
S32 gi = ' ' - GLYPH_FIRST;
if (gi >= 0 && gi < GLYPH_COUNT)
x += r->glyphs[gi].x_advance * scale;
continue;
}
ch = '?';
}
int gi = ch - GLYPH_FIRST;
S32 gi = ch - GLYPH_FIRST;
if (gi < 0 || gi >= GLYPH_COUNT) continue;
GlyphInfo *g = &r->glyphs[gi];
@@ -1056,7 +1056,7 @@ static void flush_batch(Renderer *r, DrawBatch *batch, UINT buf_idx, U32 *flush_
r->command_list->SetPipelineState(r->pipeline_state);
r->command_list->SetGraphicsRootSignature(r->root_signature);
float constants[4] = { (float)r->width, (float)r->height, 0, 0 };
F32 constants[4] = { (F32)r->width, (F32)r->height, 0, 0 };
r->command_list->SetGraphicsRoot32BitConstants(0, 4, constants, 0);
// Bind texture (font or icon)
@@ -1122,7 +1122,7 @@ void renderer_destroy(Renderer *r) {
wait_for_pending(r);
for (int i = 0; i < NUM_BACK_BUFFERS; i++) {
for (S32 i = 0; i < NUM_BACK_BUFFERS; i++) {
if (r->vertex_buffers[i]) r->vertex_buffers[i]->Release();
if (r->index_buffers[i]) r->index_buffers[i]->Release();
}
@@ -1139,7 +1139,7 @@ void renderer_destroy(Renderer *r) {
if (r->swap_chain) { r->swap_chain->SetFullscreenState(false, nullptr); r->swap_chain->Release(); }
if (r->swap_chain_waitable) CloseHandle(r->swap_chain_waitable);
for (int i = 0; i < r->frame_count; i++)
for (S32 i = 0; i < r->frame_count; i++)
if (r->frames[i].command_allocator) r->frames[i].command_allocator->Release();
if (r->command_queue) r->command_queue->Release();
if (r->command_list) r->command_list->Release();
@@ -1160,7 +1160,7 @@ void renderer_destroy(Renderer *r) {
delete r;
}
bool renderer_begin_frame(Renderer *r) {
B32 renderer_begin_frame(Renderer *r) {
if ((r->swap_chain_occluded && r->swap_chain->Present(0, DXGI_PRESENT_TEST) == DXGI_STATUS_OCCLUDED)
|| IsIconic(r->hwnd))
{
@@ -1188,7 +1188,7 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET;
r->command_list->ResourceBarrier(1, &barrier);
const float clear_color[4] = { r->clear_r, r->clear_g, r->clear_b, 1.0f };
const F32 clear_color[4] = { r->clear_r, r->clear_g, r->clear_b, 1.0f };
r->command_list->ClearRenderTargetView(r->rtv_descriptors[back_buffer_idx], clear_color, 0, nullptr);
r->command_list->OMSetRenderTargets(1, &r->rtv_descriptors[back_buffer_idx], FALSE, nullptr);
@@ -1210,7 +1210,7 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
batch.index_count = 0;
// Track which texture is currently bound (0 = font, 1 = icon)
int bound_texture = 0;
S32 bound_texture = 0;
U32 flush_index_start = 0;
auto bind_font = [&]() {
@@ -1228,7 +1228,7 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
}
};
for (int32_t i = 0; i < render_commands.length; i++) {
for (S32 i = 0; i < render_commands.length; i++) {
Clay_RenderCommand *cmd = Clay_RenderCommandArray_Get(&render_commands, i);
Clay_BoundingBox bb = cmd->boundingBox;
@@ -1247,15 +1247,15 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
case CLAY_RENDER_COMMAND_TYPE_BORDER: {
Clay_BorderRenderData *border = &cmd->renderData.border;
Clay_Color c = border->color;
float cr_norm = c.r / 255.f;
float cg_norm = c.g / 255.f;
float cb_norm = c.b / 255.f;
float ca_norm = c.a / 255.f;
F32 cr_norm = c.r / 255.f;
F32 cg_norm = c.g / 255.f;
F32 cb_norm = c.b / 255.f;
F32 ca_norm = c.a / 255.f;
// Use SDF rounded border when corner radius is present and widths are uniform
Clay_CornerRadius cr = border->cornerRadius;
bool has_radius = cr.topLeft > 0 || cr.topRight > 0 || cr.bottomLeft > 0 || cr.bottomRight > 0;
bool uniform = border->width.top == border->width.bottom &&
B32 has_radius = cr.topLeft > 0 || cr.topRight > 0 || cr.bottomLeft > 0 || cr.bottomRight > 0;
B32 uniform = border->width.top == border->width.bottom &&
border->width.top == border->width.left &&
border->width.top == border->width.right &&
border->width.top > 0;
@@ -1265,7 +1265,7 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
bb.x, bb.y, bb.x + bb.width, bb.y + bb.height,
cr_norm, cg_norm, cb_norm, ca_norm,
cr.topLeft, cr.topRight, cr.bottomRight, cr.bottomLeft,
(float)border->width.top, 1.0f);
(F32)border->width.top, 1.0f);
} else {
if (border->width.top > 0) {
emit_rect(&batch, bb.x, bb.y, bb.x + bb.width, bb.y + border->width.top,
@@ -1335,8 +1335,8 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
bind_icon();
CustomIconData *icon = (CustomIconData *)custom->customData;
Clay_Color c = icon->color;
float cr = c.r / 255.f, cg = c.g / 255.f;
float cb = c.b / 255.f, ca = c.a / 255.f;
F32 cr = c.r / 255.f, cg = c.g / 255.f;
F32 cb = c.b / 255.f, ca = c.a / 255.f;
UI_IconInfo *info = &g_icons[icon->icon_id];
emit_quad(&batch,
bb.x, bb.y, bb.x + bb.width, bb.y + bb.height,
@@ -1349,8 +1349,8 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
bind_icon();
CustomRotatedIconData *ri = (CustomRotatedIconData *)custom->customData;
Clay_Color c = ri->color;
float cr = c.r / 255.f, cg = c.g / 255.f;
float cb = c.b / 255.f, ca = c.a / 255.f;
F32 cr = c.r / 255.f, cg = c.g / 255.f;
F32 cb = c.b / 255.f, ca = c.a / 255.f;
UI_IconInfo *info = &g_icons[ri->icon_id];
emit_quad_rotated(&batch,
bb.x, bb.y, bb.x + bb.width, bb.y + bb.height,
@@ -1386,7 +1386,7 @@ void renderer_end_frame(Renderer *r, Clay_RenderCommandArray render_commands) {
r->frame_index++;
}
void renderer_create_icon_atlas(Renderer *r, const uint8_t *data, int32_t w, int32_t h) {
void renderer_create_icon_atlas(Renderer *r, const U8 *data, S32 w, S32 h) {
// Create texture resource
D3D12_HEAP_PROPERTIES heap_props = {};
heap_props.Type = D3D12_HEAP_TYPE_DEFAULT;
@@ -1431,7 +1431,7 @@ void renderer_create_icon_atlas(Renderer *r, const uint8_t *data, int32_t w, int
D3D12_RANGE read_range = {0, 0};
upload_buf->Map(0, &read_range, &mapped);
U8 *dst = (U8 *)mapped;
for (int y = 0; y < h; y++) {
for (S32 y = 0; y < h; y++) {
memcpy(dst + y * footprint.Footprint.RowPitch, data + y * w * 4, w * 4);
}
upload_buf->Unmap(0, nullptr);
@@ -1481,7 +1481,7 @@ void renderer_create_icon_atlas(Renderer *r, const uint8_t *data, int32_t w, int
&srv_view, r->icon_srv_heap->GetCPUDescriptorHandleForHeapStart());
}
void renderer_resize(Renderer *r, int32_t width, int32_t height) {
void renderer_resize(Renderer *r, S32 width, S32 height) {
if (width <= 0 || height <= 0) return;
wait_for_pending(r);
@@ -1497,14 +1497,14 @@ void renderer_resize(Renderer *r, int32_t width, int32_t height) {
r->height = height;
}
void renderer_set_clear_color(Renderer *r, float cr, float cg, float cb) {
void renderer_set_clear_color(Renderer *r, F32 cr, F32 cg, F32 cb) {
r->clear_r = cr;
r->clear_g = cg;
r->clear_b = cb;
}
void renderer_set_font_scale(Renderer *r, float scale) {
float target_size = 15.0f * scale;
void renderer_set_font_scale(Renderer *r, F32 scale) {
F32 target_size = 15.0f * scale;
if (fabsf(target_size - r->font_atlas_size) < 0.1f) return;
wait_for_pending(r);
if (r->font_texture) { r->font_texture->Release(); r->font_texture = nullptr; }