4coder/code/generated/graphics_api.h

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A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
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/* Generated by "4ed_graphics_api.cpp" */
#define graphics_get_texture_sig() u32 graphics_get_texture(Vec3_i32 dim, Texture_Kind texture_kind)
#define graphics_fill_texture_sig() b32 graphics_fill_texture(Texture_Kind texture_kind, u32 texture, Vec3_i32 p, Vec3_i32 dim, void* data)
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
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#define graphics_free_texture_sig() void graphics_free_texture(u32 texid)
typedef u32 graphics_get_texture_type(Vec3_i32 dim, Texture_Kind texture_kind);
typedef b32 graphics_fill_texture_type(Texture_Kind texture_kind, u32 texture, Vec3_i32 p, Vec3_i32 dim, void* data);
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
2025-01-06 17:37:44 +00:00
typedef void graphics_free_texture_type(u32 texid);
struct API_VTable_graphics{
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
2025-01-06 17:37:44 +00:00
graphics_get_texture_type *get_texture;
graphics_fill_texture_type *fill_texture;
graphics_free_texture_type *free_texture;
};
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
2025-01-06 17:37:44 +00:00
#if defined(STATIC_LINK_API)
internal u32 graphics_get_texture(Vec3_i32 dim, Texture_Kind texture_kind);
internal b32 graphics_fill_texture(Texture_Kind texture_kind, u32 texture, Vec3_i32 p, Vec3_i32 dim, void* data);
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
2025-01-06 17:37:44 +00:00
internal void graphics_free_texture(u32 texid);
#undef STATIC_LINK_API
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
2025-01-06 17:37:44 +00:00
#elif defined(DYNAMIC_LINK_API)
global graphics_get_texture_type *graphics_get_texture = 0;
global graphics_fill_texture_type *graphics_fill_texture = 0;
A user reported on the handmade network discord an issue where when you change the font size (e.g. ctrl + scroll up/down) 4coder was crashing. They were using the D3D11 renderer. The crash is caused by dereferencing a invalid pointer to a texture. The D3D11 renderer as a arbitrary limit of 32 textures (there is normally no reason to have more than 2 or 3 textures in 4coder) because it needs to keep track of a few pointer in its state, while OpenGL doesn't (it just uses the id returned by `glGenTexture`). The code that recreate the texture atlas when changing the font size, never frees the previous texture, so both DirectX and OpenGL are leaking texture. So this fix just frees the previous texture after 4coder successfully creates a new one. If for some reason the new texture can't be created, we continue using the last one. This is better than crashing as we can still use 4coder, but since we can't change font size anymore the editor might be stuck with a uncomfortable font size. Unfortunately 4coder doesn't expose a way to delete texture outside the platform layer, and the font size code is not in the platform layer. So I had to expose a `free texture` function, which lead me to understand how 4coder generates API in the `generated` folder. I updated the README to keep that information somewhere since it's not clear from the get go. The basic idea is that there are a few files that you can compile as a small standalone program and run to generate the files. For the graphics api, you need to compile `4ed_graphics_api.cpp`. I took some time to also modify a little the generator so that the generated file contains the name of the file that generated them, and added a bit of indentation to make the file a bit more readable (even if we're not supposed to modify them).
2025-01-06 17:37:44 +00:00
global graphics_free_texture_type *graphics_free_texture = 0;
#undef DYNAMIC_LINK_API
#endif