Clear and AcquireSwapchainTexture ABI break
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				|  | @ -1 +1 @@ | |||
| Subproject commit 848db820a6de3437f44e8e45f4c274f40bbfae27 | ||||
| Subproject commit 237c3aebb6cfe0ec11f6de6134a07bac4735ede8 | ||||
|  | @ -541,44 +541,6 @@ namespace MoonWorks.Graphics | |||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Clears the render targets on the current framebuffer to a single color or depth/stencil value. | ||||
| 		/// NOTE: It is recommended that you clear when beginning render passes unless you have a good reason to clear mid-pass. | ||||
| 		/// </summary> | ||||
| 		/// <param name="clearRect">The area of the framebuffer to clear.</param> | ||||
| 		/// <param name="clearOptions">Whether to clear colors, depth, or stencil value, or multiple.</param> | ||||
| 		/// <param name="depthStencilClearValue">The depth/stencil clear values. Will be ignored if color is not provided in ClearOptions.</param> | ||||
| 		/// <param name="clearColors">The color clear values. Must provide one per render target. Can be omitted if depth/stencil is not cleared.</param> | ||||
| 		public unsafe void Clear( | ||||
| 			in Rect clearRect, | ||||
| 			ClearOptionsFlags clearOptions, | ||||
| 			in DepthStencilValue depthStencilClearValue, | ||||
| 			params Vector4[] clearColors | ||||
| 		) | ||||
| 		{ | ||||
| 			Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length]; | ||||
| 			for (var i = 0; i < clearColors.Length; i++) | ||||
| 			{ | ||||
| 				colors[i] = new Refresh.Vec4 | ||||
| 				{ | ||||
| 					x = clearColors[i].X, | ||||
| 					y = clearColors[i].Y, | ||||
| 					z = clearColors[i].Z, | ||||
| 					w = clearColors[i].W | ||||
| 				}; | ||||
| 			} | ||||
| 
 | ||||
| 			Refresh.Refresh_Clear( | ||||
| 				Device.Handle, | ||||
| 				Handle, | ||||
| 				clearRect.ToRefresh(), | ||||
| 				(Refresh.ClearOptionsFlags) clearOptions, | ||||
| 				(IntPtr) colors, | ||||
| 				(uint) clearColors.Length, | ||||
| 				depthStencilClearValue.ToRefresh() | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Draws using instanced rendering. | ||||
| 		/// It is an error to call this method unless two vertex buffers have been bound. | ||||
|  | @ -687,7 +649,9 @@ namespace MoonWorks.Graphics | |||
| 			var texturePtr = Refresh.Refresh_AcquireSwapchainTexture( | ||||
| 				Device.Handle, | ||||
| 				Handle, | ||||
| 				window.Handle | ||||
| 				window.Handle, | ||||
| 				out var width, | ||||
| 				out var height | ||||
| 			); | ||||
| 
 | ||||
| 			if (texturePtr == IntPtr.Zero) | ||||
|  | @ -699,8 +663,8 @@ namespace MoonWorks.Graphics | |||
| 				Device, | ||||
| 				texturePtr, | ||||
| 				Device.GetSwapchainFormat(window), | ||||
| 				window.Width, | ||||
| 				window.Height | ||||
| 				width, | ||||
| 				height | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
|  |  | |||
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