Clear and AcquireSwapchainTexture ABI break
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8f9aaf6d61
commit
2a9286f31e
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@ -1 +1 @@
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Subproject commit 848db820a6de3437f44e8e45f4c274f40bbfae27
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Subproject commit 237c3aebb6cfe0ec11f6de6134a07bac4735ede8
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@ -541,44 +541,6 @@ namespace MoonWorks.Graphics
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}
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}
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/// <summary>
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/// Clears the render targets on the current framebuffer to a single color or depth/stencil value.
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/// NOTE: It is recommended that you clear when beginning render passes unless you have a good reason to clear mid-pass.
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/// </summary>
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/// <param name="clearRect">The area of the framebuffer to clear.</param>
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/// <param name="clearOptions">Whether to clear colors, depth, or stencil value, or multiple.</param>
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/// <param name="depthStencilClearValue">The depth/stencil clear values. Will be ignored if color is not provided in ClearOptions.</param>
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/// <param name="clearColors">The color clear values. Must provide one per render target. Can be omitted if depth/stencil is not cleared.</param>
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public unsafe void Clear(
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in Rect clearRect,
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ClearOptionsFlags clearOptions,
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in DepthStencilValue depthStencilClearValue,
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params Vector4[] clearColors
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)
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{
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Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
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for (var i = 0; i < clearColors.Length; i++)
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{
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colors[i] = new Refresh.Vec4
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{
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x = clearColors[i].X,
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y = clearColors[i].Y,
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z = clearColors[i].Z,
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w = clearColors[i].W
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};
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}
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Refresh.Refresh_Clear(
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Device.Handle,
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Handle,
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clearRect.ToRefresh(),
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(Refresh.ClearOptionsFlags) clearOptions,
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(IntPtr) colors,
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(uint) clearColors.Length,
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depthStencilClearValue.ToRefresh()
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);
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}
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/// <summary>
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/// Draws using instanced rendering.
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/// It is an error to call this method unless two vertex buffers have been bound.
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@ -687,7 +649,9 @@ namespace MoonWorks.Graphics
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var texturePtr = Refresh.Refresh_AcquireSwapchainTexture(
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Device.Handle,
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Handle,
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window.Handle
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window.Handle,
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out var width,
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out var height
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);
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if (texturePtr == IntPtr.Zero)
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@ -699,8 +663,8 @@ namespace MoonWorks.Graphics
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Device,
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texturePtr,
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Device.GetSwapchainFormat(window),
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window.Width,
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window.Height
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width,
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height
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);
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}
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