renaming some SDL references
parent
baf51d2ee9
commit
35684df005
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@ -122,12 +122,12 @@ public class CommandBuffer
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AssertColorTarget(colorAttachmentInfo);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
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sdlColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
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refreshColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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1,
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(Refresh.DepthStencilAttachmentInfo*) nint.Zero
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);
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@ -170,13 +170,13 @@ public class CommandBuffer
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AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
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sdlColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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sdlColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
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refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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2,
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(Refresh.DepthStencilAttachmentInfo*) nint.Zero
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);
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@ -226,14 +226,14 @@ public class CommandBuffer
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AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoThree.TextureSlice.Texture);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
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sdlColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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sdlColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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sdlColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
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refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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3,
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(Refresh.DepthStencilAttachmentInfo*) nint.Zero
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);
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@ -289,15 +289,15 @@ public class CommandBuffer
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AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoFour.TextureSlice.Texture);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
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sdlColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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sdlColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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sdlColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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sdlColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
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refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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refreshColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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4,
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(Refresh.DepthStencilAttachmentInfo*) nint.Zero
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);
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@ -333,13 +333,13 @@ public class CommandBuffer
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AssertValidDepthAttachment(depthStencilAttachmentInfo);
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#endif
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var sdlDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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(Refresh.ColorAttachmentInfo*) nint.Zero,
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0,
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&sdlDepthStencilAttachmentInfo
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&refreshDepthStencilAttachmentInfo
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);
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var renderPass = Device.RenderPassPool.Obtain();
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@ -375,16 +375,16 @@ public class CommandBuffer
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AssertSameSampleCount(colorAttachmentInfo.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
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sdlColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
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refreshColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
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var sdlDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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1,
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&sdlDepthStencilAttachmentInfo
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&refreshDepthStencilAttachmentInfo
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);
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var renderPass = Device.RenderPassPool.Obtain();
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@ -430,17 +430,17 @@ public class CommandBuffer
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AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
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sdlColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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sdlColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
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refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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var sdlDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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2,
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&sdlDepthStencilAttachmentInfo
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&refreshDepthStencilAttachmentInfo
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);
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var renderPass = Device.RenderPassPool.Obtain();
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@ -493,18 +493,18 @@ public class CommandBuffer
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AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
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sdlColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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sdlColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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sdlColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
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refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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var sdlDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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3,
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&sdlDepthStencilAttachmentInfo
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&refreshDepthStencilAttachmentInfo
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);
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var renderPass = Device.RenderPassPool.Obtain();
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@ -564,19 +564,19 @@ public class CommandBuffer
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AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
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#endif
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var sdlColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
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sdlColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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sdlColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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sdlColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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sdlColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
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var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
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refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
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refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
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refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
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refreshColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
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var sdlDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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var renderPassHandle = Refresh.Refresh_BeginRenderPass(
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Handle,
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sdlColorAttachmentInfos,
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refreshColorAttachmentInfos,
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4,
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&sdlDepthStencilAttachmentInfo
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&refreshDepthStencilAttachmentInfo
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);
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var renderPass = Device.RenderPassPool.Obtain();
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@ -650,11 +650,11 @@ public class CommandBuffer
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computePassActive = true;
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#endif
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var sdlTextureBinding = readWriteTextureBinding.ToRefresh();
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var refreshTextureBinding = readWriteTextureBinding.ToRefresh();
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var computePassHandle = Refresh.Refresh_BeginComputePass(
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Handle,
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&sdlTextureBinding,
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&refreshTextureBinding,
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1,
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(Refresh.StorageBufferReadWriteBinding*) nint.Size,
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0
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@ -679,13 +679,13 @@ public class CommandBuffer
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computePassActive = true;
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#endif
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var sdlBufferBinding = readWriteBufferBinding.ToRefresh();
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var refreshBufferBinding = readWriteBufferBinding.ToRefresh();
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var computePassHandle = Refresh.Refresh_BeginComputePass(
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Handle,
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(Refresh.StorageTextureReadWriteBinding*) nint.Zero,
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0,
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&sdlBufferBinding,
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&refreshBufferBinding,
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1
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);
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@ -709,14 +709,14 @@ public class CommandBuffer
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computePassActive = true;
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#endif
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var sdlTextureBinding = readWriteTextureBinding.ToRefresh();
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var sdlBufferBinding = readWriteBufferBinding.ToRefresh();
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var refreshTextureBinding = readWriteTextureBinding.ToRefresh();
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var refreshBufferBinding = readWriteBufferBinding.ToRefresh();
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var computePassHandle = Refresh.Refresh_BeginComputePass(
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Handle,
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&sdlTextureBinding,
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&refreshTextureBinding,
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1,
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&sdlBufferBinding,
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&refreshBufferBinding,
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1
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);
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@ -740,19 +740,19 @@ public class CommandBuffer
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computePassActive = true;
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#endif
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var sdlTextureBindings = NativeMemory.Alloc(
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var refreshTextureBindings = NativeMemory.Alloc(
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(nuint) (readWriteTextureBindings.Length * Marshal.SizeOf<StorageTextureReadWriteBinding>())
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);
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var sdlBufferBindings = NativeMemory.Alloc(
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var refreshBufferBindings = NativeMemory.Alloc(
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(nuint) (readWriteBufferBindings.Length * Marshal.SizeOf<StorageBufferReadWriteBinding>())
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);
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var computePassHandle = Refresh.Refresh_BeginComputePass(
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Handle,
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(Refresh.StorageTextureReadWriteBinding*) sdlTextureBindings,
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(Refresh.StorageTextureReadWriteBinding*) refreshTextureBindings,
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(uint) readWriteTextureBindings.Length,
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(Refresh.StorageBufferReadWriteBinding*) sdlBufferBindings,
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(Refresh.StorageBufferReadWriteBinding*) refreshBufferBindings,
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(uint) readWriteBufferBindings.Length
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);
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@ -763,8 +763,8 @@ public class CommandBuffer
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computePass.active = true;
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#endif
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NativeMemory.Free(sdlTextureBindings);
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NativeMemory.Free(sdlBufferBindings);
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NativeMemory.Free(refreshTextureBindings);
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NativeMemory.Free(refreshBufferBindings);
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return computePass;
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}
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@ -56,12 +56,12 @@ public class ComputePass
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AssertTextureHasComputeStorageReadFlag(textureSlice.Texture);
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#endif
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var sdlTextureSlice = textureSlice.ToRefresh();
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var refreshTextureSlice = textureSlice.ToRefresh();
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Refresh.Refresh_BindComputeStorageTextures(
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Handle,
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slot,
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&sdlTextureSlice,
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&refreshTextureSlice,
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1
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);
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}
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@ -2,7 +2,6 @@ using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using RefreshCS;
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using SDL2;
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namespace MoonWorks.Graphics
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{
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@ -117,12 +117,12 @@ public class RenderPass
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AssertGraphicsPipelineBound();
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#endif
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var sdlBufferBinding = bufferBinding.ToRefresh();
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var refreshBufferBinding = bufferBinding.ToRefresh();
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Refresh.Refresh_BindVertexBuffers(
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Handle,
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firstBinding,
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&sdlBufferBinding,
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&refreshBufferBinding,
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1
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);
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}
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@ -163,12 +163,12 @@ public class RenderPass
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AssertTextureHasSamplerFlag(textureSamplerBinding.Texture);
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#endif
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var sdlTextureSamplerBinding = textureSamplerBinding.ToRefresh();
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var refreshTextureSamplerBinding = textureSamplerBinding.ToRefresh();
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Refresh.Refresh_BindVertexSamplers(
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Handle,
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slot,
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&sdlTextureSamplerBinding,
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&refreshTextureSamplerBinding,
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1
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);
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}
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@ -183,12 +183,12 @@ public class RenderPass
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AssertTextureHasGraphicsStorageFlag(textureSlice.Texture);
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#endif
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var sdlTextureSlice = textureSlice.ToRefresh();
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var refreshTextureSlice = textureSlice.ToRefresh();
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Refresh.Refresh_BindVertexStorageTextures(
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Handle,
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slot,
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&sdlTextureSlice,
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&refreshTextureSlice,
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1
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);
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}
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@ -223,12 +223,12 @@ public class RenderPass
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AssertTextureHasSamplerFlag(textureSamplerBinding.Texture);
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#endif
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var sdlTextureSamplerBinding = textureSamplerBinding.ToRefresh();
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var refreshTextureSamplerBinding = textureSamplerBinding.ToRefresh();
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Refresh.Refresh_BindFragmentSamplers(
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Handle,
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slot,
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&sdlTextureSamplerBinding,
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&refreshTextureSamplerBinding,
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1
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);
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}
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@ -243,12 +243,12 @@ public class RenderPass
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AssertTextureHasGraphicsStorageFlag(textureSlice.Texture);
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#endif
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var sdlTextureSlice = textureSlice.ToRefresh();
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var refreshTextureSlice = textureSlice.ToRefresh();
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Refresh.Refresh_BindFragmentStorageTextures(
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Handle,
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slot,
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&sdlTextureSlice,
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&refreshTextureSlice,
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1
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);
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}
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|
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@ -18,7 +18,7 @@ namespace MoonWorks.Graphics
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ComputePipelineResourceInfo resourceInfo
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) : base(device)
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{
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var sdlComputePipelineCreateInfo = new Refresh.ComputePipelineCreateInfo
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var refreshComputePipelineCreateInfo = new Refresh.ComputePipelineCreateInfo
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{
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ComputeShader = computeShader.Handle,
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PipelineResourceInfo = resourceInfo.ToRefresh()
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@ -26,7 +26,7 @@ namespace MoonWorks.Graphics
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Handle = Refresh.Refresh_CreateComputePipeline(
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device.Handle,
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sdlComputePipelineCreateInfo
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refreshComputePipelineCreateInfo
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);
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if (Handle == IntPtr.Zero)
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|
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@ -25,7 +25,7 @@ namespace MoonWorks.Graphics
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in GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
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) : base(device)
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{
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Refresh.GraphicsPipelineCreateInfo sdlGraphicsPipelineCreateInfo;
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Refresh.GraphicsPipelineCreateInfo refreshGraphicsPipelineCreateInfo;
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var vertexAttributes = (Refresh.VertexAttribute*) NativeMemory.Alloc(
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(nuint) (graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length * Marshal.SizeOf<Refresh.VertexAttribute>())
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@ -55,34 +55,34 @@ namespace MoonWorks.Graphics
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colorAttachmentDescriptions[i].BlendState = graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[i].BlendState.ToRefresh();
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}
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sdlGraphicsPipelineCreateInfo.VertexShader = graphicsPipelineCreateInfo.VertexShader.Handle;
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sdlGraphicsPipelineCreateInfo.FragmentShader = graphicsPipelineCreateInfo.FragmentShader.Handle;
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refreshGraphicsPipelineCreateInfo.VertexShader = graphicsPipelineCreateInfo.VertexShader.Handle;
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refreshGraphicsPipelineCreateInfo.FragmentShader = graphicsPipelineCreateInfo.FragmentShader.Handle;
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sdlGraphicsPipelineCreateInfo.VertexInputState.VertexAttributes = vertexAttributes;
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sdlGraphicsPipelineCreateInfo.VertexInputState.VertexAttributeCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length;
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sdlGraphicsPipelineCreateInfo.VertexInputState.VertexBindings = vertexBindings;
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sdlGraphicsPipelineCreateInfo.VertexInputState.VertexBindingCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexAttributes = vertexAttributes;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexAttributeCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexBindings = vertexBindings;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexBindingCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length;
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sdlGraphicsPipelineCreateInfo.PrimitiveType = (Refresh.PrimitiveType) graphicsPipelineCreateInfo.PrimitiveType;
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refreshGraphicsPipelineCreateInfo.PrimitiveType = (Refresh.PrimitiveType) graphicsPipelineCreateInfo.PrimitiveType;
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sdlGraphicsPipelineCreateInfo.RasterizerState = graphicsPipelineCreateInfo.RasterizerState.ToRefresh();
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sdlGraphicsPipelineCreateInfo.MultisampleState = graphicsPipelineCreateInfo.MultisampleState.ToRefresh();
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sdlGraphicsPipelineCreateInfo.DepthStencilState = graphicsPipelineCreateInfo.DepthStencilState.ToRefresh();
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refreshGraphicsPipelineCreateInfo.RasterizerState = graphicsPipelineCreateInfo.RasterizerState.ToRefresh();
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refreshGraphicsPipelineCreateInfo.MultisampleState = graphicsPipelineCreateInfo.MultisampleState.ToRefresh();
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refreshGraphicsPipelineCreateInfo.DepthStencilState = graphicsPipelineCreateInfo.DepthStencilState.ToRefresh();
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sdlGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentCount = (uint) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length;
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sdlGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions = colorAttachmentDescriptions;
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sdlGraphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat = (Refresh.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat;
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sdlGraphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = Conversions.BoolToInt(graphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment);
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refreshGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentCount = (uint) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length;
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refreshGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions = colorAttachmentDescriptions;
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refreshGraphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat = (Refresh.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat;
|
||||
refreshGraphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = Conversions.BoolToInt(graphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment);
|
||||
|
||||
sdlGraphicsPipelineCreateInfo.VertexResourceInfo = graphicsPipelineCreateInfo.VertexShaderResourceInfo.ToRefresh();
|
||||
sdlGraphicsPipelineCreateInfo.FragmentResourceInfo = graphicsPipelineCreateInfo.FragmentShaderResourceInfo.ToRefresh();
|
||||
refreshGraphicsPipelineCreateInfo.VertexResourceInfo = graphicsPipelineCreateInfo.VertexShaderResourceInfo.ToRefresh();
|
||||
refreshGraphicsPipelineCreateInfo.FragmentResourceInfo = graphicsPipelineCreateInfo.FragmentShaderResourceInfo.ToRefresh();
|
||||
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[0] = graphicsPipelineCreateInfo.BlendConstants.R;
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[1] = graphicsPipelineCreateInfo.BlendConstants.G;
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[2] = graphicsPipelineCreateInfo.BlendConstants.B;
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[3] = graphicsPipelineCreateInfo.BlendConstants.A;
|
||||
refreshGraphicsPipelineCreateInfo.BlendConstants[0] = graphicsPipelineCreateInfo.BlendConstants.R;
|
||||
refreshGraphicsPipelineCreateInfo.BlendConstants[1] = graphicsPipelineCreateInfo.BlendConstants.G;
|
||||
refreshGraphicsPipelineCreateInfo.BlendConstants[2] = graphicsPipelineCreateInfo.BlendConstants.B;
|
||||
refreshGraphicsPipelineCreateInfo.BlendConstants[3] = graphicsPipelineCreateInfo.BlendConstants.A;
|
||||
|
||||
Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, sdlGraphicsPipelineCreateInfo);
|
||||
Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, refreshGraphicsPipelineCreateInfo);
|
||||
if (Handle == IntPtr.Zero)
|
||||
{
|
||||
throw new Exception("Could not create graphics pipeline!");
|
||||
|
|
Loading…
Reference in New Issue