add doc comments to CommandBuffer
parent
09c03fece9
commit
72c676a1e0
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@ -1,10 +1,13 @@
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using System;
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using System.Runtime.InteropServices;
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using MoonWorks.Math;
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using RefreshCS;
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namespace MoonWorks.Graphics
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{
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/// <summary>
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/// Command buffers are used to apply render state and issue draw calls.
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/// NOTE: it is not recommended to hold references to command buffers long term.
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/// </summary>
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public class CommandBuffer
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{
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public GraphicsDevice Device { get; }
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@ -17,6 +20,15 @@ namespace MoonWorks.Graphics
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Handle = IntPtr.Zero;
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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/// <param name="depthStencilClearValue">Clear values for the depth/stencil buffer. This is ignored if the render pass does not clear.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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@ -35,6 +47,16 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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/// <param name="depthStencilClearValue">Clear values for the depth/stencil buffer. This is ignored if the render pass does not clear.</param>
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/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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@ -65,9 +87,17 @@ namespace MoonWorks.Graphics
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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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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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@ -99,6 +129,35 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea
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) {
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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renderArea.ToRefresh(),
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IntPtr.Zero,
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0,
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IntPtr.Zero
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);
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}
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/// <summary>
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/// Binds a compute pipeline so that compute work may be dispatched.
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/// </summary>
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/// <param name="computePipeline">The compute pipeline to bind.</param>
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public void BindComputePipeline(
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ComputePipeline computePipeline
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) {
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@ -109,6 +168,10 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds buffers to be used in the compute shader.
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/// </summary>
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/// <param name="buffers">A set of buffers to bind.</param>
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public unsafe void BindComputeBuffers(
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params Buffer[] buffers
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) {
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@ -126,6 +189,10 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds textures to be used in the compute shader.
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/// </summary>
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/// <param name="textures">A set of textures to bind.</param>
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public unsafe void BindComputeTextures(
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params Texture[] textures
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) {
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@ -143,6 +210,10 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds a graphics pipeline so that rendering work may be performed.
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/// </summary>
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/// <param name="graphicsPipeline">The graphics pipeline to bind.</param>
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public void BindGraphicsPipeline(
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GraphicsPipeline graphicsPipeline
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) {
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@ -153,6 +224,11 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds vertex buffers to be used by subsequent draw calls.
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/// </summary>
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/// <param name="firstBinding">The index of the first buffer to bind.</param>
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/// <param name="bufferBindings">Buffers to bind and their associated offsets.</param>
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public unsafe void BindVertexBuffers(
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uint firstBinding,
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params BufferBinding[] bufferBindings
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@ -176,6 +252,10 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds vertex buffers to be used by subsequent draw calls.
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/// </summary>
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/// <param name="buffers">The buffers to bind.</param>
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public unsafe void BindVertexBuffers(
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params Buffer[] buffers
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) {
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@ -198,6 +278,12 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds an index buffer to be used by subsequent draw calls.
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/// </summary>
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/// <param name="indexBuffer">The index buffer to bind.</param>
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/// <param name="indexElementSize">The size in bytes of the index buffer elements.</param>
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/// <param name="offset">The offset index for the buffer.</param>
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public void BindIndexBuffer(
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Buffer indexBuffer,
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IndexElementSize indexElementSize,
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@ -212,6 +298,11 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds samplers to be used by the vertex shader.
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/// </summary>
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/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
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/// <param name="length">The number of texture-sampler pairs from the array to bind.</param>
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public unsafe void BindVertexSamplers(
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TextureSamplerBinding[] textureSamplerBindings,
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int length
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@ -233,12 +324,21 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds samplers to be used by the vertex shader.
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/// </summary>
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/// <param name="textureSamplerBindings">The texture-sampler pairs to bind.</param>
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public unsafe void BindVertexSamplers(
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params TextureSamplerBinding[] textureSamplerBindings
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) {
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BindVertexSamplers(textureSamplerBindings, textureSamplerBindings.Length);
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}
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/// <summary>
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/// Binds samplers to be used by the fragment shader.
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/// </summary>
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/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
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/// <param name="length">The number of texture-sampler pairs from the given array to bind.</param>
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public unsafe void BindFragmentSamplers(
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TextureSamplerBinding[] textureSamplerBindings,
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int length
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@ -260,12 +360,24 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Binds samplers to be used by the fragment shader.
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/// </summary>
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/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
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public unsafe void BindFragmentSamplers(
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params TextureSamplerBinding[] textureSamplerBindings
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) {
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BindFragmentSamplers(textureSamplerBindings, textureSamplerBindings.Length);
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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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@ -295,6 +407,16 @@ namespace MoonWorks.Graphics
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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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/// </summary>
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/// <param name="baseVertex">The starting index offset for the vertex buffer.</param>
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/// <param name="startIndex">The starting index offset for the index buffer.</param>
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/// <param name="primitiveCount">The number of primitives to draw.</param>
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/// <param name="instanceCount">The number of instances to draw.</param>
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/// <param name="vertexParamOffset">An offset value obtained from PushVertexShaderUniforms. If no uniforms are required then use 0.</param>
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/// <param name="fragmentParamOffset">An offset value obtained from PushFragmentShaderUniforms. If no uniforms are required the use 0.</param>
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public void DrawInstancedPrimitives(
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uint baseVertex,
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uint startIndex,
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@ -315,6 +437,14 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Draws using a vertex buffer and an index buffer.
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/// </summary>
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/// <param name="baseVertex">The starting index offset for the vertex buffer.</param>
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/// <param name="startIndex">The starting index offset for the index buffer.</param>
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/// <param name="primitiveCount">The number of primitives to draw.</param>
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/// <param name="vertexParamOffset">An offset value obtained from PushVertexShaderUniforms. If no uniforms are required then use 0.</param>
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/// <param name="fragmentParamOffset">An offset value obtained from PushFragmentShaderUniforms. If no uniforms are required the use 0.</param>
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public void DrawIndexedPrimitives(
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uint baseVertex,
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uint startIndex,
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@ -333,6 +463,13 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Draws using a vertex buffer.
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/// </summary>
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/// <param name="vertexStart"></param>
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/// <param name="primitiveCount"></param>
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/// <param name="vertexParamOffset"></param>
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/// <param name="fragmentParamOffset"></param>
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public void DrawPrimitives(
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uint vertexStart,
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uint primitiveCount,
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@ -349,6 +486,10 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Ends the current render pass.
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/// This must be called before beginning another render pass or submitting the command buffer.
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/// </summary>
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public void EndRenderPass()
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{
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Refresh.Refresh_EndRenderPass(
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@ -357,12 +498,17 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Prepares a texture to be presented to the screen.
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/// </summary>
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/// <param name="texture">The texture to present.</param>
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/// <param name="destinationRectangle">The area of the screen to present to.</param>
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/// <param name="filter">The filter to use when the texture size differs from the destination rectangle.</param>
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public void QueuePresent(
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in Texture texture,
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in Rect destinationRectangle,
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Filter filter
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)
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{
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) {
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var refreshRect = destinationRectangle.ToRefresh();
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var refreshTextureSlice = new Refresh.TextureSlice
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{
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@ -388,6 +534,12 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Prepares a texture slice to be presented to the screen.
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/// </summary>
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/// <param name="textureSlice">The texture slice to present.</param>
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/// <param name="destinationRectangle">The area of the screen to present to.</param>
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/// <param name="filter">The filter to use when the texture size differs from the destination rectangle.</param>
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public void QueuePresent(
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in TextureSlice textureSlice,
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in Rect destinationRectangle,
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@ -405,6 +557,12 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Prepares a texture slice to be presented to the screen.
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/// This particular variant of this method will present to the entire window area.
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/// </summary>
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/// <param name="textureSlice">The texture slice to present.</param>
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/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
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public void QueuePresent(
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in TextureSlice textureSlice,
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Filter filter
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@ -418,6 +576,12 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Prepares a texture to be presented to the screen.
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/// This particular variant of this method will present to the entire window area.
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/// </summary>
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/// <param name="texture">The texture to present.</param>
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/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
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public void QueuePresent(
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Texture texture,
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Filter filter
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@ -446,6 +610,12 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Performs an asynchronous texture-to-texture copy on the GPU.
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/// </summary>
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/// <param name="sourceTextureSlice">The texture slice to copy from.</param>
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/// <param name="destinationTextureSlice">The texture slice to copy to.</param>
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/// <param name="filter">The filter to use if the sizes of the texture slices differ.</param>
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public void CopyTextureToTexture(
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in TextureSlice sourceTextureSlice,
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in TextureSlice destinationTextureSlice,
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@ -463,6 +633,12 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Performs an asynchronous texture-to-buffer copy.
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/// Note that the buffer is not guaranteed to be filled until you call GraphicsDevice.Wait()
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/// </summary>
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/// <param name="textureSlice"></param>
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/// <param name="buffer"></param>
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public void CopyTextureToBuffer(
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in TextureSlice textureSlice,
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Buffer buffer
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