D3D compatibility ABI break

pull/17/head
cosmonaut 2022-03-02 11:42:26 -08:00
parent f6369b6bce
commit 774028a013
9 changed files with 53 additions and 116 deletions

@ -1 +1 @@
Subproject commit d844fe56ee16e7e0e0ae4f4ff1814292e499dff7
Subproject commit 642313f78041aac9f50a6eb3c73869137c53f113

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@ -147,16 +147,14 @@ namespace MoonWorks.Graphics
public enum FillMode
{
Fill,
Line,
Point
Line
}
public enum CullMode
{
None,
Front,
Back,
FrontAndBack
Back
}
public enum FrontFace
@ -198,26 +196,6 @@ namespace MoonWorks.Graphics
Max
}
public enum LogicOp
{
Clear,
And,
AndReverse,
Copy,
AndInverted,
NoOp,
Xor,
Or,
Nor,
Equivalent,
Invert,
OrReverse,
CopyInverted,
OrInverted,
Nand,
Set
}
public enum BlendFactor
{
Zero,
@ -232,8 +210,6 @@ namespace MoonWorks.Graphics
OneMinusDestinationAlpha,
ConstantColor,
OneMinusConstantColor,
ConstantAlpha,
OneMinusConstantAlpha,
SourceAlphaSaturate,
SourceOneColor,
OneMinusSourceOneColor,
@ -264,17 +240,10 @@ namespace MoonWorks.Graphics
None = 0
}
public enum ShaderStageType
{
Vertex,
Fragment
}
public enum Filter
{
Nearest,
Linear,
Cubic
Linear
}
public enum SamplerMipmapMode

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@ -8,38 +8,28 @@ namespace MoonWorks.Graphics
{
protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyComputePipeline;
public ShaderStageState ComputeShaderState { get; }
public ComputeShaderInfo ComputeShaderState { get; }
public unsafe ComputePipeline(
GraphicsDevice device,
ShaderStageState computeShaderState,
uint bufferBindingCount,
uint imageBindingCount
ComputeShaderInfo computeShaderInfo
) : base(device)
{
var computePipelineLayoutCreateInfo = new Refresh.ComputePipelineLayoutCreateInfo
var refreshComputeShaderInfo = new Refresh.ComputeShaderInfo
{
bufferBindingCount = bufferBindingCount,
imageBindingCount = imageBindingCount
};
var computePipelineCreateInfo = new Refresh.ComputePipelineCreateInfo
{
pipelineLayoutCreateInfo = computePipelineLayoutCreateInfo,
computeShaderState = new Refresh.ShaderStageState
{
entryPointName = computeShaderState.EntryPointName,
shaderModule = computeShaderState.ShaderModule.Handle,
uniformBufferSize = computeShaderState.UniformBufferSize
}
entryPointName = computeShaderInfo.EntryPointName,
shaderModule = computeShaderInfo.ShaderModule.Handle,
uniformBufferSize = computeShaderInfo.UniformBufferSize,
bufferBindingCount = computeShaderInfo.bufferBindingCount,
imageBindingCount = computeShaderInfo.imageBindingCount
};
Handle = Refresh.Refresh_CreateComputePipeline(
device.Handle,
computePipelineCreateInfo
refreshComputeShaderInfo
);
ComputeShaderState = computeShaderState;
ComputeShaderState = computeShaderInfo;
}
}
}

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@ -12,25 +12,24 @@ namespace MoonWorks.Graphics
{
protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyGraphicsPipeline;
public ShaderStageState VertexShaderState { get; }
public ShaderStageState FragmentShaderState { get; }
public GraphicsShaderInfo VertexShaderState { get; }
public GraphicsShaderInfo FragmentShaderState { get; }
public unsafe GraphicsPipeline(
GraphicsDevice device,
in GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
) : base(device)
{
ColorBlendState colorBlendState = graphicsPipelineCreateInfo.ColorBlendState;
DepthStencilState depthStencilState = graphicsPipelineCreateInfo.DepthStencilState;
ShaderStageState vertexShaderState = graphicsPipelineCreateInfo.VertexShaderState;
ShaderStageState fragmentShaderState = graphicsPipelineCreateInfo.FragmentShaderState;
GraphicsShaderInfo vertexShaderInfo = graphicsPipelineCreateInfo.VertexShaderState;
GraphicsShaderInfo fragmentShaderInfo = graphicsPipelineCreateInfo.FragmentShaderState;
MultisampleState multisampleState = graphicsPipelineCreateInfo.MultisampleState;
GraphicsPipelineLayoutInfo pipelineLayoutInfo = graphicsPipelineCreateInfo.PipelineLayoutInfo;
RasterizerState rasterizerState = graphicsPipelineCreateInfo.RasterizerState;
PrimitiveType primitiveType = graphicsPipelineCreateInfo.PrimitiveType;
VertexInputState vertexInputState = graphicsPipelineCreateInfo.VertexInputState;
ViewportState viewportState = graphicsPipelineCreateInfo.ViewportState;
GraphicsPipelineAttachmentInfo attachmentInfo = graphicsPipelineCreateInfo.AttachmentInfo;
BlendConstants blendConstants = graphicsPipelineCreateInfo.BlendConstants;
var vertexAttributesHandle = GCHandle.Alloc(
vertexInputState.VertexAttributes,
@ -62,12 +61,10 @@ namespace MoonWorks.Graphics
Refresh.GraphicsPipelineCreateInfo refreshGraphicsPipelineCreateInfo;
refreshGraphicsPipelineCreateInfo.colorBlendState.logicOpEnable = Conversions.BoolToByte(colorBlendState.LogicOpEnable);
refreshGraphicsPipelineCreateInfo.colorBlendState.logicOp = (Refresh.LogicOp) colorBlendState.LogicOp;
refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[0] = colorBlendState.BlendConstants.R;
refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[1] = colorBlendState.BlendConstants.G;
refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[2] = colorBlendState.BlendConstants.B;
refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[3] = colorBlendState.BlendConstants.A;
refreshGraphicsPipelineCreateInfo.blendConstants[0] = blendConstants.R;
refreshGraphicsPipelineCreateInfo.blendConstants[1] = blendConstants.G;
refreshGraphicsPipelineCreateInfo.blendConstants[2] = blendConstants.B;
refreshGraphicsPipelineCreateInfo.blendConstants[3] = blendConstants.A;
refreshGraphicsPipelineCreateInfo.depthStencilState.backStencilState = depthStencilState.BackStencilState.ToRefresh();
refreshGraphicsPipelineCreateInfo.depthStencilState.compareOp = (Refresh.CompareOp) depthStencilState.CompareOp;
@ -79,20 +76,19 @@ namespace MoonWorks.Graphics
refreshGraphicsPipelineCreateInfo.depthStencilState.minDepthBounds = depthStencilState.MinDepthBounds;
refreshGraphicsPipelineCreateInfo.depthStencilState.stencilTestEnable = Conversions.BoolToByte(depthStencilState.StencilTestEnable);
refreshGraphicsPipelineCreateInfo.vertexShaderState.entryPointName = vertexShaderState.EntryPointName;
refreshGraphicsPipelineCreateInfo.vertexShaderState.shaderModule = vertexShaderState.ShaderModule.Handle;
refreshGraphicsPipelineCreateInfo.vertexShaderState.uniformBufferSize = vertexShaderState.UniformBufferSize;
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.entryPointName = vertexShaderInfo.EntryPointName;
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.shaderModule = vertexShaderInfo.ShaderModule.Handle;
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.uniformBufferSize = vertexShaderInfo.UniformBufferSize;
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.samplerBindingCount = vertexShaderInfo.SamplerBindingCount;
refreshGraphicsPipelineCreateInfo.fragmentShaderState.entryPointName = fragmentShaderState.EntryPointName;
refreshGraphicsPipelineCreateInfo.fragmentShaderState.shaderModule = fragmentShaderState.ShaderModule.Handle;
refreshGraphicsPipelineCreateInfo.fragmentShaderState.uniformBufferSize = fragmentShaderState.UniformBufferSize;
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.entryPointName = fragmentShaderInfo.EntryPointName;
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.shaderModule = fragmentShaderInfo.ShaderModule.Handle;
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.uniformBufferSize = fragmentShaderInfo.UniformBufferSize;
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.samplerBindingCount = fragmentShaderInfo.SamplerBindingCount;
refreshGraphicsPipelineCreateInfo.multisampleState.multisampleCount = (Refresh.SampleCount) multisampleState.MultisampleCount;
refreshGraphicsPipelineCreateInfo.multisampleState.sampleMask = multisampleState.SampleMask;
refreshGraphicsPipelineCreateInfo.pipelineLayoutCreateInfo.vertexSamplerBindingCount = pipelineLayoutInfo.VertexSamplerBindingCount;
refreshGraphicsPipelineCreateInfo.pipelineLayoutCreateInfo.fragmentSamplerBindingCount = pipelineLayoutInfo.FragmentSamplerBindingCount;
refreshGraphicsPipelineCreateInfo.rasterizerState.cullMode = (Refresh.CullMode) rasterizerState.CullMode;
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasClamp = rasterizerState.DepthBiasClamp;
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasConstantFactor = rasterizerState.DepthBiasConstantFactor;
@ -127,8 +123,8 @@ namespace MoonWorks.Graphics
viewportHandle.Free();
scissorHandle.Free();
VertexShaderState = vertexShaderState;
FragmentShaderState = fragmentShaderState;
VertexShaderState = vertexShaderInfo;
FragmentShaderState = fragmentShaderInfo;
}
}
}

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@ -1,12 +0,0 @@
namespace MoonWorks.Graphics
{
/// <summary>
/// Describes how the graphics pipeline will blend colors.
/// </summary>
public unsafe struct ColorBlendState
{
public bool LogicOpEnable;
public LogicOp LogicOp;
public BlendConstants BlendConstants;
}
}

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@ -0,0 +1,14 @@
namespace MoonWorks.Graphics
{
/// <summary>
/// Information that the pipeline needs about a shader.
/// </summary>
public struct ComputeShaderInfo
{
public ShaderModule ShaderModule;
public string EntryPointName;
public uint UniformBufferSize;
public uint bufferBindingCount;
public uint imageBindingCount;
}
}

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@ -2,16 +2,15 @@
{
public struct GraphicsPipelineCreateInfo
{
public ColorBlendState ColorBlendState;
public DepthStencilState DepthStencilState;
public ShaderStageState VertexShaderState;
public ShaderStageState FragmentShaderState;
public GraphicsShaderInfo VertexShaderState;
public GraphicsShaderInfo FragmentShaderState;
public MultisampleState MultisampleState;
public GraphicsPipelineLayoutInfo PipelineLayoutInfo;
public RasterizerState RasterizerState;
public PrimitiveType PrimitiveType;
public VertexInputState VertexInputState;
public ViewportState ViewportState;
public GraphicsPipelineAttachmentInfo AttachmentInfo;
public BlendConstants BlendConstants;
}
}

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@ -1,20 +0,0 @@
namespace MoonWorks.Graphics
{
/// <summary>
/// Describes how many samplers will be used in each shader stage.
/// </summary>
public struct GraphicsPipelineLayoutInfo
{
public uint VertexSamplerBindingCount;
public uint FragmentSamplerBindingCount;
public GraphicsPipelineLayoutInfo(
uint vertexSamplerBindingCount,
uint fragmentSamplerBindingCount
)
{
VertexSamplerBindingCount = vertexSamplerBindingCount;
FragmentSamplerBindingCount = fragmentSamplerBindingCount;
}
}
}

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@ -1,12 +1,13 @@
namespace MoonWorks.Graphics
{
/// <summary>
/// Specifies how the graphics pipeline will make use of a shader.
/// Information that the pipeline needs about a shader.
/// </summary>
public struct ShaderStageState
public struct GraphicsShaderInfo
{
public ShaderModule ShaderModule;
public string EntryPointName;
public uint UniformBufferSize;
public uint SamplerBindingCount;
}
}