intellisense improvement + API tweak

pull/14/head
cosmonaut 2022-02-22 22:16:06 -08:00
parent 8973b3e658
commit 8a3d93d2dc
4 changed files with 211 additions and 172 deletions

View File

@ -22,6 +22,105 @@ namespace MoonWorks.Graphics
Handle = handle;
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer
)
{
var renderArea = new Rect
{
X = 0,
Y = 0,
W = (int) framebuffer.Width,
H = (int) framebuffer.Height
};
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
IntPtr.Zero,
0,
IntPtr.Zero
);
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea
)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
IntPtr.Zero,
0,
IntPtr.Zero
);
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea,
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_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
(IntPtr) colors,
(uint) clearColors.Length,
IntPtr.Zero
);
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
@ -93,73 +192,6 @@ namespace MoonWorks.Graphics
);
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea,
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_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
(IntPtr) colors,
(uint) clearColors.Length,
IntPtr.Zero
);
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea
)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
IntPtr.Zero,
0,
IntPtr.Zero
);
}
/// <summary>
/// Binds a compute pipeline so that compute work may be dispatched.
/// </summary>
@ -600,6 +632,65 @@ namespace MoonWorks.Graphics
);
}
/// <summary>
/// Prepares a texture to be presented to a window.
/// This particular variant of this method will present to the entire window area.
/// </summary>
/// <param name="texture">The texture to present.</param>
/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
public void QueuePresent(
Texture texture,
Filter filter,
OSWindow window
)
{
var refreshTextureSlice = new Refresh.TextureSlice
{
texture = texture.Handle,
rectangle = new Refresh.Rect
{
x = 0,
y = 0,
w = (int) texture.Width,
h = (int) texture.Height
},
layer = 0,
level = 0,
depth = 0
};
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
refreshTextureSlice,
IntPtr.Zero,
(Refresh.Filter) filter,
window.Handle
);
}
/// <summary>
/// Prepares a texture slice to be presented to a window.
/// This particular variant of this method will present to the entire window area.
/// </summary>
/// <param name="textureSlice">The texture slice to present.</param>
/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
public void QueuePresent(
in TextureSlice textureSlice,
Filter filter,
OSWindow window
)
{
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
IntPtr.Zero,
(Refresh.Filter) filter,
window.Handle
);
}
/// <summary>
/// Prepares a texture to be presented to a window.
/// </summary>
@ -666,61 +757,24 @@ namespace MoonWorks.Graphics
}
/// <summary>
/// Prepares a texture slice to be presented to a window.
/// This particular variant of this method will present to the entire window area.
/// Copies array data into a buffer.
/// </summary>
/// <param name="textureSlice">The texture slice to present.</param>
/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
public void QueuePresent(
in TextureSlice textureSlice,
Filter filter,
OSWindow window
)
/// <param name="buffer">The buffer to copy to.</param>
/// <param name="data">The array to copy from.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to start copying.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public unsafe void SetBufferData<T>(
Buffer buffer,
T[] data,
uint bufferOffsetInBytes = 0
) where T : unmanaged
{
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
IntPtr.Zero,
(Refresh.Filter) filter,
window.Handle
);
}
/// <summary>
/// Prepares a texture to be presented to a window.
/// This particular variant of this method will present to the entire window area.
/// </summary>
/// <param name="texture">The texture to present.</param>
/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
public void QueuePresent(
Texture texture,
Filter filter,
OSWindow window
)
{
var refreshTextureSlice = new Refresh.TextureSlice
{
texture = texture.Handle,
rectangle = new Refresh.Rect
{
x = 0,
y = 0,
w = (int) texture.Width,
h = (int) texture.Height
},
layer = 0,
level = 0,
depth = 0
};
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
refreshTextureSlice,
IntPtr.Zero,
(Refresh.Filter) filter,
window.Handle
SetBufferData(
buffer,
data,
bufferOffsetInBytes,
0,
(uint) data.Length
);
}
@ -783,58 +837,17 @@ namespace MoonWorks.Graphics
}
}
/// <summary>
/// Copies array data into a buffer.
/// </summary>
/// <param name="buffer">The buffer to copy to.</param>
/// <param name="data">The array to copy from.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to start copying.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public unsafe void SetBufferData<T>(
Buffer buffer,
T[] data,
uint bufferOffsetInBytes = 0
) where T : unmanaged
{
SetBufferData(
buffer,
data,
bufferOffsetInBytes,
0,
(uint) data.Length
);
}
/// <summary>
/// Asynchronously copies data into a texture.
/// </summary>
/// <param name="textureSlice">The texture slice to copy into.</param>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(in TextureSlice textureSlice, IntPtr dataPtr, uint dataLengthInBytes)
/// <param name="data">An array of data to copy into the texture.</param>
public unsafe void SetTextureData<T>(Texture texture, T[] data) where T : unmanaged
{
Refresh.Refresh_SetTextureData(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
dataPtr,
dataLengthInBytes
);
SetTextureData(new TextureSlice(texture), data);
}
/// <summary>
/// Asynchronously copies data into a texture.
/// This variant copies into the entire texture.
/// </summary>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(Texture texture, IntPtr dataPtr, uint dataLengthInBytes)
{
SetTextureData(new TextureSlice(texture), dataPtr, dataLengthInBytes);
}
/// <summary>
/// Asynchronously copies data into the texture.
/// Asynchronously copies data into a texture slice.
/// </summary>
/// <param name="textureSlice">The texture slice to copy into.</param>
/// <param name="data">An array of data to copy into the texture.</param>
@ -855,13 +868,30 @@ namespace MoonWorks.Graphics
}
/// <summary>
/// Asynchronously copies data into a texture.
/// This variant copies data into the entire texture.
/// Asynchronously copies data into a texture slice.
/// </summary>
/// <param name="data">An array of data to copy into the texture.</param>
public unsafe void SetTextureData<T>(Texture texture, T[] data) where T : unmanaged
/// <param name="textureSlice">The texture slice to copy into.</param>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(in TextureSlice textureSlice, IntPtr dataPtr, uint dataLengthInBytes)
{
SetTextureData(new TextureSlice(texture), data);
Refresh.Refresh_SetTextureData(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
dataPtr,
dataLengthInBytes
);
}
/// <summary>
/// Asynchronously copies data into a texture.
/// </summary>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(Texture texture, IntPtr dataPtr, uint dataLengthInBytes)
{
SetTextureData(new TextureSlice(texture), dataPtr, dataLengthInBytes);
}
/// <summary>

View File

@ -16,8 +16,7 @@ namespace MoonWorks.Graphics
public GraphicsDevice(
IntPtr deviceWindowHandle,
Refresh.PresentMode presentMode,
bool debugMode,
int initialCommandBufferPoolSize = 4
bool debugMode
)
{
var presentationParameters = new Refresh.PresentationParameters

View File

@ -17,6 +17,8 @@ namespace MoonWorks.Graphics
public IEnumerable<RenderTarget> ColorTargets => colorTargets;
public RenderPass RenderPass { get; }
public uint Width { get; }
public uint Height { get; }
/// <summary>
/// Creates a framebuffer.
@ -76,6 +78,9 @@ namespace MoonWorks.Graphics
}
RenderPass = renderPass;
Width = width;
Height = height;
}
}
}

View File

@ -7,6 +7,8 @@ namespace MoonWorks.Window
{
internal IntPtr Handle { get; }
public ScreenMode ScreenMode { get; }
public uint Width { get; }
public uint Height { get; }
private bool IsDisposed;
@ -33,6 +35,9 @@ namespace MoonWorks.Window
(int) windowCreateInfo.WindowHeight,
windowFlags
);
Width = windowCreateInfo.WindowWidth;
Height = windowCreateInfo.WindowHeight;
}
public void ChangeScreenMode(ScreenMode screenMode)