remove params from BeginRenderPass and PushUniforms
parent
970517c3c2
commit
99a7064e2e
|
@ -29,40 +29,164 @@ namespace MoonWorks.Graphics
|
|||
currentSampleCount = SampleCount.One;
|
||||
}
|
||||
|
||||
// FIXME: we can probably use the NativeMemory functions to not have to generate arrays here
|
||||
/// <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="colorAttachmentInfo">The color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
ColorAttachmentInfo colorAttachmentInfo
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertTextureNotNull(colorAttachmentInfo);
|
||||
AssertColorTarget(colorAttachmentInfo);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
|
||||
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr) refreshColorAttachmentInfos,
|
||||
1,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
/// <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="colorAttachmentInfos">The color attachments to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
params ColorAttachmentInfo[] colorAttachmentInfos
|
||||
ColorAttachmentInfo colorAttachmentInfoOne,
|
||||
ColorAttachmentInfo colorAttachmentInfoTwo
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertValidColorAttachments(colorAttachmentInfos, true);
|
||||
AssertTextureNotNull(colorAttachmentInfoOne);
|
||||
AssertColorTarget(colorAttachmentInfoOne);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoTwo);
|
||||
AssertColorTarget(colorAttachmentInfoTwo);
|
||||
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoTwo);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
|
||||
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
|
||||
|
||||
for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
|
||||
{
|
||||
refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
|
||||
}
|
||||
|
||||
fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
|
||||
{
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr) pColorAttachmentInfos,
|
||||
(uint) colorAttachmentInfos.Length,
|
||||
(IntPtr) refreshColorAttachmentInfos,
|
||||
2,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
/// <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="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
ColorAttachmentInfo colorAttachmentInfoOne,
|
||||
ColorAttachmentInfo colorAttachmentInfoTwo,
|
||||
ColorAttachmentInfo colorAttachmentInfoThree
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertTextureNotNull(colorAttachmentInfoOne);
|
||||
AssertColorTarget(colorAttachmentInfoOne);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoTwo);
|
||||
AssertColorTarget(colorAttachmentInfoTwo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoThree);
|
||||
AssertColorTarget(colorAttachmentInfoThree);
|
||||
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoTwo);
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoThree);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
|
||||
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
|
||||
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
|
||||
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr) refreshColorAttachmentInfos,
|
||||
3,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
/// <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="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoFour">The four color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
ColorAttachmentInfo colorAttachmentInfoOne,
|
||||
ColorAttachmentInfo colorAttachmentInfoTwo,
|
||||
ColorAttachmentInfo colorAttachmentInfoThree,
|
||||
ColorAttachmentInfo colorAttachmentInfoFour
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertTextureNotNull(colorAttachmentInfoOne);
|
||||
AssertColorTarget(colorAttachmentInfoOne);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoTwo);
|
||||
AssertColorTarget(colorAttachmentInfoTwo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoThree);
|
||||
AssertColorTarget(colorAttachmentInfoThree);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoFour);
|
||||
AssertColorTarget(colorAttachmentInfoFour);
|
||||
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoTwo);
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoThree);
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoFour);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
|
||||
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
|
||||
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
|
||||
refreshColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
|
||||
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr) refreshColorAttachmentInfos,
|
||||
4,
|
||||
IntPtr.Zero
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
|
@ -72,37 +196,209 @@ namespace MoonWorks.Graphics
|
|||
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
|
||||
/// </summary>
|
||||
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
DepthStencilAttachmentInfo depthStencilAttachmentInfo,
|
||||
params ColorAttachmentInfo[] colorAttachmentInfos
|
||||
DepthStencilAttachmentInfo depthStencilAttachmentInfo
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertValidDepthAttachment(depthStencilAttachmentInfo);
|
||||
AssertValidColorAttachments(colorAttachmentInfos, false);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
|
||||
|
||||
for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
|
||||
{
|
||||
refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
|
||||
}
|
||||
|
||||
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
|
||||
|
||||
fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
|
||||
{
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
pColorAttachmentInfos,
|
||||
(uint) colorAttachmentInfos.Length,
|
||||
(Refresh.ColorAttachmentInfo*) IntPtr.Zero,
|
||||
0,
|
||||
&refreshDepthStencilAttachmentInfo
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
/// <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="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfo">The color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
DepthStencilAttachmentInfo depthStencilAttachmentInfo,
|
||||
ColorAttachmentInfo colorAttachmentInfo
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertValidDepthAttachment(depthStencilAttachmentInfo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfo);
|
||||
AssertColorTarget(colorAttachmentInfo);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
|
||||
|
||||
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
|
||||
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
refreshColorAttachmentInfos,
|
||||
1,
|
||||
&refreshDepthStencilAttachmentInfo
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
/// <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="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
DepthStencilAttachmentInfo depthStencilAttachmentInfo,
|
||||
ColorAttachmentInfo colorAttachmentInfoOne,
|
||||
ColorAttachmentInfo colorAttachmentInfoTwo
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertValidDepthAttachment(depthStencilAttachmentInfo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoOne);
|
||||
AssertColorTarget(colorAttachmentInfoOne);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoTwo);
|
||||
AssertColorTarget(colorAttachmentInfoTwo);
|
||||
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoTwo);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
|
||||
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
|
||||
|
||||
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
|
||||
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
refreshColorAttachmentInfos,
|
||||
2,
|
||||
&refreshDepthStencilAttachmentInfo
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
/// <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="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
DepthStencilAttachmentInfo depthStencilAttachmentInfo,
|
||||
ColorAttachmentInfo colorAttachmentInfoOne,
|
||||
ColorAttachmentInfo colorAttachmentInfoTwo,
|
||||
ColorAttachmentInfo colorAttachmentInfoThree
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertValidDepthAttachment(depthStencilAttachmentInfo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoOne);
|
||||
AssertColorTarget(colorAttachmentInfoOne);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoTwo);
|
||||
AssertColorTarget(colorAttachmentInfoTwo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoThree);
|
||||
AssertColorTarget(colorAttachmentInfoThree);
|
||||
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoTwo);
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoTwo);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
|
||||
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
|
||||
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
|
||||
|
||||
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
|
||||
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
refreshColorAttachmentInfos,
|
||||
3,
|
||||
&refreshDepthStencilAttachmentInfo
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
/// <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="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
|
||||
/// <param name="colorAttachmentInfoFour">The four color attachment to use in the render pass.</param>
|
||||
public unsafe void BeginRenderPass(
|
||||
DepthStencilAttachmentInfo depthStencilAttachmentInfo,
|
||||
ColorAttachmentInfo colorAttachmentInfoOne,
|
||||
ColorAttachmentInfo colorAttachmentInfoTwo,
|
||||
ColorAttachmentInfo colorAttachmentInfoThree,
|
||||
ColorAttachmentInfo colorAttachmentInfoFour
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertValidDepthAttachment(depthStencilAttachmentInfo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoOne);
|
||||
AssertColorTarget(colorAttachmentInfoOne);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoTwo);
|
||||
AssertColorTarget(colorAttachmentInfoTwo);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoThree);
|
||||
AssertColorTarget(colorAttachmentInfoThree);
|
||||
|
||||
AssertTextureNotNull(colorAttachmentInfoFour);
|
||||
AssertColorTarget(colorAttachmentInfoFour);
|
||||
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoTwo);
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoThree);
|
||||
AssertSameSampleCount(colorAttachmentInfoOne, colorAttachmentInfoFour);
|
||||
#endif
|
||||
|
||||
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
|
||||
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
|
||||
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
|
||||
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
|
||||
refreshColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
|
||||
|
||||
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
|
||||
|
||||
Refresh.Refresh_BeginRenderPass(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
refreshColorAttachmentInfos,
|
||||
4,
|
||||
&refreshDepthStencilAttachmentInfo
|
||||
);
|
||||
|
||||
renderPassActive = true;
|
||||
}
|
||||
|
||||
|
@ -478,7 +774,7 @@ namespace MoonWorks.Graphics
|
|||
/// </summary>
|
||||
/// <returns>A starting offset value to be used with draw calls.</returns>
|
||||
public unsafe uint PushVertexShaderUniforms<T>(
|
||||
params T[] uniforms
|
||||
T uniforms
|
||||
) where T : unmanaged
|
||||
{
|
||||
#if DEBUG
|
||||
|
@ -490,23 +786,20 @@ namespace MoonWorks.Graphics
|
|||
}
|
||||
#endif
|
||||
|
||||
fixed (T* ptr = &uniforms[0])
|
||||
{
|
||||
return Refresh.Refresh_PushVertexShaderUniforms(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr) ptr,
|
||||
(uint) (uniforms.Length * sizeof(T))
|
||||
(IntPtr) (&uniforms),
|
||||
(uint) sizeof(T)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes fragment shader uniforms to the device.
|
||||
/// </summary>
|
||||
/// <returns>A starting offset to be used with draw calls.</returns>
|
||||
public unsafe uint PushFragmentShaderUniforms<T>(
|
||||
params T[] uniforms
|
||||
T uniforms
|
||||
) where T : unmanaged
|
||||
{
|
||||
#if DEBUG
|
||||
|
@ -518,23 +811,20 @@ namespace MoonWorks.Graphics
|
|||
}
|
||||
#endif
|
||||
|
||||
fixed (T* ptr = &uniforms[0])
|
||||
{
|
||||
return Refresh.Refresh_PushFragmentShaderUniforms(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr) ptr,
|
||||
(uint) (uniforms.Length * sizeof(T))
|
||||
(IntPtr) (&uniforms),
|
||||
(uint) sizeof(T)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pushes compute shader uniforms to the device.
|
||||
/// </summary>
|
||||
/// <returns>A starting offset to be used with dispatch calls.</returns>
|
||||
public unsafe uint PushComputeShaderUniforms<T>(
|
||||
params T[] uniforms
|
||||
T uniforms
|
||||
) where T : unmanaged
|
||||
{
|
||||
#if DEBUG
|
||||
|
@ -546,15 +836,13 @@ namespace MoonWorks.Graphics
|
|||
}
|
||||
#endif
|
||||
|
||||
fixed (T* ptr = &uniforms[0])
|
||||
{
|
||||
return Refresh.Refresh_PushComputeShaderUniforms(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
(IntPtr) ptr,
|
||||
(uint) (uniforms.Length * sizeof(T))
|
||||
(IntPtr) (&uniforms),
|
||||
(uint) sizeof(T)
|
||||
);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -1019,39 +1307,29 @@ namespace MoonWorks.Graphics
|
|||
}
|
||||
}
|
||||
|
||||
private void AssertValidColorAttachments(ColorAttachmentInfo[] colorAttachmentInfos, bool atLeastOneRequired)
|
||||
private void AssertTextureNotNull(ColorAttachmentInfo colorAttachmentInfo)
|
||||
{
|
||||
if (atLeastOneRequired && colorAttachmentInfos.Length == 0)
|
||||
{
|
||||
throw new System.ArgumentException("Render pass must contain at least one attachment!");
|
||||
}
|
||||
|
||||
currentSampleCount = (colorAttachmentInfos.Length > 0) ? colorAttachmentInfos[0].SampleCount : SampleCount.One;
|
||||
|
||||
if (colorAttachmentInfos.Length > 4)
|
||||
{
|
||||
throw new System.ArgumentException("Render pass cannot have more than 4 color attachments!");
|
||||
}
|
||||
|
||||
for (int i = 0; i < colorAttachmentInfos.Length; i += 1)
|
||||
{
|
||||
if (colorAttachmentInfos[i].Texture == null ||
|
||||
colorAttachmentInfos[i].Texture.Handle == IntPtr.Zero)
|
||||
if (colorAttachmentInfo.Texture == null || colorAttachmentInfo.Texture.Handle == IntPtr.Zero)
|
||||
{
|
||||
throw new System.ArgumentException("Render pass color attachment Texture cannot be null!");
|
||||
}
|
||||
}
|
||||
|
||||
if ((colorAttachmentInfos[i].Texture.UsageFlags & TextureUsageFlags.ColorTarget) == 0)
|
||||
private void AssertColorTarget(ColorAttachmentInfo colorAttachmentInfo)
|
||||
{
|
||||
if ((colorAttachmentInfo.Texture.UsageFlags & TextureUsageFlags.ColorTarget) == 0)
|
||||
{
|
||||
throw new System.ArgumentException("Render pass color attachment UsageFlags must include TextureUsageFlags.ColorTarget!");
|
||||
}
|
||||
}
|
||||
|
||||
if (colorAttachmentInfos[i].SampleCount != currentSampleCount)
|
||||
private void AssertSameSampleCount(ColorAttachmentInfo a, ColorAttachmentInfo b)
|
||||
{
|
||||
if (a.SampleCount != b.SampleCount)
|
||||
{
|
||||
throw new System.ArgumentException("All color attachments in a render pass must have the same SampleCount!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void AssertValidDepthAttachment(DepthStencilAttachmentInfo depthStencilAttachmentInfo)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue