|  |  | @ -14,90 +14,106 @@ namespace MoonWorks.Graphics | 
			
		
	
		
		
			
				
					
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					|  |  |  |         public unsafe GraphicsPipeline( |  |  |  |         public unsafe GraphicsPipeline( | 
			
		
	
		
		
			
				
					
					|  |  |  |             GraphicsDevice device, |  |  |  |             GraphicsDevice device, | 
			
		
	
		
		
			
				
					
					|  |  |  |             ColorBlendState colorBlendState, |  |  |  |             GraphicsPipelineCreateInfo graphicsPipelineCreateInfo | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             DepthStencilState depthStencilState, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             ShaderStageState vertexShaderState, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             ShaderStageState fragmentShaderState, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             MultisampleState multisampleState, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             GraphicsPipelineLayoutCreateInfo pipelineLayoutCreateInfo, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             RasterizerState rasterizerState, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             PrimitiveType primitiveType, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             VertexInputState vertexInputState, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             ViewportState viewportState, |  |  |  |  | 
			
		
	
		
		
			
				
					
					|  |  |  |             RenderPass renderPass |  |  |  |  | 
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |         ) : base(device) |  |  |  |         ) : base(device) | 
			
		
	
		
		
			
				
					
					|  |  |  |         { |  |  |  |         { | 
			
		
	
		
		
			
				
					
					|  |  |  |             var vertexAttributesHandle = GCHandle.Alloc(vertexInputState.VertexAttributes, GCHandleType.Pinned); |  |  |  |             ColorBlendState colorBlendState = graphicsPipelineCreateInfo.ColorBlendState; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             var vertexBindingsHandle = GCHandle.Alloc(vertexInputState.VertexBindings, GCHandleType.Pinned); |  |  |  |             DepthStencilState depthStencilState = graphicsPipelineCreateInfo.DepthStencilState; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             var viewportHandle = GCHandle.Alloc(viewportState.Viewports, GCHandleType.Pinned); |  |  |  |             ShaderStageState vertexShaderState = graphicsPipelineCreateInfo.VertexShaderState; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             var scissorHandle = GCHandle.Alloc(viewportState.Scissors, GCHandleType.Pinned); |  |  |  |             ShaderStageState fragmentShaderState = 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; | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             RenderPass renderPass = graphicsPipelineCreateInfo.RenderPass; | 
			
		
	
		
		
			
				
					
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					|  |  |  |             var colorTargetBlendStates = stackalloc Refresh.ColorTargetBlendState[colorBlendState.ColorTargetBlendStates.Length]; |  |  |  |             var vertexAttributesHandle = GCHandle.Alloc( | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 vertexInputState.VertexAttributes, | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 GCHandleType.Pinned | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             ); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             var vertexBindingsHandle = GCHandle.Alloc( | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 vertexInputState.VertexBindings, | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 GCHandleType.Pinned | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             ); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             var viewportHandle = GCHandle.Alloc( | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 viewportState.Viewports, | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 GCHandleType.Pinned | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             ); | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             var scissorHandle = GCHandle.Alloc( | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 viewportState.Scissors, | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 GCHandleType.Pinned | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             ); | 
			
		
	
		
		
			
				
					
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					|  |  |  |  |  |  |  |             var colorTargetBlendStates = stackalloc Refresh.ColorTargetBlendState[ | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |                 colorBlendState.ColorTargetBlendStates.Length | 
			
		
	
		
		
			
				
					
					|  |  |  |  |  |  |  |             ]; | 
			
		
	
		
		
			
				
					
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					|  |  |  |             for (var i = 0; i < colorBlendState.ColorTargetBlendStates.Length; i += 1) |  |  |  |             for (var i = 0; i < colorBlendState.ColorTargetBlendStates.Length; i += 1) | 
			
		
	
		
		
			
				
					
					|  |  |  |             { |  |  |  |             { | 
			
		
	
		
		
			
				
					
					|  |  |  |                 colorTargetBlendStates[i] = colorBlendState.ColorTargetBlendStates[i].ToRefreshColorTargetBlendState(); |  |  |  |                 colorTargetBlendStates[i] = colorBlendState.ColorTargetBlendStates[i].ToRefreshColorTargetBlendState(); | 
			
		
	
		
		
			
				
					
					|  |  |  |             } |  |  |  |             } | 
			
		
	
		
		
			
				
					
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					|  |  |  |             Refresh.GraphicsPipelineCreateInfo graphicsPipelineCreateInfo; |  |  |  |             Refresh.GraphicsPipelineCreateInfo refreshGraphicsPipelineCreateInfo; | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.logicOpEnable = Conversions.BoolToByte(colorBlendState.LogicOpEnable); |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.logicOpEnable = Conversions.BoolToByte(colorBlendState.LogicOpEnable); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.logicOp = (Refresh.LogicOp) colorBlendState.LogicOp; |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.logicOp = (Refresh.LogicOp) colorBlendState.LogicOp; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.blendStates = (IntPtr) colorTargetBlendStates; |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.blendStates = (IntPtr) colorTargetBlendStates; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.blendStateCount = (uint) colorBlendState.ColorTargetBlendStates.Length; |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.blendStateCount = (uint) colorBlendState.ColorTargetBlendStates.Length; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.blendConstants[0] = colorBlendState.BlendConstants.R; |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[0] = colorBlendState.BlendConstants.R; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.blendConstants[1] = colorBlendState.BlendConstants.G; |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[1] = colorBlendState.BlendConstants.G; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.blendConstants[2] = colorBlendState.BlendConstants.B; |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[2] = colorBlendState.BlendConstants.B; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.colorBlendState.blendConstants[3] = colorBlendState.BlendConstants.A; |  |  |  |             refreshGraphicsPipelineCreateInfo.colorBlendState.blendConstants[3] = colorBlendState.BlendConstants.A; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.backStencilState = depthStencilState.BackStencilState.ToRefresh(); |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.backStencilState = depthStencilState.BackStencilState.ToRefresh(); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.compareOp = (Refresh.CompareOp) depthStencilState.CompareOp; |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.compareOp = (Refresh.CompareOp) depthStencilState.CompareOp; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.depthBoundsTestEnable = Conversions.BoolToByte(depthStencilState.DepthBoundsTestEnable); |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.depthBoundsTestEnable = Conversions.BoolToByte(depthStencilState.DepthBoundsTestEnable); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.depthTestEnable = Conversions.BoolToByte(depthStencilState.DepthTestEnable); |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.depthTestEnable = Conversions.BoolToByte(depthStencilState.DepthTestEnable); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.depthWriteEnable = Conversions.BoolToByte(depthStencilState.DepthWriteEnable); |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.depthWriteEnable = Conversions.BoolToByte(depthStencilState.DepthWriteEnable); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.frontStencilState = depthStencilState.FrontStencilState.ToRefresh(); |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.frontStencilState = depthStencilState.FrontStencilState.ToRefresh(); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.maxDepthBounds = depthStencilState.MaxDepthBounds; |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.maxDepthBounds = depthStencilState.MaxDepthBounds; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.minDepthBounds = depthStencilState.MinDepthBounds; |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.minDepthBounds = depthStencilState.MinDepthBounds; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.depthStencilState.stencilTestEnable = Conversions.BoolToByte(depthStencilState.StencilTestEnable); |  |  |  |             refreshGraphicsPipelineCreateInfo.depthStencilState.stencilTestEnable = Conversions.BoolToByte(depthStencilState.StencilTestEnable); | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.vertexShaderState.entryPointName = vertexShaderState.EntryPointName; |  |  |  |             refreshGraphicsPipelineCreateInfo.vertexShaderState.entryPointName = vertexShaderState.EntryPointName; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.vertexShaderState.shaderModule = vertexShaderState.ShaderModule.Handle; |  |  |  |             refreshGraphicsPipelineCreateInfo.vertexShaderState.shaderModule = vertexShaderState.ShaderModule.Handle; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.vertexShaderState.uniformBufferSize = vertexShaderState.UniformBufferSize; |  |  |  |             refreshGraphicsPipelineCreateInfo.vertexShaderState.uniformBufferSize = vertexShaderState.UniformBufferSize; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.fragmentShaderState.entryPointName = fragmentShaderState.EntryPointName; |  |  |  |             refreshGraphicsPipelineCreateInfo.fragmentShaderState.entryPointName = fragmentShaderState.EntryPointName; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.fragmentShaderState.shaderModule = fragmentShaderState.ShaderModule.Handle; |  |  |  |             refreshGraphicsPipelineCreateInfo.fragmentShaderState.shaderModule = fragmentShaderState.ShaderModule.Handle; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.fragmentShaderState.uniformBufferSize = fragmentShaderState.UniformBufferSize; |  |  |  |             refreshGraphicsPipelineCreateInfo.fragmentShaderState.uniformBufferSize = fragmentShaderState.UniformBufferSize; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.multisampleState.multisampleCount = (Refresh.SampleCount)multisampleState.MultisampleCount; |  |  |  |             refreshGraphicsPipelineCreateInfo.multisampleState.multisampleCount = (Refresh.SampleCount)multisampleState.MultisampleCount; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.multisampleState.sampleMask = multisampleState.SampleMask; |  |  |  |             refreshGraphicsPipelineCreateInfo.multisampleState.sampleMask = multisampleState.SampleMask; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.pipelineLayoutCreateInfo.vertexSamplerBindingCount = pipelineLayoutCreateInfo.VertexSamplerBindingCount; |  |  |  |             refreshGraphicsPipelineCreateInfo.pipelineLayoutCreateInfo.vertexSamplerBindingCount = pipelineLayoutInfo.VertexSamplerBindingCount; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.pipelineLayoutCreateInfo.fragmentSamplerBindingCount = pipelineLayoutCreateInfo.FragmentSamplerBindingCount; |  |  |  |             refreshGraphicsPipelineCreateInfo.pipelineLayoutCreateInfo.fragmentSamplerBindingCount = pipelineLayoutInfo.FragmentSamplerBindingCount; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.cullMode = (Refresh.CullMode)rasterizerState.CullMode; |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.cullMode = (Refresh.CullMode)rasterizerState.CullMode; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.depthBiasClamp = rasterizerState.DepthBiasClamp; |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasClamp = rasterizerState.DepthBiasClamp; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.depthBiasConstantFactor = rasterizerState.DepthBiasConstantFactor; |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasConstantFactor = rasterizerState.DepthBiasConstantFactor; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.depthBiasEnable = Conversions.BoolToByte(rasterizerState.DepthBiasEnable); |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasEnable = Conversions.BoolToByte(rasterizerState.DepthBiasEnable); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.depthBiasSlopeFactor = rasterizerState.DepthBiasSlopeFactor; |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasSlopeFactor = rasterizerState.DepthBiasSlopeFactor; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.depthClampEnable = Conversions.BoolToByte(rasterizerState.DepthClampEnable); |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.depthClampEnable = Conversions.BoolToByte(rasterizerState.DepthClampEnable); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.fillMode = (Refresh.FillMode)rasterizerState.FillMode; |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.fillMode = (Refresh.FillMode)rasterizerState.FillMode; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.frontFace = (Refresh.FrontFace)rasterizerState.FrontFace; |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.frontFace = (Refresh.FrontFace)rasterizerState.FrontFace; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.rasterizerState.lineWidth = rasterizerState.LineWidth; |  |  |  |             refreshGraphicsPipelineCreateInfo.rasterizerState.lineWidth = rasterizerState.LineWidth; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.vertexInputState.vertexAttributes = vertexAttributesHandle.AddrOfPinnedObject(); |  |  |  |             refreshGraphicsPipelineCreateInfo.vertexInputState.vertexAttributes = vertexAttributesHandle.AddrOfPinnedObject(); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.vertexInputState.vertexAttributeCount = (uint) vertexInputState.VertexAttributes.Length; |  |  |  |             refreshGraphicsPipelineCreateInfo.vertexInputState.vertexAttributeCount = (uint) vertexInputState.VertexAttributes.Length; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.vertexInputState.vertexBindings = vertexBindingsHandle.AddrOfPinnedObject(); |  |  |  |             refreshGraphicsPipelineCreateInfo.vertexInputState.vertexBindings = vertexBindingsHandle.AddrOfPinnedObject(); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.vertexInputState.vertexBindingCount = (uint) vertexInputState.VertexBindings.Length; |  |  |  |             refreshGraphicsPipelineCreateInfo.vertexInputState.vertexBindingCount = (uint) vertexInputState.VertexBindings.Length; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.viewportState.viewports = viewportHandle.AddrOfPinnedObject(); |  |  |  |             refreshGraphicsPipelineCreateInfo.viewportState.viewports = viewportHandle.AddrOfPinnedObject(); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.viewportState.viewportCount = (uint) viewportState.Viewports.Length; |  |  |  |             refreshGraphicsPipelineCreateInfo.viewportState.viewportCount = (uint) viewportState.Viewports.Length; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.viewportState.scissors = scissorHandle.AddrOfPinnedObject(); |  |  |  |             refreshGraphicsPipelineCreateInfo.viewportState.scissors = scissorHandle.AddrOfPinnedObject(); | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.viewportState.scissorCount = (uint) viewportState.Scissors.Length; |  |  |  |             refreshGraphicsPipelineCreateInfo.viewportState.scissorCount = (uint) viewportState.Scissors.Length; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             graphicsPipelineCreateInfo.primitiveType = (Refresh.PrimitiveType) primitiveType; |  |  |  |             refreshGraphicsPipelineCreateInfo.primitiveType = (Refresh.PrimitiveType) primitiveType; | 
			
				
				
			
		
	
		
		
			
				
					
					|  |  |  |             graphicsPipelineCreateInfo.renderPass = renderPass.Handle; |  |  |  |             refreshGraphicsPipelineCreateInfo.renderPass = renderPass.Handle; | 
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, graphicsPipelineCreateInfo); |  |  |  |             Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, refreshGraphicsPipelineCreateInfo); | 
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					|  |  |  |             vertexAttributesHandle.Free(); |  |  |  |             vertexAttributesHandle.Free(); | 
			
		
	
		
		
			
				
					
					|  |  |  |             vertexBindingsHandle.Free(); |  |  |  |             vertexBindingsHandle.Free(); | 
			
		
	
	
		
		
			
				
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