new MoonWorks.Graphics.Fence API
parent
7e18764942
commit
e0f05881b0
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@ -1 +1 @@
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Subproject commit 60a7523fac254d5e2d89185392e8c1afd8581aa9
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Subproject commit b5325e6d0329eeb35b074091a569a5f679852d28
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@ -1 +1 @@
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Subproject commit 859f47f6fa0dfa0f7f941dcced6664fa83736202
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Subproject commit 3dcd69ff85db80eea51481edd323b42c05993e1a
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@ -0,0 +1,30 @@
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using System.Collections.Generic;
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namespace MoonWorks.Graphics
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{
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internal class FencePool
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{
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private GraphicsDevice GraphicsDevice;
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private Queue<Fence> Fences = new Queue<Fence>();
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public FencePool(GraphicsDevice graphicsDevice)
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{
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GraphicsDevice = graphicsDevice;
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}
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public Fence Obtain()
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{
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if (Fences.Count == 0)
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{
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return new Fence(GraphicsDevice);
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}
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return Fences.Dequeue();
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}
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public void Return(Fence fence)
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{
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Fences.Enqueue(fence);
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}
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}
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}
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@ -19,6 +19,7 @@ namespace MoonWorks.Graphics
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public bool IsDisposed { get; private set; }
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public bool IsDisposed { get; private set; }
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private readonly HashSet<WeakReference<GraphicsResource>> resources = new HashSet<WeakReference<GraphicsResource>>();
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private readonly HashSet<WeakReference<GraphicsResource>> resources = new HashSet<WeakReference<GraphicsResource>>();
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private FencePool FencePool;
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public GraphicsDevice(
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public GraphicsDevice(
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Backend preferredBackend,
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Backend preferredBackend,
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@ -72,6 +73,8 @@ namespace MoonWorks.Graphics
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}
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}
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);
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);
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}
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}
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FencePool = new FencePool(this);
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}
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}
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public bool ClaimWindow(Window window, PresentMode presentMode)
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public bool ClaimWindow(Window window, PresentMode presentMode)
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@ -120,94 +123,174 @@ namespace MoonWorks.Graphics
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return new CommandBuffer(this, Refresh.Refresh_AcquireCommandBuffer(Handle));
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return new CommandBuffer(this, Refresh.Refresh_AcquireCommandBuffer(Handle));
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}
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}
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public unsafe void Submit(CommandBuffer commandBuffer)
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/// <summary>
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/// Submits a command buffer to the GPU for processing.
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/// </summary>
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public void Submit(CommandBuffer commandBuffer)
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{
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{
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var commandBufferPtrs = stackalloc IntPtr[1];
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commandBufferPtrs[0] = commandBuffer.Handle;
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Refresh.Refresh_Submit(
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Refresh.Refresh_Submit(
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Handle,
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Handle,
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1,
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commandBuffer.Handle
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(IntPtr) commandBufferPtrs
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);
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);
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}
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}
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public unsafe void Submit(
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/// <summary>
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CommandBuffer commandBufferOne,
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/// Submits a command buffer to the GPU for processing and acquires a fence associated with the submission.
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CommandBuffer commandBufferTwo
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/// </summary>
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) {
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/// <returns></returns>
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var commandBufferPtrs = stackalloc IntPtr[2];
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public Fence SubmitAndAcquireFence(CommandBuffer commandBuffer)
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commandBufferPtrs[0] = commandBufferOne.Handle;
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commandBufferPtrs[1] = commandBufferTwo.Handle;
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Refresh.Refresh_Submit(
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Handle,
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2,
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(IntPtr) commandBufferPtrs
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);
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}
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public unsafe void Submit(
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CommandBuffer commandBufferOne,
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CommandBuffer commandBufferTwo,
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CommandBuffer commandBufferThree
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) {
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var commandBufferPtrs = stackalloc IntPtr[3];
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commandBufferPtrs[0] = commandBufferOne.Handle;
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commandBufferPtrs[1] = commandBufferTwo.Handle;
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commandBufferPtrs[2] = commandBufferThree.Handle;
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Refresh.Refresh_Submit(
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Handle,
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3,
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(IntPtr) commandBufferPtrs
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);
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}
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public unsafe void Submit(
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CommandBuffer commandBufferOne,
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CommandBuffer commandBufferTwo,
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CommandBuffer commandBufferThree,
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CommandBuffer commandBufferFour
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) {
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var commandBufferPtrs = stackalloc IntPtr[4];
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commandBufferPtrs[0] = commandBufferOne.Handle;
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commandBufferPtrs[1] = commandBufferTwo.Handle;
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commandBufferPtrs[2] = commandBufferThree.Handle;
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commandBufferPtrs[3] = commandBufferFour.Handle;
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Refresh.Refresh_Submit(
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Handle,
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4,
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(IntPtr) commandBufferPtrs
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);
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}
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public unsafe void Submit(params CommandBuffer[] commandBuffers)
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{
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{
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var commandBufferPtrs = stackalloc IntPtr[commandBuffers.Length];
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var fenceHandle = Refresh.Refresh_SubmitAndAcquireFence(
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for (var i = 0; i < commandBuffers.Length; i += 1)
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{
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commandBufferPtrs[i] = commandBuffers[i].Handle;
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}
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Refresh.Refresh_Submit(
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Handle,
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Handle,
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(uint) commandBuffers.Length,
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commandBuffer.Handle
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(IntPtr) commandBufferPtrs
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);
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);
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var fence = FencePool.Obtain();
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fence.SetHandle(fenceHandle);
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return fence;
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}
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}
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/// <summary>
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/// Wait for the graphics device to become idle.
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/// </summary>
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public void Wait()
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public void Wait()
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{
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{
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Refresh.Refresh_Wait(Handle);
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Refresh.Refresh_Wait(Handle);
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}
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}
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/// <summary>
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/// Waits for the given fence to become signaled.
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/// </summary>
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public unsafe void WaitForFences(Fence fence)
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{
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var handlePtr = stackalloc nint[1];
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handlePtr[0] = fence.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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1,
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1,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(
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Fence fenceOne,
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Fence fenceTwo,
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bool waitAll
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) {
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var handlePtr = stackalloc nint[2];
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handlePtr[0] = fenceOne.Handle;
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handlePtr[1] = fenceTwo.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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2,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(
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Fence fenceOne,
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Fence fenceTwo,
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Fence fenceThree,
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bool waitAll
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) {
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var handlePtr = stackalloc nint[3];
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handlePtr[0] = fenceOne.Handle;
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handlePtr[1] = fenceTwo.Handle;
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handlePtr[2] = fenceThree.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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3,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(
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Fence fenceOne,
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Fence fenceTwo,
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Fence fenceThree,
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Fence fenceFour,
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bool waitAll
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) {
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var handlePtr = stackalloc nint[4];
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handlePtr[0] = fenceOne.Handle;
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handlePtr[1] = fenceTwo.Handle;
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handlePtr[2] = fenceThree.Handle;
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handlePtr[3] = fenceFour.Handle;
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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4,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Wait for one or more fences to become signaled.
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/// </summary>
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/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param>
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public unsafe void WaitForFences(Fence[] fences, bool waitAll)
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{
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var handlePtr = stackalloc nint[fences.Length];
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for (var i = 0; i < fences.Length; i += 1)
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{
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handlePtr[i] = fences[i].Handle;
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}
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Refresh.Refresh_WaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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4,
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(nint) handlePtr
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);
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}
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/// <summary>
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/// Returns true if the fence is signaled, indicating that the associated command buffer has finished processing.
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/// </summary>
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/// <exception cref="InvalidOperationException">Throws if the fence query indicates that the graphics device has been lost.</exception>
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public bool QueryFence(Fence fence)
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{
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var result = Refresh.Refresh_QueryFence(Handle, fence.Handle);
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if (result < 0)
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{
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throw new InvalidOperationException("The graphics device has been lost.");
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}
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return result != 0;
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}
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/// <summary>
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/// Release reference to an acquired fence, enabling it to be reused.
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/// </summary>
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public void ReleaseFence(Fence fence)
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{
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Refresh.Refresh_ReleaseFence(Handle, fence.Handle);
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fence.Handle = IntPtr.Zero;
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FencePool.Return(fence);
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}
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private TextureFormat GetSwapchainFormat(Window window)
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private TextureFormat GetSwapchainFormat(Window window)
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{
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{
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return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle);
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return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle);
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@ -0,0 +1,36 @@
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using System;
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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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/// Fences allow you to track the status of a submitted command buffer.
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/// You should only acquire a Fence if you will need to track the command buffer.
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/// You should make sure to call GraphicsDevice.ReleaseFence when done with a Fence to avoid memory growth.
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///
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/// The Fence object itself is basically just a wrapper for the Refresh_Fence.
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/// The internal handle is replaced so that we can pool Fence objects to manage garbage.
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/// </summary>
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public class Fence : GraphicsResource
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{
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protected override Action<nint, nint> QueueDestroyFunction => Release;
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internal Fence(GraphicsDevice device) : base(device, true)
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{
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}
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internal void SetHandle(nint handle)
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{
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Handle = handle;
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}
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private void Release(nint deviceHandle, nint fenceHandle)
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{
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if (fenceHandle != IntPtr.Zero)
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{
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// This will only be called if the client forgot to release a handle. Oh no!
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Refresh.Refresh_ReleaseFence(deviceHandle, fenceHandle);
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}
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}
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}
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}
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@ -592,7 +592,7 @@ namespace MoonWorks.Graphics
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/// <summary>
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/// <summary>
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/// Asynchronously saves RGBA or BGRA pixel data to a file in PNG format.
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/// Asynchronously saves RGBA or BGRA pixel data to a file in PNG format.
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/// Warning: this is expensive!
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/// Warning: this is expensive and will block to wait for data download from GPU!
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/// </summary>
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/// </summary>
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public unsafe void SavePNG(string path)
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public unsafe void SavePNG(string path)
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{
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{
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@ -608,14 +608,16 @@ namespace MoonWorks.Graphics
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// immediately request the data copy
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// immediately request the data copy
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var commandBuffer = Device.AcquireCommandBuffer();
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var commandBuffer = Device.AcquireCommandBuffer();
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commandBuffer.CopyTextureToBuffer(this, buffer);
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commandBuffer.CopyTextureToBuffer(this, buffer);
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Device.Submit(commandBuffer);
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var fence = Device.SubmitAndAcquireFence(commandBuffer);
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var byteCount = buffer.Size;
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var byteCount = buffer.Size;
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var pixelsPtr = NativeMemory.Alloc((nuint) byteCount);
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var pixelsPtr = NativeMemory.Alloc((nuint) byteCount);
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var pixelsSpan = new Span<byte>(pixelsPtr, (int) byteCount);
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var pixelsSpan = new Span<byte>(pixelsPtr, (int) byteCount);
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Device.Wait(); // make sure the data transfer is done...
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Device.WaitForFences(fence); // make sure the data transfer is done...
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Device.ReleaseFence(fence); // and then release the fence
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buffer.GetData(pixelsSpan);
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buffer.GetData(pixelsSpan);
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if (Format == TextureFormat.B8G8R8A8)
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if (Format == TextureFormat.B8G8R8A8)
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Loading…
Reference in New Issue