refactor RenderPass structure
parent
4e8653fb1f
commit
eab282cdca
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@ -1 +1 @@
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Subproject commit 2866dd2a7d4ffd4366bd4885e04c68cf4b485b55
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Subproject commit 60e2c21a7b224dc6aa6a457dbb71d798a4e66241
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@ -8,7 +8,7 @@ public readonly record struct BufferBinding(
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GpuBuffer Buffer,
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uint Offset
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) {
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public SDL_Gpu.BufferBinding ToRefresh()
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public SDL_Gpu.BufferBinding ToSDL()
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{
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return new SDL_Gpu.BufferBinding
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{
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File diff suppressed because it is too large
Load Diff
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@ -38,8 +38,9 @@ namespace MoonWorks.Graphics
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public bool IsDisposed { get; private set; }
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private readonly HashSet<GCHandle> resources = new HashSet<GCHandle>();
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private FencePool FencePool;
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private CommandBufferPool CommandBufferPool;
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internal RenderPassPool RenderPassPool;
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private FencePool FencePool;
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internal unsafe GraphicsDevice(
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Span<Backend> preferredBackends,
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@ -149,12 +150,12 @@ namespace MoonWorks.Graphics
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)
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),
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DepthStencilState = DepthStencilState.Disable,
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VertexShaderInfo = GraphicsShaderInfo.Create(
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VertexShaderResourceInfo = GraphicsShaderInfo.Create(
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fullscreenVertShader,
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"main",
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0
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),
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FragmentShaderInfo = GraphicsShaderInfo.Create(
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FragmentShaderResourceInfo = GraphicsShaderInfo.Create(
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videoFragShader,
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"main",
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3
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@ -177,12 +178,12 @@ namespace MoonWorks.Graphics
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)
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),
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DepthStencilState = DepthStencilState.Disable,
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VertexShaderInfo = GraphicsShaderInfo.Create(
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VertexShaderResourceInfo = GraphicsShaderInfo.Create(
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fullscreenVertShader,
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"main",
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0
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),
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FragmentShaderInfo = GraphicsShaderInfo.Create(
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FragmentShaderResourceInfo = GraphicsShaderInfo.Create(
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blitFragShader,
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"main",
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1
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@ -13,16 +13,17 @@ public class RenderPass
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#if DEBUG
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internal bool active;
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internal uint colorAttachmentCount;
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internal SampleCount colorAttachmentSampleCount;
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internal TextureFormat colorFormatOne;
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internal TextureFormat colorFormatTwo;
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internal TextureFormat colorFormatThree;
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internal TextureFormat colorFormatFour;
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internal bool hasDepthStencilAttachment;
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internal SampleCount depthStencilAttachmentSampleCount;
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internal TextureFormat depthStencilFormat;
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GraphicsPipeline currentGraphicsPipeline;
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uint colorAttachmentCount;
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SampleCount colorAttachmentSampleCount;
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TextureFormat colorFormatOne;
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TextureFormat colorFormatTwo;
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TextureFormat colorFormatThree;
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TextureFormat colorFormatFour;
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bool hasDepthStencilAttachment;
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SampleCount depthStencilAttachmentSampleCount;
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TextureFormat depthStencilFormat;
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#endif
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internal void SetHandle(nint handle)
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@ -79,7 +80,7 @@ public class RenderPass
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SDL_Gpu.SDL_GpuSetViewport(
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Handle,
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viewport.ToRefresh()
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viewport.ToSDL()
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);
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}
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@ -99,7 +100,7 @@ public class RenderPass
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SDL_Gpu.SDL_GpuSetScissor(
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Handle,
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scissor.ToRefresh()
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scissor.ToSDL()
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);
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}
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@ -108,7 +109,7 @@ public class RenderPass
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/// </summary>
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/// <param name="bufferBinding">Buffer to bind and associated offset.</param>
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/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
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public unsafe void BindVertexBuffers(
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public unsafe void BindVertexBuffer(
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in BufferBinding bufferBinding,
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uint firstBinding = 0
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) {
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@ -116,137 +117,16 @@ public class RenderPass
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AssertGraphicsPipelineBound();
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#endif
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var bindingArray = stackalloc SDL_Gpu.BufferBinding[1];
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bindingArray[0] = bufferBinding.ToRefresh();
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var sdlBufferBinding = bufferBinding.ToSDL();
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SDL_Gpu.SDL_GpuBindVertexBuffers(
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Handle,
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firstBinding,
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bindingArray,
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&sdlBufferBinding,
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1
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);
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}
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/// <summary>
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/// Binds vertex buffers to be used by subsequent draw calls.
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/// </summary>
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/// <param name="bufferBindingOne">Buffer to bind and associated offset.</param>
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/// <param name="bufferBindingTwo">Buffer to bind and associated offset.</param>
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/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
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public unsafe void BindVertexBuffers(
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in BufferBinding bufferBindingOne,
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in BufferBinding bufferBindingTwo,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bindingArray = stackalloc SDL_Gpu.BufferBinding[2];
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bindingArray[0] = bufferBindingOne.ToRefresh();
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bindingArray[1] = bufferBindingTwo.ToRefresh();
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SDL_Gpu.SDL_GpuBindVertexBuffers(
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Handle,
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firstBinding,
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bindingArray,
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2
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);
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}
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/// <summary>
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/// Binds vertex buffers to be used by subsequent draw calls.
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/// </summary>
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/// <param name="bufferBindingOne">Buffer to bind and associated offset.</param>
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/// <param name="bufferBindingTwo">Buffer to bind and associated offset.</param>
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/// <param name="bufferBindingThree">Buffer to bind and associated offset.</param>
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/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
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public unsafe void BindVertexBuffers(
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in BufferBinding bufferBindingOne,
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in BufferBinding bufferBindingTwo,
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in BufferBinding bufferBindingThree,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bindingArray = stackalloc SDL_Gpu.BufferBinding[3];
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bindingArray[0] = bufferBindingOne.ToRefresh();
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bindingArray[1] = bufferBindingTwo.ToRefresh();
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bindingArray[2] = bufferBindingThree.ToRefresh();
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SDL_Gpu.SDL_GpuBindVertexBuffers(
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Handle,
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firstBinding,
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bindingArray,
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3
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);
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}
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/// <summary>
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/// Binds vertex buffers to be used by subsequent draw calls.
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/// </summary>
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/// <param name="bufferBindingOne">Buffer to bind and associated offset.</param>
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/// <param name="bufferBindingTwo">Buffer to bind and associated offset.</param>
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/// <param name="bufferBindingThree">Buffer to bind and associated offset.</param>
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/// <param name="bufferBindingFour">Buffer to bind and associated offset.</param>
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/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
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public unsafe void BindVertexBuffers(
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in BufferBinding bufferBindingOne,
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in BufferBinding bufferBindingTwo,
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in BufferBinding bufferBindingThree,
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in BufferBinding bufferBindingFour,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bindingArray = stackalloc SDL_Gpu.BufferBinding[4];
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bindingArray[0] = bufferBindingOne.ToRefresh();
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bindingArray[1] = bufferBindingTwo.ToRefresh();
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bindingArray[2] = bufferBindingThree.ToRefresh();
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bindingArray[3] = bufferBindingFour.ToRefresh();
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SDL_Gpu.SDL_GpuBindVertexBuffers(
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Handle,
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firstBinding,
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bindingArray,
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4
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);
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}
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/// <summary>
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/// Binds vertex buffers to be used by subsequent draw calls.
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/// </summary>
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/// <param name="bufferBindings">Spawn of buffers to bind and their associated offsets.</param>
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/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
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public unsafe void BindVertexBuffers(
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in Span<BufferBinding> bufferBindings,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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SDL_Gpu.BufferBinding* bufferBindingsArray = (SDL_Gpu.BufferBinding*) NativeMemory.Alloc((nuint) (Marshal.SizeOf<SDL_Gpu.BufferBinding>() * bufferBindings.Length));
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for (var i = 0; i < bufferBindings.Length; i += 1)
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{
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bufferBindingsArray[i] = bufferBindings[i].ToRefresh();
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}
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SDL_Gpu.SDL_GpuBindVertexBuffers(
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Handle,
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firstBinding,
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bufferBindingsArray,
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(uint) bufferBindings.Length
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);
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NativeMemory.Free(bufferBindingsArray);
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}
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/// <summary>
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/// Binds an index buffer to be used by subsequent draw calls.
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/// </summary>
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@ -264,7 +144,7 @@ public class RenderPass
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SDL_Gpu.SDL_GpuBindIndexBuffer(
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Handle,
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bufferBinding.ToRefresh(),
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bufferBinding.ToSDL(),
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(SDL_Gpu.IndexElementSize) indexElementSize
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);
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}
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@ -283,104 +163,280 @@ public class RenderPass
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AssertTextureHasSamplerFlag(textureSamplerBinding.Texture);
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#endif
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var bindingArray = stackalloc SDL_Gpu.TextureSamplerBinding[1];
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bindingArray[0] = textureSamplerBinding.ToSDL();
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var sdlTextureSamplerBinding = textureSamplerBinding.ToSDL();
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SDL_Gpu.SDL_GpuBindVertexSamplers(
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Handle,
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slot,
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bindingArray,
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&sdlTextureSamplerBinding,
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1
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);
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}
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public unsafe void BindVertexSamplers(
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in Span<TextureSamplerBinding> textureSamplerBindings,
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uint firstSlot = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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for (var i = 0; i < textureSamplerBindings.Length; i += 1)
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{
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AssertTextureSamplerBindingNonNull(textureSamplerBindings[i]);
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AssertTextureHasSamplerFlag(textureSamplerBindings[i].Texture);
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}
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#endif
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SDL_Gpu.TextureSamplerBinding* samplerBindingsArray =
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(SDL_Gpu.TextureSamplerBinding*) NativeMemory.Alloc(
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(nuint) (Marshal.SizeOf<SDL_Gpu.TextureSamplerBinding>() * textureSamplerBindings.Length)
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);
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for (var i = 0; i < textureSamplerBindings.Length; i += 1)
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{
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samplerBindingsArray[i] = textureSamplerBindings[i].ToSDL();
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}
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SDL_Gpu.SDL_GpuBindVertexSamplers(
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Handle,
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firstSlot,
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samplerBindingsArray,
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(uint) textureSamplerBindings.Length
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);
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NativeMemory.Free(samplerBindingsArray);
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}
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public unsafe void BindVertexStorageTexture(
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in TextureSlice storageTextureSlice,
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in TextureSlice textureSlice,
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uint slot = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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AssertTextureNonNull(storageTextureSlice.Texture);
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AssertTextureHasGraphicsStorageFlag(storageTextureSlice.Texture);
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AssertTextureNonNull(textureSlice.Texture);
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AssertTextureHasGraphicsStorageFlag(textureSlice.Texture);
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#endif
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var sliceArray = stackalloc SDL_Gpu.TextureSlice[1];
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sliceArray[0] = storageTextureSlice.ToSDL();
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var sdlTextureSlice = textureSlice.ToSDL();
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SDL_Gpu.SDL_GpuBindVertexStorageTextures(
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Handle,
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slot,
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sliceArray,
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&sdlTextureSlice,
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1
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);
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}
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public unsafe void BindVertexStorageTextures(
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in Span<TextureSlice> storageTextureSlices,
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uint firstSlot = 0
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public unsafe void BindVertexStorageBuffer(
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GpuBuffer buffer,
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uint slot = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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AssertBufferNonNull(buffer);
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AssertBufferHasGraphicsStorageFlag(buffer);
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#endif
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var bufferHandle = buffer.Handle;
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SDL_Gpu.SDL_GpuBindVertexStorageBuffers(
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Handle,
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slot,
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&bufferHandle,
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1
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);
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}
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public unsafe void BindFragmentSamplers(
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in TextureSamplerBinding textureSamplerBinding,
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uint slot = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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AssertTextureSamplerBindingNonNull(textureSamplerBinding);
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AssertTextureHasSamplerFlag(textureSamplerBinding.Texture);
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#endif
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var sdlTextureSamplerBinding = textureSamplerBinding.ToSDL();
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SDL_Gpu.SDL_GpuBindFragmentSamplers(
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Handle,
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slot,
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&sdlTextureSamplerBinding,
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1
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);
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}
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public unsafe void BindFragmentStorageTexture(
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in TextureSlice textureSlice,
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uint slot = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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AssertTextureNonNull(textureSlice.Texture);
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AssertTextureHasGraphicsStorageFlag(textureSlice.Texture);
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#endif
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var sdlTextureSlice = textureSlice.ToSDL();
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SDL_Gpu.SDL_GpuBindFragmentStorageTextures(
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Handle,
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slot,
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&sdlTextureSlice,
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1
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);
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}
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public unsafe void BindFragmentStorageBuffer(
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GpuBuffer buffer,
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uint slot = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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AssertBufferNonNull(buffer);
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AssertBufferHasGraphicsStorageFlag(buffer);
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#endif
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var bufferHandle = buffer.Handle;
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SDL_Gpu.SDL_GpuBindFragmentStorageBuffers(
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Handle,
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slot,
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&bufferHandle,
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1
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);
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}
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public unsafe void PushVertexUniformData(
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void* uniformsPtr,
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uint size,
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uint slot = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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for (var i = 0; i < storageTextureSlices.Length; i += 1)
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if (slot >= currentGraphicsPipeline.VertexShaderResourceInfo.UniformBufferCount)
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{
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AssertTextureNonNull(storageTextureSlices[i].Texture);
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AssertTextureHasGraphicsStorageFlag(storageTextureSlices[i].Texture);
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throw new System.ArgumentException($"Slot {slot} given, but {currentGraphicsPipeline.VertexShaderResourceInfo.UniformBufferCount} uniform buffers are used on the shader!");
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}
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#endif
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SDL_Gpu.TextureSlice* sliceArray =
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(SDL_Gpu.TextureSlice*) NativeMemory.Alloc(
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(nuint) (Marshal.SizeOf<SDL_Gpu.TextureSlice>() * storageTextureSlices.Length)
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SDL_Gpu.SDL_GpuPushVertexUniformData(
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Handle,
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slot,
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(nint) uniformsPtr,
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size
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);
|
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|
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for (var i = 0; i < storageTextureSlices.Length; i += 1)
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{
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sliceArray[i] = storageTextureSlices[i].ToSDL();
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}
|
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|
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SDL_Gpu.SDL_GpuBindVertexStorageTextures(
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Handle,
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firstSlot,
|
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sliceArray,
|
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(uint) storageTextureSlices.Length
|
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);
|
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public unsafe void PushVertexUniformData<T>(
|
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in T uniforms
|
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) where T : unmanaged
|
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{
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fixed (T* uniformsPtr = &uniforms)
|
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{
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PushVertexUniformData(uniformsPtr, (uint) Marshal.SizeOf<T>());
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}
|
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}
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|
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NativeMemory.Free(sliceArray);
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public unsafe void PushFragmentUniformData(
|
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void* uniformsPtr,
|
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uint size,
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uint slot = 0
|
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
|
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|
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if (slot >= currentGraphicsPipeline.FragmentShaderResourceInfo.UniformBufferCount)
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{
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throw new System.ArgumentException($"Slot {slot} given, but {currentGraphicsPipeline.FragmentShaderResourceInfo.UniformBufferCount} uniform buffers are used on the shader!");
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}
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#endif
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|
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SDL_Gpu.SDL_GpuPushFragmentUniformData(
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Handle,
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slot,
|
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(nint) uniformsPtr,
|
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size
|
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);
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}
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|
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public unsafe void PushFragmentUniformData<T>(
|
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in T uniforms
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) where T : unmanaged
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{
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fixed (T* uniformsPtr = &uniforms)
|
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{
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PushFragmentUniformData(uniformsPtr, (uint) Marshal.SizeOf<T>());
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}
|
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}
|
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|
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/// <summary>
|
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/// Draws using a vertex buffer and an index buffer, and an optional instance count.
|
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/// </summary>
|
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/// <param name="baseVertex">The starting index offset for the vertex buffer.</param>
|
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/// <param name="startIndex">The starting index offset for the index buffer.</param>
|
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/// <param name="primitiveCount">The number of primitives to draw.</param>
|
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/// <param name="instanceCount">The number of instances to draw.</param>
|
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public void DrawIndexedPrimitives(
|
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uint baseVertex,
|
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uint startIndex,
|
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uint primitiveCount,
|
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uint instanceCount = 1
|
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) {
|
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#if DEBUG
|
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AssertGraphicsPipelineBound();
|
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#endif
|
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|
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SDL_Gpu.SDL_GpuDrawIndexedPrimitives(
|
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Handle,
|
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baseVertex,
|
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startIndex,
|
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primitiveCount,
|
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instanceCount
|
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);
|
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}
|
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|
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/// <summary>
|
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/// Draws using a vertex buffer and an index buffer.
|
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/// </summary>
|
||||
/// <param name="baseVertex">The starting index offset for the vertex buffer.</param>
|
||||
/// <param name="startIndex">The starting index offset for the index buffer.</param>
|
||||
/// <param name="primitiveCount">The number of primitives to draw.</param>
|
||||
public void DrawPrimitives(
|
||||
uint vertexStart,
|
||||
uint primitiveCount
|
||||
)
|
||||
{
|
||||
#if DEBUG
|
||||
AssertGraphicsPipelineBound();
|
||||
#endif
|
||||
|
||||
SDL_Gpu.SDL_GpuDrawPrimitives(
|
||||
Handle,
|
||||
vertexStart,
|
||||
primitiveCount
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Similar to DrawPrimitives, but parameters are set from a buffer.
|
||||
/// The buffer must have the Indirect usage flag set.
|
||||
/// </summary>
|
||||
/// <param name="buffer">The draw parameters buffer.</param>
|
||||
/// <param name="offsetInBytes">The offset to start reading from the draw parameters buffer.</param>
|
||||
/// <param name="drawCount">The number of draw parameter sets that should be read from the buffer.</param>
|
||||
/// <param name="stride">The byte stride between sets of draw parameters.</param>
|
||||
public void DrawPrimitivesIndirect(
|
||||
GpuBuffer buffer,
|
||||
uint offsetInBytes,
|
||||
uint drawCount,
|
||||
uint stride
|
||||
) {
|
||||
#if DEBUG
|
||||
AssertGraphicsPipelineBound();
|
||||
#endif
|
||||
|
||||
SDL_Gpu.SDL_GpuDrawPrimitivesIndirect(
|
||||
Handle,
|
||||
buffer.Handle,
|
||||
offsetInBytes,
|
||||
drawCount,
|
||||
stride
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Similar to DrawIndexedPrimitives, but parameters are set from a buffer.
|
||||
/// The buffer must have the Indirect usage flag set.
|
||||
/// </summary>
|
||||
/// <param name="buffer">The draw parameters buffer.</param>
|
||||
/// <param name="offsetInBytes">The offset to start reading from the draw parameters buffer.</param>
|
||||
/// <param name="drawCount">The number of draw parameter sets that should be read from the buffer.</param>
|
||||
/// <param name="stride">The byte stride between sets of draw parameters.</param>
|
||||
public void DrawIndexedPrimitivesIndirect(
|
||||
GpuBuffer buffer,
|
||||
uint offsetInBytes,
|
||||
uint drawCount,
|
||||
uint stride
|
||||
) {
|
||||
#if DEBUG
|
||||
AssertGraphicsPipelineBound();
|
||||
#endif
|
||||
|
||||
SDL_Gpu.SDL_GpuDrawIndexedPrimitivesIndirect(
|
||||
Handle,
|
||||
buffer.Handle,
|
||||
offsetInBytes,
|
||||
drawCount,
|
||||
stride
|
||||
);
|
||||
}
|
||||
|
||||
#if DEBUG
|
||||
|
@ -481,5 +537,21 @@ public class RenderPass
|
|||
throw new System.ArgumentException("The bound Texture's UsageFlags must include TextureUsageFlags.GraphicsStorage!");
|
||||
}
|
||||
}
|
||||
|
||||
private void AssertBufferNonNull(GpuBuffer buffer)
|
||||
{
|
||||
if (buffer == null || buffer.Handle == IntPtr.Zero)
|
||||
{
|
||||
throw new System.NullReferenceException("Buffer must not be null!");
|
||||
}
|
||||
}
|
||||
|
||||
private void AssertBufferHasGraphicsStorageFlag(GpuBuffer buffer)
|
||||
{
|
||||
if ((buffer.UsageFlags & BufferUsageFlags.GraphicsStorage) == 0)
|
||||
{
|
||||
throw new System.ArgumentException("The bound Buffer's UsageFlags must include BufferUsageFlag.GraphicsStorage!");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -0,0 +1,26 @@
|
|||
using System.Collections.Concurrent;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
internal class RenderPassPool
|
||||
{
|
||||
private ConcurrentQueue<RenderPass> RenderPasses = new ConcurrentQueue<RenderPass>();
|
||||
|
||||
public RenderPass Obtain()
|
||||
{
|
||||
if (RenderPasses.TryDequeue(out var renderPass))
|
||||
{
|
||||
return renderPass;
|
||||
}
|
||||
else
|
||||
{
|
||||
return new RenderPass();
|
||||
}
|
||||
}
|
||||
|
||||
public void Return(RenderPass renderPass)
|
||||
{
|
||||
RenderPasses.Enqueue(renderPass);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,15 +1,17 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using RefreshCS;
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// GpuBuffers are generic data containers that can be used by the GPU.
|
||||
/// </summary>
|
||||
public class GpuBuffer : SDL_GpuResource
|
||||
{
|
||||
protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_QueueDestroyGpuBuffer;
|
||||
protected override Action<IntPtr, IntPtr> ReleaseFunction => SDL_Gpu.SDL_GpuReleaseBuffer;
|
||||
|
||||
public BufferUsageFlags UsageFlags { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Size in bytes.
|
||||
|
@ -25,7 +27,7 @@ namespace MoonWorks.Graphics
|
|||
{
|
||||
if (Device.DebugMode)
|
||||
{
|
||||
Refresh.Refresh_SetGpuBufferName(
|
||||
SDL_Gpu.SDL_GpuSetBufferName(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
value
|
||||
|
@ -69,11 +71,12 @@ namespace MoonWorks.Graphics
|
|||
uint sizeInBytes
|
||||
) : base(device)
|
||||
{
|
||||
Handle = Refresh.Refresh_CreateGpuBuffer(
|
||||
Handle = SDL_Gpu.SDL_GpuCreateBuffer(
|
||||
device.Handle,
|
||||
(Refresh.BufferUsageFlags) usageFlags,
|
||||
(SDL_Gpu.BufferUsageFlags) usageFlags,
|
||||
sizeInBytes
|
||||
);
|
||||
UsageFlags = usageFlags;
|
||||
Size = sizeInBytes;
|
||||
name = "";
|
||||
}
|
||||
|
@ -83,4 +86,3 @@ namespace MoonWorks.Graphics
|
|||
return new BufferBinding(b, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
using System;
|
||||
using System.Runtime.InteropServices;
|
||||
using RefreshCS;
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
|
@ -10,10 +10,10 @@ namespace MoonWorks.Graphics
|
|||
/// </summary>
|
||||
public class GraphicsPipeline : SDL_GpuResource
|
||||
{
|
||||
protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_QueueDestroyGraphicsPipeline;
|
||||
protected override Action<IntPtr, IntPtr> ReleaseFunction => SDL_Gpu.SDL_GpuReleaseGraphicsPipeline;
|
||||
|
||||
public GraphicsShaderInfo VertexShaderInfo { get; }
|
||||
public GraphicsShaderInfo FragmentShaderInfo { get; }
|
||||
public GraphicsPipelineResourceInfo VertexShaderResourceInfo { get; }
|
||||
public GraphicsPipelineResourceInfo FragmentShaderResourceInfo { get; }
|
||||
public SampleCount SampleCount { get; }
|
||||
|
||||
#if DEBUG
|
||||
|
@ -25,103 +25,78 @@ namespace MoonWorks.Graphics
|
|||
in GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
|
||||
) : base(device)
|
||||
{
|
||||
DepthStencilState depthStencilState = graphicsPipelineCreateInfo.DepthStencilState;
|
||||
GraphicsShaderInfo vertexShaderInfo = graphicsPipelineCreateInfo.VertexShaderInfo;
|
||||
GraphicsShaderInfo fragmentShaderInfo = graphicsPipelineCreateInfo.FragmentShaderInfo;
|
||||
MultisampleState multisampleState = graphicsPipelineCreateInfo.MultisampleState;
|
||||
RasterizerState rasterizerState = graphicsPipelineCreateInfo.RasterizerState;
|
||||
PrimitiveType primitiveType = graphicsPipelineCreateInfo.PrimitiveType;
|
||||
VertexInputState vertexInputState = graphicsPipelineCreateInfo.VertexInputState;
|
||||
GraphicsPipelineAttachmentInfo attachmentInfo = graphicsPipelineCreateInfo.AttachmentInfo;
|
||||
BlendConstants blendConstants = graphicsPipelineCreateInfo.BlendConstants;
|
||||
SDL_Gpu.GraphicsPipelineCreateInfo sdlGraphicsPipelineCreateInfo;
|
||||
|
||||
var vertexAttributesHandle = GCHandle.Alloc(
|
||||
vertexInputState.VertexAttributes,
|
||||
GCHandleType.Pinned
|
||||
);
|
||||
var vertexBindingsHandle = GCHandle.Alloc(
|
||||
vertexInputState.VertexBindings,
|
||||
GCHandleType.Pinned
|
||||
var vertexAttributes = (SDL_Gpu.VertexAttribute*) NativeMemory.Alloc(
|
||||
(nuint) (graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length * Marshal.SizeOf<SDL_Gpu.VertexAttribute>())
|
||||
);
|
||||
|
||||
var colorAttachmentDescriptions = stackalloc Refresh.ColorAttachmentDescription[
|
||||
(int) attachmentInfo.ColorAttachmentDescriptions.Length
|
||||
];
|
||||
|
||||
for (var i = 0; i < attachmentInfo.ColorAttachmentDescriptions.Length; i += 1)
|
||||
for (var i = 0; i < graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length; i += 1)
|
||||
{
|
||||
colorAttachmentDescriptions[i].format = (Refresh.TextureFormat) attachmentInfo.ColorAttachmentDescriptions[i].Format;
|
||||
colorAttachmentDescriptions[i].blendState = attachmentInfo.ColorAttachmentDescriptions[i].BlendState.ToRefresh();
|
||||
vertexAttributes[i] = graphicsPipelineCreateInfo.VertexInputState.VertexAttributes[i].ToSDL();
|
||||
}
|
||||
|
||||
Refresh.GraphicsPipelineCreateInfo refreshGraphicsPipelineCreateInfo;
|
||||
var vertexBindings = (SDL_Gpu.VertexBinding*) NativeMemory.Alloc(
|
||||
(nuint) (graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length * Marshal.SizeOf<SDL_Gpu.VertexBinding>())
|
||||
);
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.blendConstants[0] = blendConstants.R;
|
||||
refreshGraphicsPipelineCreateInfo.blendConstants[1] = blendConstants.G;
|
||||
refreshGraphicsPipelineCreateInfo.blendConstants[2] = blendConstants.B;
|
||||
refreshGraphicsPipelineCreateInfo.blendConstants[3] = blendConstants.A;
|
||||
for (var i = 0; i < graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length; i += 1)
|
||||
{
|
||||
vertexBindings[i] = graphicsPipelineCreateInfo.VertexInputState.VertexBindings[i].ToSDL();
|
||||
}
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.backStencilState = depthStencilState.BackStencilState.ToRefresh();
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.frontStencilState = depthStencilState.FrontStencilState.ToRefresh();
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.compareMask = depthStencilState.CompareMask;
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.writeMask = depthStencilState.WriteMask;
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.reference = depthStencilState.Reference;
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.compareOp = (Refresh.CompareOp) depthStencilState.CompareOp;
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.depthBoundsTestEnable = Conversions.BoolToByte(depthStencilState.DepthBoundsTestEnable);
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.depthTestEnable = Conversions.BoolToByte(depthStencilState.DepthTestEnable);
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.depthWriteEnable = Conversions.BoolToByte(depthStencilState.DepthWriteEnable);
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.maxDepthBounds = depthStencilState.MaxDepthBounds;
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.minDepthBounds = depthStencilState.MinDepthBounds;
|
||||
refreshGraphicsPipelineCreateInfo.depthStencilState.stencilTestEnable = Conversions.BoolToByte(depthStencilState.StencilTestEnable);
|
||||
var colorAttachmentDescriptions = stackalloc SDL_Gpu.ColorAttachmentDescription[
|
||||
graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length
|
||||
];
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.entryPointName = vertexShaderInfo.EntryPointName;
|
||||
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.shaderModule = vertexShaderInfo.ShaderModule.Handle;
|
||||
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.uniformBufferSize = vertexShaderInfo.UniformBufferSize;
|
||||
refreshGraphicsPipelineCreateInfo.vertexShaderInfo.samplerBindingCount = vertexShaderInfo.SamplerBindingCount;
|
||||
for (var i = 0; i < graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length; i += 1)
|
||||
{
|
||||
colorAttachmentDescriptions[i].Format = (SDL_Gpu.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[i].Format;
|
||||
colorAttachmentDescriptions[i].BlendState = graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[i].BlendState.ToSDL();
|
||||
}
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.entryPointName = fragmentShaderInfo.EntryPointName;
|
||||
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.shaderModule = fragmentShaderInfo.ShaderModule.Handle;
|
||||
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.uniformBufferSize = fragmentShaderInfo.UniformBufferSize;
|
||||
refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.samplerBindingCount = fragmentShaderInfo.SamplerBindingCount;
|
||||
sdlGraphicsPipelineCreateInfo.VertexShader = graphicsPipelineCreateInfo.VertexShader.Handle;
|
||||
sdlGraphicsPipelineCreateInfo.FragmentShader = graphicsPipelineCreateInfo.FragmentShader.Handle;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.multisampleState.multisampleCount = (Refresh.SampleCount) multisampleState.MultisampleCount;
|
||||
refreshGraphicsPipelineCreateInfo.multisampleState.sampleMask = multisampleState.SampleMask;
|
||||
sdlGraphicsPipelineCreateInfo.VertexInputState.VertexAttributes = vertexAttributes;
|
||||
sdlGraphicsPipelineCreateInfo.VertexInputState.VertexAttributeCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length;
|
||||
sdlGraphicsPipelineCreateInfo.VertexInputState.VertexBindings = vertexBindings;
|
||||
sdlGraphicsPipelineCreateInfo.VertexInputState.VertexBindingCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.cullMode = (Refresh.CullMode) rasterizerState.CullMode;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasClamp = rasterizerState.DepthBiasClamp;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasConstantFactor = rasterizerState.DepthBiasConstantFactor;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasEnable = Conversions.BoolToByte(rasterizerState.DepthBiasEnable);
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasSlopeFactor = rasterizerState.DepthBiasSlopeFactor;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.fillMode = (Refresh.FillMode) rasterizerState.FillMode;
|
||||
refreshGraphicsPipelineCreateInfo.rasterizerState.frontFace = (Refresh.FrontFace) rasterizerState.FrontFace;
|
||||
sdlGraphicsPipelineCreateInfo.PrimitiveType = (SDL_Gpu.PrimitiveType) graphicsPipelineCreateInfo.PrimitiveType;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.vertexInputState.vertexAttributes = vertexAttributesHandle.AddrOfPinnedObject();
|
||||
refreshGraphicsPipelineCreateInfo.vertexInputState.vertexAttributeCount = (uint) vertexInputState.VertexAttributes.Length;
|
||||
refreshGraphicsPipelineCreateInfo.vertexInputState.vertexBindings = vertexBindingsHandle.AddrOfPinnedObject();
|
||||
refreshGraphicsPipelineCreateInfo.vertexInputState.vertexBindingCount = (uint) vertexInputState.VertexBindings.Length;
|
||||
sdlGraphicsPipelineCreateInfo.RasterizerState = graphicsPipelineCreateInfo.RasterizerState.ToSDL();
|
||||
sdlGraphicsPipelineCreateInfo.MultisampleState = graphicsPipelineCreateInfo.MultisampleState.ToSDL();
|
||||
sdlGraphicsPipelineCreateInfo.DepthStencilState = graphicsPipelineCreateInfo.DepthStencilState.ToSDL();
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.primitiveType = (Refresh.PrimitiveType) primitiveType;
|
||||
sdlGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentCount = (uint) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length;
|
||||
sdlGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions = colorAttachmentDescriptions;
|
||||
sdlGraphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat = (SDL_Gpu.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat;
|
||||
sdlGraphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = Conversions.BoolToInt(graphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment);
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.colorAttachmentCount = (uint) attachmentInfo.ColorAttachmentDescriptions.Length;
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = (IntPtr) colorAttachmentDescriptions;
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.depthStencilFormat = (Refresh.TextureFormat) attachmentInfo.DepthStencilFormat;
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = Conversions.BoolToByte(attachmentInfo.HasDepthStencilAttachment);
|
||||
sdlGraphicsPipelineCreateInfo.VertexResourceInfo = graphicsPipelineCreateInfo.VertexShaderResourceInfo.ToSDL();
|
||||
sdlGraphicsPipelineCreateInfo.FragmentResourceInfo = graphicsPipelineCreateInfo.FragmentShaderResourceInfo.ToSDL();
|
||||
|
||||
Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, refreshGraphicsPipelineCreateInfo);
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[0] = graphicsPipelineCreateInfo.BlendConstants.R;
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[1] = graphicsPipelineCreateInfo.BlendConstants.G;
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[2] = graphicsPipelineCreateInfo.BlendConstants.B;
|
||||
sdlGraphicsPipelineCreateInfo.BlendConstants[3] = graphicsPipelineCreateInfo.BlendConstants.A;
|
||||
|
||||
Handle = SDL_Gpu.SDL_GpuCreateGraphicsPipeline(device.Handle, sdlGraphicsPipelineCreateInfo);
|
||||
if (Handle == IntPtr.Zero)
|
||||
{
|
||||
throw new Exception("Could not create graphics pipeline!");
|
||||
}
|
||||
|
||||
vertexAttributesHandle.Free();
|
||||
vertexBindingsHandle.Free();
|
||||
NativeMemory.Free(vertexAttributes);
|
||||
NativeMemory.Free(vertexBindings);
|
||||
|
||||
VertexShaderInfo = vertexShaderInfo;
|
||||
FragmentShaderInfo = fragmentShaderInfo;
|
||||
SampleCount = multisampleState.MultisampleCount;
|
||||
VertexShaderResourceInfo = graphicsPipelineCreateInfo.VertexShaderResourceInfo;
|
||||
FragmentShaderResourceInfo = graphicsPipelineCreateInfo.FragmentShaderResourceInfo;
|
||||
SampleCount = graphicsPipelineCreateInfo.MultisampleState.MultisampleCount;
|
||||
|
||||
#if DEBUG
|
||||
AttachmentInfo = attachmentInfo;
|
||||
AttachmentInfo = graphicsPipelineCreateInfo.AttachmentInfo;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using RefreshCS;
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
|
@ -29,7 +29,7 @@ namespace MoonWorks.Graphics
|
|||
{
|
||||
if (Device.DebugMode)
|
||||
{
|
||||
Refresh.Refresh_SetTextureName(
|
||||
SDL_Gpu.SDL_GpuSetTextureName(
|
||||
Device.Handle,
|
||||
Handle,
|
||||
value
|
||||
|
@ -41,7 +41,7 @@ namespace MoonWorks.Graphics
|
|||
}
|
||||
|
||||
// FIXME: this allocates a delegate instance
|
||||
protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_QueueDestroyTexture;
|
||||
protected override Action<IntPtr, IntPtr> ReleaseFunction => SDL_Gpu.SDL_GpuReleaseTexture;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a 2D texture.
|
||||
|
@ -179,9 +179,9 @@ namespace MoonWorks.Graphics
|
|||
in TextureCreateInfo textureCreateInfo
|
||||
) : base(device)
|
||||
{
|
||||
Handle = Refresh.Refresh_CreateTexture(
|
||||
Handle = SDL_Gpu.SDL_GpuCreateTexture(
|
||||
device.Handle,
|
||||
textureCreateInfo.ToRefreshTextureCreateInfo()
|
||||
textureCreateInfo.ToSDL()
|
||||
);
|
||||
|
||||
Format = textureCreateInfo.Format;
|
||||
|
|
|
@ -251,10 +251,13 @@ public enum BlendFactor
|
|||
[Flags]
|
||||
public enum ColorComponentFlags
|
||||
{
|
||||
None = 0x0,
|
||||
R = 0x1,
|
||||
G = 0x2,
|
||||
B = 0x4,
|
||||
A = 0x8
|
||||
A = 0x8,
|
||||
RGB = R | G | B,
|
||||
RGBA = R | G| B | A
|
||||
}
|
||||
|
||||
public enum Filter
|
||||
|
@ -366,7 +369,7 @@ public struct Rect
|
|||
}
|
||||
|
||||
// FIXME: can we do an unsafe cast somehow?
|
||||
public SDL_Gpu.Rect ToRefresh()
|
||||
public SDL_Gpu.Rect ToSDL()
|
||||
{
|
||||
return new SDL_Gpu.Rect
|
||||
{
|
||||
|
@ -448,6 +451,16 @@ public struct VertexBinding
|
|||
Stride = (uint) Marshal.SizeOf<T>()
|
||||
};
|
||||
}
|
||||
|
||||
public SDL_Gpu.VertexBinding ToSDL()
|
||||
{
|
||||
return new SDL_Gpu.VertexBinding
|
||||
{
|
||||
Binding = Binding,
|
||||
Stride = Stride,
|
||||
InputRate = (SDL_Gpu.VertexInputRate) InputRate
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
|
@ -457,6 +470,17 @@ public struct VertexAttribute
|
|||
public uint Binding;
|
||||
public VertexElementFormat Format;
|
||||
public uint Offset;
|
||||
|
||||
public SDL_Gpu.VertexAttribute ToSDL()
|
||||
{
|
||||
return new SDL_Gpu.VertexAttribute
|
||||
{
|
||||
Location = Location,
|
||||
Binding = Binding,
|
||||
Format = (SDL_Gpu.VertexElementFormat) Format,
|
||||
Offset = Offset
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
|
@ -797,3 +821,39 @@ public readonly record struct BufferImageCopy(
|
|||
};
|
||||
}
|
||||
}
|
||||
|
||||
public readonly record struct GraphicsPipelineResourceInfo(
|
||||
uint SamplerCount,
|
||||
uint StorageBufferCount,
|
||||
uint StorageTextureCount,
|
||||
uint UniformBufferCount
|
||||
) {
|
||||
public SDL_Gpu.GraphicsPipelineResourceInfo ToSDL()
|
||||
{
|
||||
return new SDL_Gpu.GraphicsPipelineResourceInfo
|
||||
{
|
||||
SamplerCount = SamplerCount,
|
||||
StorageBufferCount = StorageBufferCount,
|
||||
StorageTextureCount = StorageTextureCount,
|
||||
UniformBufferCount = UniformBufferCount
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// All of the information that is used to create a GraphicsPipeline.
|
||||
/// </summary>
|
||||
public struct GraphicsPipelineCreateInfo
|
||||
{
|
||||
public Shader VertexShader;
|
||||
public Shader FragmentShader;
|
||||
public VertexInputState VertexInputState;
|
||||
public PrimitiveType PrimitiveType;
|
||||
public RasterizerState RasterizerState;
|
||||
public MultisampleState MultisampleState;
|
||||
public DepthStencilState DepthStencilState;
|
||||
public GraphicsPipelineAttachmentInfo AttachmentInfo;
|
||||
public GraphicsPipelineResourceInfo VertexShaderResourceInfo;
|
||||
public GraphicsPipelineResourceInfo FragmentShaderResourceInfo;
|
||||
public BlendConstants BlendConstants;
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using RefreshCS;
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
|
@ -106,18 +106,18 @@ namespace MoonWorks.Graphics
|
|||
ColorWriteMask = ColorComponentFlags.None
|
||||
};
|
||||
|
||||
public Refresh.ColorAttachmentBlendState ToRefresh()
|
||||
public SDL_Gpu.ColorAttachmentBlendState ToSDL()
|
||||
{
|
||||
return new Refresh.ColorAttachmentBlendState
|
||||
return new SDL_Gpu.ColorAttachmentBlendState
|
||||
{
|
||||
blendEnable = Conversions.BoolToByte(BlendEnable),
|
||||
alphaBlendOp = (Refresh.BlendOp) AlphaBlendOp,
|
||||
colorBlendOp = (Refresh.BlendOp) ColorBlendOp,
|
||||
colorWriteMask = (Refresh.ColorComponentFlags) ColorWriteMask,
|
||||
destinationAlphaBlendFactor = (Refresh.BlendFactor) DestinationAlphaBlendFactor,
|
||||
destinationColorBlendFactor = (Refresh.BlendFactor) DestinationColorBlendFactor,
|
||||
sourceAlphaBlendFactor = (Refresh.BlendFactor) SourceAlphaBlendFactor,
|
||||
sourceColorBlendFactor = (Refresh.BlendFactor) SourceColorBlendFactor
|
||||
BlendEnable = Conversions.BoolToInt(BlendEnable),
|
||||
AlphaBlendOp = (SDL_Gpu.BlendOp) AlphaBlendOp,
|
||||
ColorBlendOp = (SDL_Gpu.BlendOp) ColorBlendOp,
|
||||
ColorWriteMask = (SDL_Gpu.ColorComponentFlags) ColorWriteMask,
|
||||
DestinationAlphaBlendFactor = (SDL_Gpu.BlendFactor) DestinationAlphaBlendFactor,
|
||||
DestinationColorBlendFactor = (SDL_Gpu.BlendFactor) DestinationColorBlendFactor,
|
||||
SourceAlphaBlendFactor = (SDL_Gpu.BlendFactor) SourceAlphaBlendFactor,
|
||||
SourceColorBlendFactor = (SDL_Gpu.BlendFactor) SourceColorBlendFactor
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,6 @@
|
|||
namespace MoonWorks.Graphics
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Determines how data is written to and read from the depth/stencil buffer.
|
||||
|
@ -90,5 +92,24 @@
|
|||
DepthBoundsTestEnable = false,
|
||||
StencilTestEnable = false
|
||||
};
|
||||
|
||||
public SDL_Gpu.DepthStencilState ToSDL()
|
||||
{
|
||||
return new SDL_Gpu.DepthStencilState
|
||||
{
|
||||
DepthTestEnable = Conversions.BoolToInt(DepthTestEnable),
|
||||
BackStencilState = BackStencilState.ToSDL(),
|
||||
FrontStencilState = FrontStencilState.ToSDL(),
|
||||
CompareMask = CompareMask,
|
||||
WriteMask = WriteMask,
|
||||
Reference = Reference,
|
||||
CompareOp = (SDL_Gpu.CompareOp) CompareOp,
|
||||
DepthBoundsTestEnable = Conversions.BoolToInt(DepthBoundsTestEnable),
|
||||
DepthWriteEnable = Conversions.BoolToInt(DepthWriteEnable),
|
||||
MinDepthBounds = MinDepthBounds,
|
||||
MaxDepthBounds = MaxDepthBounds,
|
||||
StencilTestEnable = Conversions.BoolToInt(StencilTestEnable)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -14,7 +14,7 @@ namespace MoonWorks.Graphics
|
|||
) {
|
||||
ColorAttachmentDescriptions = colorAttachmentDescriptions;
|
||||
HasDepthStencilAttachment = false;
|
||||
DepthStencilFormat = TextureFormat.D16;
|
||||
DepthStencilFormat = TextureFormat.D16_UNORM;
|
||||
}
|
||||
|
||||
public GraphicsPipelineAttachmentInfo(
|
||||
|
|
|
@ -1,18 +0,0 @@
|
|||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// All of the information that is used to create a GraphicsPipeline.
|
||||
/// </summary>
|
||||
public struct GraphicsPipelineCreateInfo
|
||||
{
|
||||
public DepthStencilState DepthStencilState;
|
||||
public GraphicsShaderInfo VertexShaderInfo;
|
||||
public GraphicsShaderInfo FragmentShaderInfo;
|
||||
public MultisampleState MultisampleState;
|
||||
public RasterizerState RasterizerState;
|
||||
public PrimitiveType PrimitiveType;
|
||||
public VertexInputState VertexInputState;
|
||||
public GraphicsPipelineAttachmentInfo AttachmentInfo;
|
||||
public BlendConstants BlendConstants;
|
||||
}
|
||||
}
|
|
@ -1,44 +0,0 @@
|
|||
using System.Runtime.InteropServices;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Information that the pipeline needs about a graphics shader.
|
||||
/// </summary>
|
||||
public struct GraphicsShaderInfo
|
||||
{
|
||||
public ShaderModule ShaderModule;
|
||||
public string EntryPointName;
|
||||
public uint UniformBufferSize;
|
||||
public uint SamplerBindingCount;
|
||||
|
||||
public unsafe static GraphicsShaderInfo Create<T>(
|
||||
ShaderModule shaderModule,
|
||||
string entryPointName,
|
||||
uint samplerBindingCount
|
||||
) where T : unmanaged
|
||||
{
|
||||
return new GraphicsShaderInfo
|
||||
{
|
||||
ShaderModule = shaderModule,
|
||||
EntryPointName = entryPointName,
|
||||
UniformBufferSize = (uint) Marshal.SizeOf<T>(),
|
||||
SamplerBindingCount = samplerBindingCount
|
||||
};
|
||||
}
|
||||
|
||||
public static GraphicsShaderInfo Create(
|
||||
ShaderModule shaderModule,
|
||||
string entryPointName,
|
||||
uint samplerBindingCount
|
||||
) {
|
||||
return new GraphicsShaderInfo
|
||||
{
|
||||
ShaderModule = shaderModule,
|
||||
EntryPointName = entryPointName,
|
||||
UniformBufferSize = 0,
|
||||
SamplerBindingCount = samplerBindingCount
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,4 +1,6 @@
|
|||
namespace MoonWorks.Graphics
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Specifies how many samples should be used in rasterization.
|
||||
|
@ -21,5 +23,14 @@
|
|||
MultisampleCount = sampleCount;
|
||||
SampleMask = sampleMask;
|
||||
}
|
||||
|
||||
public SDL_Gpu.MultisampleState ToSDL()
|
||||
{
|
||||
return new SDL_Gpu.MultisampleState
|
||||
{
|
||||
MultisampleCount = (SDL_Gpu.SampleCount) MultisampleCount,
|
||||
SampleMask = SampleMask
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,7 @@
|
|||
namespace MoonWorks.Graphics
|
||||
{
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics;
|
||||
|
||||
/// <summary>
|
||||
/// Specifies how the rasterizer should be configured for a graphics pipeline.
|
||||
/// </summary>
|
||||
|
@ -103,5 +105,18 @@
|
|||
FillMode = FillMode.Line,
|
||||
DepthBiasEnable = false
|
||||
};
|
||||
|
||||
public SDL_Gpu.RasterizerState ToSDL()
|
||||
{
|
||||
return new SDL_Gpu.RasterizerState
|
||||
{
|
||||
CullMode = (SDL_Gpu.CullMode) CullMode,
|
||||
DepthBiasClamp = DepthBiasClamp,
|
||||
DepthBiasConstantFactor = DepthBiasConstantFactor,
|
||||
DepthBiasEnable = Conversions.BoolToInt(DepthBiasEnable),
|
||||
DepthBiasSlopeFactor = DepthBiasSlopeFactor,
|
||||
FillMode = (SDL_Gpu.FillMode) FillMode,
|
||||
FrontFace = (SDL_Gpu.FrontFace) FrontFace
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using RefreshCS;
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
|
@ -17,19 +17,19 @@ namespace MoonWorks.Graphics
|
|||
public TextureFormat Format;
|
||||
public TextureUsageFlags UsageFlags;
|
||||
|
||||
public Refresh.TextureCreateInfo ToRefreshTextureCreateInfo()
|
||||
public SDL_Gpu.TextureCreateInfo ToSDL()
|
||||
{
|
||||
return new Refresh.TextureCreateInfo
|
||||
return new SDL_Gpu.TextureCreateInfo
|
||||
{
|
||||
width = Width,
|
||||
height = Height,
|
||||
depth = Depth,
|
||||
isCube = Conversions.BoolToByte(IsCube),
|
||||
layerCount = LayerCount,
|
||||
levelCount = LevelCount,
|
||||
sampleCount = (Refresh.SampleCount) SampleCount,
|
||||
format = (Refresh.TextureFormat) Format,
|
||||
usageFlags = (Refresh.TextureUsageFlags) UsageFlags
|
||||
Width = Width,
|
||||
Height = Height,
|
||||
Depth = Depth,
|
||||
IsCube = Conversions.BoolToInt(IsCube),
|
||||
LayerCount = LayerCount,
|
||||
LevelCount = LevelCount,
|
||||
SampleCount = (SDL_Gpu.SampleCount) SampleCount,
|
||||
Format = (SDL_Gpu.TextureFormat) Format,
|
||||
UsageFlags = (SDL_Gpu.TextureUsageFlags) UsageFlags
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
using RefreshCS;
|
||||
using SDL2_gpuCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
|
@ -29,17 +29,17 @@ namespace MoonWorks.Graphics
|
|||
Depth = texture.Depth;
|
||||
}
|
||||
|
||||
public Refresh.TextureRegion ToRefreshTextureRegion()
|
||||
public SDL_Gpu.TextureRegion ToSDL()
|
||||
{
|
||||
return new Refresh.TextureRegion
|
||||
return new SDL_Gpu.TextureRegion
|
||||
{
|
||||
textureSlice = TextureSlice.ToRefreshTextureSlice(),
|
||||
x = X,
|
||||
y = Y,
|
||||
z = Z,
|
||||
w = Width,
|
||||
h = Height,
|
||||
d = Depth
|
||||
TextureSlice = TextureSlice.ToSDL(),
|
||||
X = X,
|
||||
Y = Y,
|
||||
Z = Z,
|
||||
W = Width,
|
||||
H = Height,
|
||||
D = Depth
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue