refactor GraphicsDevice
parent
eab282cdca
commit
fe6734d6db
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@ -3,8 +3,8 @@ using System.Collections.Generic;
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using System.IO;
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using System.Runtime.InteropServices;
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using MoonWorks.Video;
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using RefreshCS;
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using WellspringCS;
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using SDL2;
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using SDL2_gpuCS;
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namespace MoonWorks.Graphics
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{
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@ -14,7 +14,7 @@ namespace MoonWorks.Graphics
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public class GraphicsDevice : IDisposable
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{
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public IntPtr Handle { get; }
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public Backend Backend { get; }
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public BackendFlags Backend { get; }
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public bool DebugMode { get; }
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private uint windowFlags;
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@ -23,12 +23,11 @@ namespace MoonWorks.Graphics
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// Built-in video pipeline
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internal GraphicsPipeline VideoPipeline { get; }
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// Built-in blit pipeline
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internal GraphicsPipeline BlitPipeline { get; }
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// Built-in text shader info
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public GraphicsShaderInfo TextVertexShaderInfo { get; }
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public GraphicsShaderInfo TextFragmentShaderInfo { get; }
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public Shader TextVertexShader;
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public Shader TextFragmentShader;
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public GraphicsPipelineResourceInfo TextVertexShaderInfo { get; }
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public GraphicsPipelineResourceInfo TextFragmentShaderInfo { get; }
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public VertexInputState TextVertexInputState { get; }
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// Built-in samplers
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@ -43,29 +42,24 @@ namespace MoonWorks.Graphics
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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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BackendFlags preferredBackends,
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bool debugMode
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) {
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var backends = stackalloc Refresh.Backend[preferredBackends.Length];
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for (var i = 0; i < preferredBackends.Length; i += 1)
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{
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backends[i] = (Refresh.Backend) preferredBackends[i];
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}
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Backend = (Backend) Refresh.Refresh_SelectBackend(backends, (uint) preferredBackends.Length, out windowFlags);
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if (Backend == Backend.Invalid)
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if (preferredBackends == BackendFlags.Invalid)
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{
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throw new System.Exception("Could not set graphics backend!");
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}
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Handle = Refresh.Refresh_CreateDevice(
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Handle = SDL_Gpu.SDL_GpuCreateDevice(
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(SDL_Gpu.BackendFlags) preferredBackends,
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Conversions.BoolToByte(debugMode)
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);
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DebugMode = debugMode;
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// TODO: check for CreateDevice fail
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Backend = (BackendFlags) SDL_Gpu.SDL_GpuGetBackend(Handle);
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// Check for replacement stock shaders
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string basePath = System.AppContext.BaseDirectory;
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@ -77,42 +71,79 @@ namespace MoonWorks.Graphics
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string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh");
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string blitFragPath = Path.Combine(basePath, "blit.frag.refresh");
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ShaderModule fullscreenVertShader;
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Shader fullscreenVertShader;
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ShaderModule textVertShader;
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ShaderModule textFragShader;
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Shader textVertShader;
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Shader textFragShader;
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ShaderModule videoFragShader;
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ShaderModule blitFragShader;
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Shader videoFragShader;
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Shader blitFragShader;
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if (File.Exists(fullscreenVertPath))
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{
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fullscreenVertShader = new ShaderModule(this, fullscreenVertPath);
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fullscreenVertShader = new Shader(
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this,
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fullscreenVertPath,
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"main",
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ShaderStage.Vertex,
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ShaderFormat.SECRET
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);
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}
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else
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{
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// use defaults
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var assembly = typeof(GraphicsDevice).Assembly;
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using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.Fullscreen.vert.refresh");
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fullscreenVertShader = new ShaderModule(this, vertStream);
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fullscreenVertShader = new Shader(
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this,
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vertStream,
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"main",
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ShaderStage.Vertex,
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ShaderFormat.SPIRV
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);
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}
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if (File.Exists(videoFragPath))
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{
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videoFragShader = new ShaderModule(this, videoFragPath);
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videoFragShader = new Shader(
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this,
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videoFragPath,
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SECRET
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);
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}
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else
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{
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// use defaults
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var assembly = typeof(GraphicsDevice).Assembly;
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using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh");
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videoFragShader = new ShaderModule(this, fragStream);
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videoFragShader = new Shader(
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this,
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fragStream,
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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);
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}
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if (File.Exists(textVertPath) && File.Exists(textFragPath))
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{
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textVertShader = new ShaderModule(this, textVertPath);
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textFragShader = new ShaderModule(this, textFragPath);
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textVertShader = new Shader(
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this,
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textVertPath,
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"main",
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ShaderStage.Vertex,
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ShaderFormat.SECRET
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);
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textFragShader = new Shader(
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this,
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textFragPath,
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SECRET
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);
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}
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else
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{
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@ -122,13 +153,32 @@ namespace MoonWorks.Graphics
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using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh");
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using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh");
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textVertShader = new ShaderModule(this, vertStream);
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textFragShader = new ShaderModule(this, fragStream);
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textVertShader = new Shader(
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this,
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vertStream,
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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);
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textFragShader = new Shader(
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this,
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fragStream,
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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);
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}
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if (File.Exists(blitFragPath))
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{
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blitFragShader = new ShaderModule(this, blitFragPath);
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blitFragShader = new Shader(
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this,
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blitFragPath,
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SECRET
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);
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}
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else
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{
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@ -136,7 +186,13 @@ namespace MoonWorks.Graphics
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var assembly = typeof(GraphicsDevice).Assembly;
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using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.Blit.frag.refresh");
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blitFragShader = new ShaderModule(this, fragStream);
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blitFragShader = new Shader(
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this,
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fragStream,
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"main",
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ShaderStage.Fragment,
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ShaderFormat.SPIRV
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);
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}
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VideoPipeline = new GraphicsPipeline(
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@ -150,44 +206,12 @@ namespace MoonWorks.Graphics
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)
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),
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DepthStencilState = DepthStencilState.Disable,
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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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FragmentShaderResourceInfo = GraphicsShaderInfo.Create(
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videoFragShader,
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"main",
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3
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),
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VertexInputState = VertexInputState.Empty,
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RasterizerState = RasterizerState.CCW_CullNone,
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PrimitiveType = PrimitiveType.TriangleList,
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MultisampleState = MultisampleState.None
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}
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);
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BlitPipeline = new GraphicsPipeline(
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this,
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new GraphicsPipelineCreateInfo
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VertexShader = fullscreenVertShader,
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FragmentShader = videoFragShader,
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FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo
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{
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AttachmentInfo = new GraphicsPipelineAttachmentInfo(
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new ColorAttachmentDescription(
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TextureFormat.R8G8B8A8,
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ColorAttachmentBlendState.None
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)
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),
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DepthStencilState = DepthStencilState.Disable,
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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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FragmentShaderResourceInfo = GraphicsShaderInfo.Create(
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blitFragShader,
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"main",
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1
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),
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SamplerCount = 3
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},
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VertexInputState = VertexInputState.Empty,
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RasterizerState = RasterizerState.CCW_CullNone,
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PrimitiveType = PrimitiveType.TriangleList,
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@ -195,8 +219,15 @@ namespace MoonWorks.Graphics
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}
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);
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TextVertexShaderInfo = GraphicsShaderInfo.Create<Math.Float.Matrix4x4>(textVertShader, "main", 0);
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TextFragmentShaderInfo = GraphicsShaderInfo.Create<float>(textFragShader, "main", 1);
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TextVertexShader = textVertShader;
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TextVertexShaderInfo = new GraphicsPipelineResourceInfo();
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TextFragmentShader = textFragShader;
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TextFragmentShaderInfo = new GraphicsPipelineResourceInfo
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{
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SamplerCount = 1
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};
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TextVertexInputState = VertexInputState.CreateSingleBinding<Font.Vertex>();
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PointSampler = new Sampler(this, SamplerCreateInfo.PointClamp);
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@ -209,28 +240,35 @@ namespace MoonWorks.Graphics
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/// <summary>
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/// Prepares a window so that frames can be presented to it.
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/// </summary>
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/// <param name="swapchainComposition">The desired composition of the swapchain. Ignore this unless you are using HDR or tonemapping.</param>
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/// <param name="presentMode">The desired presentation mode for the window. Roughly equivalent to V-Sync.</param>
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/// <returns>True if successfully claimed.</returns>
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public bool ClaimWindow(Window window, PresentMode presentMode)
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{
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public bool ClaimWindow(
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Window window,
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SwapchainComposition swapchainComposition,
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PresentMode presentMode
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) {
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if (window.Claimed)
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{
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Logger.LogError("Window already claimed!");
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return false;
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}
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var success = Conversions.ByteToBool(
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Refresh.Refresh_ClaimWindow(
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var success = Conversions.IntToBool(
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SDL_Gpu.SDL_GpuClaimWindow(
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Handle,
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window.Handle,
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(Refresh.PresentMode) presentMode
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(SDL_Gpu.SwapchainComposition) swapchainComposition,
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(SDL_Gpu.PresentMode) presentMode
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)
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);
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if (success)
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{
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window.Claimed = true;
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window.SwapchainComposition = swapchainComposition;
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window.SwapchainFormat = GetSwapchainFormat(window);
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if (window.SwapchainTexture == null)
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{
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window.SwapchainTexture = new Texture(this, window.SwapchainFormat);
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@ -247,7 +285,7 @@ namespace MoonWorks.Graphics
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{
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if (window.Claimed)
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{
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Refresh.Refresh_UnclaimWindow(
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SDL_Gpu.SDL_GpuUnclaimWindow(
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Handle,
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window.Handle
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);
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@ -265,18 +303,22 @@ namespace MoonWorks.Graphics
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/// </summary>
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/// <param name="window"></param>
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/// <param name="presentMode"></param>
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public void SetPresentMode(Window window, PresentMode presentMode)
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{
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public void SetSwapchainParameters(
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Window window,
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SwapchainComposition swapchainComposition,
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PresentMode presentMode
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) {
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if (!window.Claimed)
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{
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Logger.LogError("Cannot set present mode on unclaimed window!");
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return;
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}
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Refresh.Refresh_SetSwapchainPresentMode(
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SDL_Gpu.SDL_GpuSetSwapchainParameters(
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Handle,
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window.Handle,
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(Refresh.PresentMode) presentMode
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(SDL_Gpu.SwapchainComposition) swapchainComposition,
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(SDL_Gpu.PresentMode) presentMode
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);
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}
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@ -288,7 +330,7 @@ namespace MoonWorks.Graphics
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public CommandBuffer AcquireCommandBuffer()
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{
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var commandBuffer = CommandBufferPool.Obtain();
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commandBuffer.SetHandle(Refresh.Refresh_AcquireCommandBuffer(Handle));
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commandBuffer.SetHandle(SDL_Gpu.SDL_GpuAcquireCommandBuffer(Handle));
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#if DEBUG
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commandBuffer.ResetStateTracking();
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#endif
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@ -307,8 +349,7 @@ namespace MoonWorks.Graphics
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}
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#endif
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Refresh.Refresh_Submit(
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Handle,
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SDL_Gpu.SDL_GpuSubmit(
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commandBuffer.Handle
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);
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@ -325,8 +366,7 @@ namespace MoonWorks.Graphics
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/// <returns></returns>
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public Fence SubmitAndAcquireFence(CommandBuffer commandBuffer)
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{
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var fenceHandle = Refresh.Refresh_SubmitAndAcquireFence(
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Handle,
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var fenceHandle = SDL_Gpu.SDL_GpuSubmitAndAcquireFence(
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commandBuffer.Handle
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);
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@ -341,7 +381,7 @@ namespace MoonWorks.Graphics
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/// </summary>
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public void Wait()
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{
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Refresh.Refresh_Wait(Handle);
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SDL_Gpu.SDL_GpuWait(Handle);
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}
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/// <summary>
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@ -349,14 +389,13 @@ namespace MoonWorks.Graphics
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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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var fenceHandle = fence.Handle;
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Refresh.Refresh_WaitForFences(
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SDL_Gpu.SDL_GpuWaitForFences(
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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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&fenceHandle
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);
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}
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@ -373,11 +412,11 @@ namespace MoonWorks.Graphics
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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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SDL_Gpu.SDL_GpuWaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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Conversions.BoolToInt(waitAll),
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2,
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(nint) handlePtr
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handlePtr
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);
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}
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@ -396,11 +435,11 @@ namespace MoonWorks.Graphics
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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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SDL_Gpu.SDL_GpuWaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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Conversions.BoolToInt(waitAll),
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3,
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(nint) handlePtr
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handlePtr
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);
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}
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@ -421,11 +460,11 @@ namespace MoonWorks.Graphics
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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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SDL_Gpu.SDL_GpuWaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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Conversions.BoolToInt(waitAll),
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4,
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(nint) handlePtr
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handlePtr
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);
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}
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|
@ -433,7 +472,7 @@ namespace MoonWorks.Graphics
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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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public unsafe void WaitForFences(Span<Fence> fences, bool waitAll)
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{
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var handlePtr = stackalloc nint[fences.Length];
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@ -442,11 +481,11 @@ namespace MoonWorks.Graphics
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handlePtr[i] = fences[i].Handle;
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}
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Refresh.Refresh_WaitForFences(
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SDL_Gpu.SDL_GpuWaitForFences(
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Handle,
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Conversions.BoolToByte(waitAll),
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Conversions.BoolToInt(waitAll),
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4,
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(nint) handlePtr
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handlePtr
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);
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}
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|
@ -456,7 +495,7 @@ namespace MoonWorks.Graphics
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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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var result = SDL_Gpu.SDL_GpuQueryFence(Handle, fence.Handle);
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if (result < 0)
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{
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|
@ -471,126 +510,19 @@ namespace MoonWorks.Graphics
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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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SDL_Gpu.SDL_GpuReleaseFence(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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/// <summary>
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/// ⚠️⚠️⚠️ <br/>
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/// Downloads data from a Texture to a TransferBuffer.
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/// This copy occurs immediately on the CPU timeline.<br/>
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///
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/// If you modify this texture in a command buffer and then call this function without calling
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/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
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///
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/// This method forces a sync point and is generally a bad thing to do.
|
||||
/// Only use it if you have exhausted all other options.<br/>
|
||||
///
|
||||
/// Remember: friends don't let friends readback.<br/>
|
||||
/// ⚠️⚠️⚠️
|
||||
/// </summary>
|
||||
public void DownloadFromTexture(
|
||||
in TextureRegion textureRegion,
|
||||
TransferBuffer transferBuffer,
|
||||
in BufferImageCopy copyParams,
|
||||
TransferOptions transferOption
|
||||
) {
|
||||
Refresh.Refresh_DownloadFromTexture(
|
||||
Handle,
|
||||
textureRegion.ToRefreshTextureRegion(),
|
||||
transferBuffer.Handle,
|
||||
copyParams.ToRefresh(),
|
||||
(Refresh.TransferOptions) transferOption
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ⚠️⚠️⚠️ <br/>
|
||||
/// Downloads all data from a 2D texture with no mips to a TransferBuffer.
|
||||
/// This copy occurs immediately on the CPU timeline.<br/>
|
||||
///
|
||||
/// If you modify this texture in a command buffer and then call this function without calling
|
||||
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
|
||||
///
|
||||
/// This method forces a sync point and is generally a bad thing to do.
|
||||
/// Only use it if you have exhausted all other options.<br/>
|
||||
///
|
||||
/// Remember: friends don't let friends readback.<br/>
|
||||
/// ⚠️⚠️⚠️
|
||||
/// </summary>
|
||||
public void DownloadFromTexture(
|
||||
Texture texture,
|
||||
TransferBuffer transferBuffer,
|
||||
TransferOptions transferOption
|
||||
) {
|
||||
DownloadFromTexture(
|
||||
new TextureRegion(texture),
|
||||
transferBuffer,
|
||||
new BufferImageCopy(0, 0, 0),
|
||||
transferOption
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ⚠️⚠️⚠️ <br/>
|
||||
/// Downloads data from a GpuBuffer to a TransferBuffer.
|
||||
/// This copy occurs immediately on the CPU timeline.<br/>
|
||||
///
|
||||
/// If you modify this GpuBuffer in a command buffer and then call this function without calling
|
||||
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
|
||||
///
|
||||
/// This method forces a sync point and is generally a bad thing to do.
|
||||
/// Only use it if you have exhausted all other options.<br/>
|
||||
///
|
||||
/// Remember: friends don't let friends readback.<br/>
|
||||
/// ⚠️⚠️⚠️
|
||||
/// </summary>
|
||||
public void DownloadFromBuffer(
|
||||
GpuBuffer gpuBuffer,
|
||||
TransferBuffer transferBuffer,
|
||||
in BufferCopy copyParams,
|
||||
TransferOptions transferOption
|
||||
) {
|
||||
Refresh.Refresh_DownloadFromBuffer(
|
||||
Handle,
|
||||
gpuBuffer.Handle,
|
||||
transferBuffer.Handle,
|
||||
copyParams.ToRefresh(),
|
||||
(Refresh.TransferOptions) transferOption
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// ⚠️⚠️⚠️ <br/>
|
||||
/// Downloads all data in a GpuBuffer to a TransferBuffer.
|
||||
/// This copy occurs immediately on the CPU timeline.<br/>
|
||||
///
|
||||
/// If you modify this GpuBuffer in a command buffer and then call this function without calling
|
||||
/// SubmitAndAcquireFence and WaitForFences first, the results will not be what you expect.<br/>
|
||||
///
|
||||
/// This method forces a sync point and is generally a bad thing to do.
|
||||
/// Only use it if you have exhausted all other options.<br/>
|
||||
///
|
||||
/// Remember: friends don't let friends readback.<br/>
|
||||
/// ⚠️⚠️⚠️
|
||||
/// </summary>
|
||||
public void DownloadFromBuffer(
|
||||
GpuBuffer gpuBuffer,
|
||||
TransferBuffer transferBuffer,
|
||||
TransferOptions option
|
||||
) {
|
||||
DownloadFromBuffer(
|
||||
gpuBuffer,
|
||||
transferBuffer,
|
||||
new BufferCopy(0, 0, gpuBuffer.Size),
|
||||
option
|
||||
);
|
||||
}
|
||||
|
||||
private TextureFormat GetSwapchainFormat(Window window)
|
||||
{
|
||||
return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle);
|
||||
if (!window.Claimed)
|
||||
{
|
||||
throw new System.ArgumentException("Cannot get swapchain format of unclaimed window!");
|
||||
}
|
||||
|
||||
return (TextureFormat) SDL_Gpu.SDL_GpuGetSwapchainTextureFormat(Handle, window.Handle);
|
||||
}
|
||||
|
||||
internal void AddResourceReference(GCHandle resourceReference)
|
||||
|
@ -638,7 +570,7 @@ namespace MoonWorks.Graphics
|
|||
}
|
||||
}
|
||||
|
||||
Refresh.Refresh_DestroyDevice(Handle);
|
||||
SDL_Gpu.SDL_GpuDestroyDevice(Handle);
|
||||
|
||||
IsDisposed = true;
|
||||
}
|
||||
|
|
|
@ -19,6 +19,7 @@ namespace MoonWorks
|
|||
internal Texture SwapchainTexture { get; set; }
|
||||
|
||||
public bool Claimed { get; internal set; }
|
||||
public MoonWorks.Graphics.SwapchainComposition SwapchainComposition { get; internal set; }
|
||||
public MoonWorks.Graphics.TextureFormat SwapchainFormat { get; internal set; }
|
||||
|
||||
public (int, int) Position
|
||||
|
|
Loading…
Reference in New Issue