Render Pass Streamlining #14
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@ -1 +1 @@
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Subproject commit 1e8abe379a0ccc891ce0f4d90793feac59d30948
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Subproject commit cb949b8205eb2454dd0c9f4c84d41c6647802408
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@ -27,169 +27,187 @@ namespace MoonWorks.Graphics
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer
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params ColorAttachmentInfo[] colorAttachmentInfos
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)
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{
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var renderArea = new Rect
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#if DEBUG
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if (colorAttachmentInfos.Length == 0)
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{
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X = 0,
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Y = 0,
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W = (int) framebuffer.Width,
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H = (int) framebuffer.Height
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};
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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renderArea.ToRefresh(),
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IntPtr.Zero,
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0,
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IntPtr.Zero
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);
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea
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)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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renderArea.ToRefresh(),
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IntPtr.Zero,
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0,
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IntPtr.Zero
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);
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea,
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params Vector4[] clearColors
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)
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{
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Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
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for (var i = 0; i < clearColors.Length; i++)
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{
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colors[i] = new Refresh.Vec4
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{
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x = clearColors[i].X,
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y = clearColors[i].Y,
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z = clearColors[i].Z,
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w = clearColors[i].W
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};
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Logger.LogError("Render pass must contain at least one attachment!");
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return;
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}
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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renderArea.ToRefresh(),
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(IntPtr) colors,
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(uint) clearColors.Length,
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IntPtr.Zero
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);
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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/// <param name="depthStencilClearValue">Clear values for the depth/stencil buffer. This is ignored if the render pass does not clear.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea,
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in DepthStencilValue depthStencilClearValue
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)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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renderArea.ToRefresh(),
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IntPtr.Zero,
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0,
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depthStencilClearValue.ToRefresh()
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);
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="renderPass">The render pass object to begin.</param>
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/// <param name="framebuffer">The framebuffer used by the render pass.</param>
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/// <param name="renderArea">The screen area of the render pass.</param>
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/// <param name="depthStencilClearValue">Clear values for the depth/stencil buffer. This is ignored if the render pass does not clear.</param>
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/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
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public unsafe void BeginRenderPass(
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RenderPass renderPass,
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Framebuffer framebuffer,
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in Rect renderArea,
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in DepthStencilValue depthStencilClearValue,
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params Vector4[] clearColors
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)
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{
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Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
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for (var i = 0; i < clearColors.Length; i++)
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if (colorAttachmentInfos.Length > 4)
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{
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colors[i] = new Refresh.Vec4
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{
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x = clearColors[i].X,
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y = clearColors[i].Y,
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z = clearColors[i].Z,
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w = clearColors[i].W
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};
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Logger.LogError("Render pass cannot have more than 4 color attachments!");
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return;
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}
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#endif
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var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
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for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
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{
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refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
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}
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderPass.Handle,
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framebuffer.Handle,
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renderArea.ToRefresh(),
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(IntPtr) colors,
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(uint) clearColors.Length,
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depthStencilClearValue.ToRefresh()
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);
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fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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colorAttachmentInfos[0].renderTarget.TextureSlice.Rectangle.ToRefresh(),
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(IntPtr) pColorAttachmentInfos,
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(uint) colorAttachmentInfos.Length,
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IntPtr.Zero
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);
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}
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
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/// </summary>
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/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
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/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
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public unsafe void BeginRenderPass(
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DepthStencilAttachmentInfo depthStencilAttachmentInfo,
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params ColorAttachmentInfo[] colorAttachmentInfos
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)
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{
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#if DEBUG
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if (colorAttachmentInfos.Length == 0)
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{
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Logger.LogError("Render pass must contain at least one attachment!");
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return;
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}
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if (colorAttachmentInfos.Length > 4)
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{
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Logger.LogError("Render pass cannot have more than 4 color attachments!");
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return;
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}
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#endif
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var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
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for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
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{
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refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
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}
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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colorAttachmentInfos[0].renderTarget.TextureSlice.Rectangle.ToRefresh(),
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pColorAttachmentInfos,
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(uint) colorAttachmentInfos.Length,
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&refreshDepthStencilAttachmentInfo
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);
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}
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}
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/// <summary>
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
|
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
|
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/// </summary>
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/// <param name="renderArea">The rectangle that should be drawn to on the attachments.</param>
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/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
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public unsafe void BeginRenderPass(
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in Rect renderArea,
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params ColorAttachmentInfo[] colorAttachmentInfos
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)
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{
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#if DEBUG
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if (colorAttachmentInfos.Length == 0)
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{
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Logger.LogError("Render pass must contain at least one attachment!");
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return;
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}
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if (colorAttachmentInfos.Length > 4)
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{
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Logger.LogError("Render pass cannot have more than 4 color attachments!");
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return;
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}
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#endif
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var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
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for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
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{
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refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
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}
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fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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renderArea.ToRefresh(),
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(IntPtr) pColorAttachmentInfos,
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(uint) colorAttachmentInfos.Length,
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IntPtr.Zero
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);
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}
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}
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/// <summary>
|
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/// Begins a render pass.
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/// All render state, resource binding, and draw commands must be made within a render pass.
|
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/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
|
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/// </summary>
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/// <param name="renderArea">The rectangle that should be drawn to on the attachments.</param>
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/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
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/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
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public unsafe void BeginRenderPass(
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in Rect renderArea,
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DepthStencilAttachmentInfo depthStencilAttachmentInfo,
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params ColorAttachmentInfo[] colorAttachmentInfos
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)
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{
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#if DEBUG
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if (colorAttachmentInfos.Length == 0)
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{
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Logger.LogError("Render pass must contain at least one attachment!");
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return;
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}
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if (colorAttachmentInfos.Length > 4)
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{
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Logger.LogError("Render pass cannot have more than 4 color attachments!");
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return;
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}
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#endif
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var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
|
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for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
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{
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refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
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}
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|
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
|
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renderArea.ToRefresh(),
|
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pColorAttachmentInfos,
|
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(uint) colorAttachmentInfos.Length,
|
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&refreshDepthStencilAttachmentInfo
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);
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}
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}
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/// <summary>
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|
|
|
@ -72,25 +72,6 @@ namespace MoonWorks.Graphics
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public uint Offset;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct ColorTargetDescription
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{
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public TextureFormat Format;
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public SampleCount MultisampleCount;
|
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public LoadOp LoadOp;
|
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public StoreOp StoreOp;
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}
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|
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[StructLayout(LayoutKind.Sequential)]
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public struct DepthStencilTargetDescription
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{
|
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public TextureFormat Format;
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public LoadOp LoadOp;
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public StoreOp StoreOp;
|
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public LoadOp StencilLoadOp;
|
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public StoreOp StencilStoreOp;
|
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}
|
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|
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[StructLayout(LayoutKind.Sequential)]
|
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public struct StencilOpState
|
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{
|
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|
@ -117,4 +98,61 @@ namespace MoonWorks.Graphics
|
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};
|
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}
|
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}
|
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|
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[StructLayout(LayoutKind.Sequential)]
|
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public struct ColorAttachmentInfo
|
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{
|
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public RenderTarget renderTarget;
|
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public Color clearColor;
|
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public LoadOp loadOp;
|
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public StoreOp storeOp;
|
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|
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public Refresh.ColorAttachmentInfo ToRefresh()
|
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{
|
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return new Refresh.ColorAttachmentInfo
|
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{
|
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renderTarget = renderTarget.Handle,
|
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clearColor = new Refresh.Vec4
|
||||
{
|
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x = clearColor.R,
|
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y = clearColor.G,
|
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z = clearColor.B,
|
||||
w = clearColor.A
|
||||
},
|
||||
loadOp = (Refresh.LoadOp) loadOp,
|
||||
storeOp = (Refresh.StoreOp) storeOp
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct DepthStencilAttachmentInfo
|
||||
{
|
||||
public RenderTarget depthStencilTarget;
|
||||
public DepthStencilValue depthStencilValue;
|
||||
public LoadOp loadOp;
|
||||
public StoreOp storeOp;
|
||||
public LoadOp stencilLoadOp;
|
||||
public StoreOp stencilStoreOp;
|
||||
|
||||
public Refresh.DepthStencilAttachmentInfo ToRefresh()
|
||||
{
|
||||
return new Refresh.DepthStencilAttachmentInfo
|
||||
{
|
||||
depthStencilTarget = depthStencilTarget.Handle,
|
||||
depthStencilValue = depthStencilValue.ToRefresh(),
|
||||
loadOp = (Refresh.LoadOp) loadOp,
|
||||
storeOp = (Refresh.StoreOp) storeOp,
|
||||
stencilLoadOp = (Refresh.LoadOp) stencilLoadOp,
|
||||
stencilStoreOp = (Refresh.StoreOp) stencilStoreOp
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ColorAttachmentDescription
|
||||
{
|
||||
public TextureFormat format;
|
||||
public SampleCount sampleCount;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,86 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using RefreshCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// A framebuffer is a collection of render targets that is rendered to during a render pass.
|
||||
/// </summary>
|
||||
public class Framebuffer : GraphicsResource
|
||||
{
|
||||
protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyFramebuffer;
|
||||
|
||||
public RenderTarget DepthStencilTarget { get; }
|
||||
|
||||
private RenderTarget[] colorTargets { get; }
|
||||
public IEnumerable<RenderTarget> ColorTargets => colorTargets;
|
||||
|
||||
public RenderPass RenderPass { get; }
|
||||
public uint Width { get; }
|
||||
public uint Height { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Creates a framebuffer.
|
||||
/// </summary>
|
||||
/// <param name="device">An initialized GraphicsDevice.</param>
|
||||
/// <param name="width">The width of the framebuffer.</param>
|
||||
/// <param name="height">The height of the framebuffer.</param>
|
||||
/// <param name="renderPass">The reference render pass for the framebuffer.</param>
|
||||
/// <param name="depthStencilTarget">The depth stencil target. Can be null.</param>
|
||||
/// <param name="colorTargets">Anywhere from 0-4 color targets can be provided.</param>
|
||||
public unsafe Framebuffer(
|
||||
GraphicsDevice device,
|
||||
uint width,
|
||||
uint height,
|
||||
RenderPass renderPass,
|
||||
RenderTarget depthStencilTarget,
|
||||
params RenderTarget[] colorTargets
|
||||
) : base(device)
|
||||
{
|
||||
IntPtr[] colorTargetHandles = new IntPtr[colorTargets.Length];
|
||||
for (var i = 0; i < colorTargets.Length; i += 1)
|
||||
{
|
||||
colorTargetHandles[i] = colorTargets[i].Handle;
|
||||
}
|
||||
|
||||
IntPtr depthStencilTargetHandle;
|
||||
if (depthStencilTarget == null)
|
||||
{
|
||||
depthStencilTargetHandle = IntPtr.Zero;
|
||||
}
|
||||
else
|
||||
{
|
||||
depthStencilTargetHandle = depthStencilTarget.Handle;
|
||||
}
|
||||
|
||||
fixed (IntPtr* colorTargetHandlesPtr = colorTargetHandles)
|
||||
{
|
||||
Refresh.FramebufferCreateInfo framebufferCreateInfo = new Refresh.FramebufferCreateInfo
|
||||
{
|
||||
width = width,
|
||||
height = height,
|
||||
colorTargetCount = (uint) colorTargets.Length,
|
||||
pColorTargets = (IntPtr) colorTargetHandlesPtr,
|
||||
depthStencilTarget = depthStencilTargetHandle,
|
||||
renderPass = renderPass.Handle
|
||||
};
|
||||
|
||||
Handle = Refresh.Refresh_CreateFramebuffer(device.Handle, framebufferCreateInfo);
|
||||
}
|
||||
|
||||
DepthStencilTarget = depthStencilTarget;
|
||||
|
||||
this.colorTargets = new RenderTarget[colorTargets.Length];
|
||||
for (var i = 0; i < colorTargets.Length; i++)
|
||||
{
|
||||
this.colorTargets[i] = colorTargets[i];
|
||||
}
|
||||
|
||||
RenderPass = renderPass;
|
||||
|
||||
Width = width;
|
||||
Height = height;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -14,7 +14,6 @@ namespace MoonWorks.Graphics
|
|||
|
||||
public ShaderStageState VertexShaderState { get; }
|
||||
public ShaderStageState FragmentShaderState { get; }
|
||||
public RenderPass RenderPass { get; }
|
||||
|
||||
public unsafe GraphicsPipeline(
|
||||
GraphicsDevice device,
|
||||
|
@ -31,7 +30,7 @@ namespace MoonWorks.Graphics
|
|||
PrimitiveType primitiveType = graphicsPipelineCreateInfo.PrimitiveType;
|
||||
VertexInputState vertexInputState = graphicsPipelineCreateInfo.VertexInputState;
|
||||
ViewportState viewportState = graphicsPipelineCreateInfo.ViewportState;
|
||||
RenderPass renderPass = graphicsPipelineCreateInfo.RenderPass;
|
||||
GraphicsPipelineAttachmentInfo attachmentInfo = graphicsPipelineCreateInfo.AttachmentInfo;
|
||||
|
||||
var vertexAttributesHandle = GCHandle.Alloc(
|
||||
vertexInputState.VertexAttributes,
|
||||
|
@ -59,6 +58,16 @@ namespace MoonWorks.Graphics
|
|||
colorTargetBlendStates[i] = colorBlendState.ColorTargetBlendStates[i].ToRefreshColorTargetBlendState();
|
||||
}
|
||||
|
||||
var colorAttachmentDescriptions = stackalloc Refresh.ColorAttachmentDescription[
|
||||
(int) attachmentInfo.colorAttachmentCount
|
||||
];
|
||||
|
||||
for (var i = 0; i < attachmentInfo.colorAttachmentCount; i += 1)
|
||||
{
|
||||
colorAttachmentDescriptions[i].format = (Refresh.TextureFormat) attachmentInfo.colorAttachmentDescriptions[i].format;
|
||||
colorAttachmentDescriptions[i].sampleCount = (Refresh.SampleCount) attachmentInfo.colorAttachmentDescriptions[i].sampleCount;
|
||||
}
|
||||
|
||||
Refresh.GraphicsPipelineCreateInfo refreshGraphicsPipelineCreateInfo;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.colorBlendState.logicOpEnable = Conversions.BoolToByte(colorBlendState.LogicOpEnable);
|
||||
|
@ -115,7 +124,11 @@ namespace MoonWorks.Graphics
|
|||
refreshGraphicsPipelineCreateInfo.viewportState.scissorCount = (uint) viewportState.Scissors.Length;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.primitiveType = (Refresh.PrimitiveType) primitiveType;
|
||||
refreshGraphicsPipelineCreateInfo.renderPass = renderPass.Handle;
|
||||
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.colorAttachmentCount = attachmentInfo.colorAttachmentCount;
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = (IntPtr) colorAttachmentDescriptions;
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.depthStencilFormat = (Refresh.TextureFormat) attachmentInfo.depthStencilFormat;
|
||||
refreshGraphicsPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = Conversions.BoolToByte(attachmentInfo.hasDepthStencilAttachment);
|
||||
|
||||
Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, refreshGraphicsPipelineCreateInfo);
|
||||
|
||||
|
@ -126,7 +139,6 @@ namespace MoonWorks.Graphics
|
|||
|
||||
VertexShaderState = vertexShaderState;
|
||||
FragmentShaderState = fragmentShaderState;
|
||||
RenderPass = renderPass;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,59 +0,0 @@
|
|||
using System;
|
||||
using RefreshCS;
|
||||
|
||||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// A render pass describes the kind of render targets that will be used in rendering.
|
||||
/// </summary>
|
||||
public class RenderPass : GraphicsResource
|
||||
{
|
||||
protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyRenderPass;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a render pass using color target descriptions.
|
||||
/// </summary>
|
||||
/// <param name="device">An initialized GraphicsDevice.</param>
|
||||
/// <param name="colorTargetDescriptions">Up to 4 color target descriptions may be provided.</param>
|
||||
public unsafe RenderPass(
|
||||
GraphicsDevice device,
|
||||
params ColorTargetDescription[] colorTargetDescriptions
|
||||
) : base(device)
|
||||
{
|
||||
fixed (ColorTargetDescription* ptr = colorTargetDescriptions)
|
||||
{
|
||||
Refresh.RenderPassCreateInfo renderPassCreateInfo;
|
||||
renderPassCreateInfo.colorTargetCount = (uint) colorTargetDescriptions.Length;
|
||||
renderPassCreateInfo.colorTargetDescriptions = (IntPtr) ptr;
|
||||
renderPassCreateInfo.depthStencilTargetDescription = IntPtr.Zero;
|
||||
|
||||
Handle = Refresh.Refresh_CreateRenderPass(device.Handle, renderPassCreateInfo);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a render pass using a depth/stencil target description and optional color target descriptions.
|
||||
/// </summary>
|
||||
/// <param name="device">An initialized GraphicsDevice.</param>
|
||||
/// <param name="depthStencilTargetDescription">A depth/stencil target description.</param>
|
||||
/// <param name="colorTargetDescriptions">Up to 4 color target descriptions may be provided.</param>
|
||||
public unsafe RenderPass(
|
||||
GraphicsDevice device,
|
||||
in DepthStencilTargetDescription depthStencilTargetDescription,
|
||||
params ColorTargetDescription[] colorTargetDescriptions
|
||||
) : base(device)
|
||||
{
|
||||
|
||||
fixed (DepthStencilTargetDescription* depthStencilPtr = &depthStencilTargetDescription)
|
||||
fixed (ColorTargetDescription* colorPtr = colorTargetDescriptions)
|
||||
{
|
||||
Refresh.RenderPassCreateInfo renderPassCreateInfo;
|
||||
renderPassCreateInfo.colorTargetCount = (uint) colorTargetDescriptions.Length;
|
||||
renderPassCreateInfo.colorTargetDescriptions = (IntPtr) colorPtr;
|
||||
renderPassCreateInfo.depthStencilTargetDescription = (IntPtr) depthStencilPtr;
|
||||
|
||||
Handle = Refresh.Refresh_CreateRenderPass(device.Handle, renderPassCreateInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -11,6 +11,9 @@ namespace MoonWorks.Graphics
|
|||
public TextureSlice TextureSlice { get; }
|
||||
public TextureFormat Format => TextureSlice.Texture.Format;
|
||||
|
||||
public uint Width => (uint) TextureSlice.Rectangle.W;
|
||||
public uint Height => (uint) TextureSlice.Rectangle.H;
|
||||
|
||||
protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyRenderTarget;
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -0,0 +1,13 @@
|
|||
namespace MoonWorks.Graphics
|
||||
{
|
||||
/// <summary>
|
||||
/// Describes the kind of attachments that will be used with this pipeline.
|
||||
/// </summary>
|
||||
public struct GraphicsPipelineAttachmentInfo
|
||||
{
|
||||
public ColorAttachmentDescription[] colorAttachmentDescriptions;
|
||||
public uint colorAttachmentCount;
|
||||
public bool hasDepthStencilAttachment;
|
||||
public TextureFormat depthStencilFormat;
|
||||
}
|
||||
}
|
|
@ -12,6 +12,6 @@
|
|||
public PrimitiveType PrimitiveType;
|
||||
public VertexInputState VertexInputState;
|
||||
public ViewportState ViewportState;
|
||||
public RenderPass RenderPass;
|
||||
public GraphicsPipelineAttachmentInfo AttachmentInfo;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
|
||||
public static bool ByteToBool(byte b)
|
||||
{
|
||||
return b == 0 ? false : true;
|
||||
return b != 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue