MoonWorks/src/Graphics/CommandBuffer.cs

2290 lines
71 KiB
C#

using System;
using System.Runtime.InteropServices;
using RefreshCS;
namespace MoonWorks.Graphics
{
/// <summary>
/// Command buffers are used to apply render state and issue draw calls.
/// NOTE: it is not recommended to hold references to command buffers long term.
/// </summary>
public class CommandBuffer
{
public GraphicsDevice Device { get; }
public IntPtr Handle { get; internal set; }
#if DEBUG
bool swapchainTextureAcquired;
GraphicsPipeline currentGraphicsPipeline;
ComputePipeline currentComputePipeline;
bool renderPassActive;
SampleCount colorAttachmentSampleCount;
uint colorAttachmentCount;
TextureFormat colorFormatOne;
TextureFormat colorFormatTwo;
TextureFormat colorFormatThree;
TextureFormat colorFormatFour;
bool hasDepthStencilAttachment;
SampleCount depthStencilAttachmentSampleCount;
TextureFormat depthStencilFormat;
bool copyPassActive;
bool computePassActive;
internal bool Submitted;
#endif
// called from CommandBufferPool
internal CommandBuffer(GraphicsDevice device)
{
Device = device;
Handle = IntPtr.Zero;
#if DEBUG
ResetStateTracking();
#endif
}
internal void SetHandle(nint handle)
{
Handle = handle;
}
#if DEBUG
internal void ResetStateTracking()
{
swapchainTextureAcquired = false;
currentGraphicsPipeline = null;
currentComputePipeline = null;
renderPassActive = false;
colorAttachmentSampleCount = SampleCount.One;
depthStencilAttachmentSampleCount = SampleCount.One;
colorAttachmentCount = 0;
colorFormatOne = TextureFormat.R8G8B8A8;
colorFormatTwo = TextureFormat.R8G8B8A8;
colorFormatThree = TextureFormat.R8G8B8A8;
colorFormatFour = TextureFormat.R8G8B8A8;
depthStencilFormat = TextureFormat.D16;
copyPassActive = false;
computePassActive = false;
Submitted = false;
}
#endif
/// <summary>
/// Acquires a swapchain texture.
/// This texture will be presented to the given window when the command buffer is submitted.
/// Can return null if the swapchain is unavailable. The user should ALWAYS handle the case where this occurs.
/// If null is returned, presentation will not occur.
/// It is an error to acquire two swapchain textures from the same window in one command buffer.
/// It is an error to dispose the swapchain texture. If you do this your game WILL crash. DO NOT DO THIS.
/// </summary>
public Texture AcquireSwapchainTexture(
Window window
) {
#if DEBUG
AssertNotSubmitted();
if (!window.Claimed)
{
throw new System.InvalidOperationException("Cannot acquire swapchain texture, window has not been claimed!");
}
if (swapchainTextureAcquired)
{
throw new System.InvalidOperationException("Cannot acquire two swapchain textures on the same command buffer!");
}
#endif
var texturePtr = Refresh.Refresh_AcquireSwapchainTexture(
Device.Handle,
Handle,
window.Handle,
out var width,
out var height
);
if (texturePtr == IntPtr.Zero)
{
return null;
}
// Override the texture properties to avoid allocating a new texture instance!
window.SwapchainTexture.Handle = texturePtr;
window.SwapchainTexture.Width = width;
window.SwapchainTexture.Height = height;
window.SwapchainTexture.Format = window.SwapchainFormat;
#if DEBUG
swapchainTextureAcquired = true;
#endif
return window.SwapchainTexture;
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this during any kind of pass.
/// </summary>
/// <param name="colorAttachmentInfo">The color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in ColorAttachmentInfo colorAttachmentInfo
) {
#if DEBUG
AssertNotSubmitted();
AssertNotInPass("Cannot begin a render pass inside another pass!");
AssertTextureNotNull(colorAttachmentInfo);
AssertColorTarget(colorAttachmentInfo);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
refreshColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
(IntPtr) refreshColorAttachmentInfos,
1,
IntPtr.Zero
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = false;
colorAttachmentSampleCount = colorAttachmentInfo.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 1;
colorFormatOne = colorAttachmentInfo.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in ColorAttachmentInfo colorAttachmentInfoOne,
in ColorAttachmentInfo colorAttachmentInfoTwo
) {
#if DEBUG
AssertNotSubmitted();
AssertTextureNotNull(colorAttachmentInfoOne);
AssertColorTarget(colorAttachmentInfoOne);
AssertTextureNotNull(colorAttachmentInfoTwo);
AssertColorTarget(colorAttachmentInfoTwo);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
(IntPtr) refreshColorAttachmentInfos,
2,
IntPtr.Zero
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = false;
colorAttachmentSampleCount = colorAttachmentInfoOne.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 2;
colorFormatOne = colorAttachmentInfoOne.TextureSlice.Texture.Format;
colorFormatTwo = colorAttachmentInfoTwo.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in ColorAttachmentInfo colorAttachmentInfoOne,
in ColorAttachmentInfo colorAttachmentInfoTwo,
in ColorAttachmentInfo colorAttachmentInfoThree
) {
#if DEBUG
AssertNotSubmitted();
AssertTextureNotNull(colorAttachmentInfoOne);
AssertColorTarget(colorAttachmentInfoOne);
AssertTextureNotNull(colorAttachmentInfoTwo);
AssertColorTarget(colorAttachmentInfoTwo);
AssertTextureNotNull(colorAttachmentInfoThree);
AssertColorTarget(colorAttachmentInfoThree);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoThree.TextureSlice.Texture);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
(IntPtr) refreshColorAttachmentInfos,
3,
IntPtr.Zero
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = false;
colorAttachmentSampleCount = colorAttachmentInfoOne.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 3;
colorFormatOne = colorAttachmentInfoOne.TextureSlice.Texture.Format;
colorFormatTwo = colorAttachmentInfoTwo.TextureSlice.Texture.Format;
colorFormatThree = colorAttachmentInfoThree.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoFour">The four color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in ColorAttachmentInfo colorAttachmentInfoOne,
in ColorAttachmentInfo colorAttachmentInfoTwo,
in ColorAttachmentInfo colorAttachmentInfoThree,
in ColorAttachmentInfo colorAttachmentInfoFour
) {
#if DEBUG
AssertNotSubmitted();
AssertTextureNotNull(colorAttachmentInfoOne);
AssertColorTarget(colorAttachmentInfoOne);
AssertTextureNotNull(colorAttachmentInfoTwo);
AssertColorTarget(colorAttachmentInfoTwo);
AssertTextureNotNull(colorAttachmentInfoThree);
AssertColorTarget(colorAttachmentInfoThree);
AssertTextureNotNull(colorAttachmentInfoFour);
AssertColorTarget(colorAttachmentInfoFour);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoThree.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoFour.TextureSlice.Texture);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
refreshColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
(IntPtr) refreshColorAttachmentInfos,
4,
IntPtr.Zero
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = false;
colorAttachmentSampleCount = colorAttachmentInfoOne.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 4;
colorFormatOne = colorAttachmentInfoOne.TextureSlice.Texture.Format;
colorFormatTwo = colorAttachmentInfoTwo.TextureSlice.Texture.Format;
colorFormatThree = colorAttachmentInfoThree.TextureSlice.Texture.Format;
colorFormatFour = colorAttachmentInfoFour.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in DepthStencilAttachmentInfo depthStencilAttachmentInfo
) {
#if DEBUG
AssertNotSubmitted();
AssertValidDepthAttachment(depthStencilAttachmentInfo);
#endif
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
(Refresh.ColorAttachmentInfo*) IntPtr.Zero,
0,
&refreshDepthStencilAttachmentInfo
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = true;
depthStencilAttachmentSampleCount = depthStencilAttachmentInfo.TextureSlice.Texture.SampleCount;
depthStencilFormat = depthStencilAttachmentInfo.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfo">The color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in DepthStencilAttachmentInfo depthStencilAttachmentInfo,
in ColorAttachmentInfo colorAttachmentInfo
) {
#if DEBUG
AssertNotSubmitted();
AssertValidDepthAttachment(depthStencilAttachmentInfo);
AssertTextureNotNull(colorAttachmentInfo);
AssertColorTarget(colorAttachmentInfo);
AssertSameSampleCount(colorAttachmentInfo.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[1];
refreshColorAttachmentInfos[0] = colorAttachmentInfo.ToRefresh();
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
refreshColorAttachmentInfos,
1,
&refreshDepthStencilAttachmentInfo
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = true;
colorAttachmentSampleCount = colorAttachmentInfo.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 1;
depthStencilAttachmentSampleCount = depthStencilAttachmentInfo.TextureSlice.Texture.SampleCount;
colorFormatOne = colorAttachmentInfo.TextureSlice.Texture.Format;
depthStencilFormat = depthStencilAttachmentInfo.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in DepthStencilAttachmentInfo depthStencilAttachmentInfo,
in ColorAttachmentInfo colorAttachmentInfoOne,
in ColorAttachmentInfo colorAttachmentInfoTwo
) {
#if DEBUG
AssertNotSubmitted();
AssertValidDepthAttachment(depthStencilAttachmentInfo);
AssertTextureNotNull(colorAttachmentInfoOne);
AssertColorTarget(colorAttachmentInfoOne);
AssertTextureNotNull(colorAttachmentInfoTwo);
AssertColorTarget(colorAttachmentInfoTwo);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[2];
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
refreshColorAttachmentInfos,
2,
&refreshDepthStencilAttachmentInfo
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = true;
colorAttachmentSampleCount = colorAttachmentInfoOne.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 2;
colorFormatOne = colorAttachmentInfoOne.TextureSlice.Texture.Format;
colorFormatTwo = colorAttachmentInfoTwo.TextureSlice.Texture.Format;
depthStencilFormat = depthStencilAttachmentInfo.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in DepthStencilAttachmentInfo depthStencilAttachmentInfo,
in ColorAttachmentInfo colorAttachmentInfoOne,
in ColorAttachmentInfo colorAttachmentInfoTwo,
in ColorAttachmentInfo colorAttachmentInfoThree
) {
#if DEBUG
AssertNotSubmitted();
AssertValidDepthAttachment(depthStencilAttachmentInfo);
AssertTextureNotNull(colorAttachmentInfoOne);
AssertColorTarget(colorAttachmentInfoOne);
AssertTextureNotNull(colorAttachmentInfoTwo);
AssertColorTarget(colorAttachmentInfoTwo);
AssertTextureNotNull(colorAttachmentInfoThree);
AssertColorTarget(colorAttachmentInfoThree);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[3];
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
refreshColorAttachmentInfos,
3,
&refreshDepthStencilAttachmentInfo
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = true;
colorAttachmentSampleCount = colorAttachmentInfoOne.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 3;
colorFormatOne = colorAttachmentInfoOne.TextureSlice.Texture.Format;
colorFormatTwo = colorAttachmentInfoTwo.TextureSlice.Texture.Format;
colorFormatThree = colorAttachmentInfoThree.TextureSlice.Texture.Format;
depthStencilFormat = depthStencilAttachmentInfo.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoOne">The first color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoTwo">The second color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoThree">The third color attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfoFour">The four color attachment to use in the render pass.</param>
public unsafe void BeginRenderPass(
in DepthStencilAttachmentInfo depthStencilAttachmentInfo,
in ColorAttachmentInfo colorAttachmentInfoOne,
in ColorAttachmentInfo colorAttachmentInfoTwo,
in ColorAttachmentInfo colorAttachmentInfoThree,
in ColorAttachmentInfo colorAttachmentInfoFour
) {
#if DEBUG
AssertNotSubmitted();
AssertValidDepthAttachment(depthStencilAttachmentInfo);
AssertTextureNotNull(colorAttachmentInfoOne);
AssertColorTarget(colorAttachmentInfoOne);
AssertTextureNotNull(colorAttachmentInfoTwo);
AssertColorTarget(colorAttachmentInfoTwo);
AssertTextureNotNull(colorAttachmentInfoThree);
AssertColorTarget(colorAttachmentInfoThree);
AssertTextureNotNull(colorAttachmentInfoFour);
AssertColorTarget(colorAttachmentInfoFour);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoTwo.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoThree.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, colorAttachmentInfoFour.TextureSlice.Texture);
AssertSameSampleCount(colorAttachmentInfoOne.TextureSlice.Texture, depthStencilAttachmentInfo.TextureSlice.Texture);
#endif
var refreshColorAttachmentInfos = stackalloc Refresh.ColorAttachmentInfo[4];
refreshColorAttachmentInfos[0] = colorAttachmentInfoOne.ToRefresh();
refreshColorAttachmentInfos[1] = colorAttachmentInfoTwo.ToRefresh();
refreshColorAttachmentInfos[2] = colorAttachmentInfoThree.ToRefresh();
refreshColorAttachmentInfos[3] = colorAttachmentInfoFour.ToRefresh();
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
refreshColorAttachmentInfos,
4,
&refreshDepthStencilAttachmentInfo
);
#if DEBUG
renderPassActive = true;
hasDepthStencilAttachment = true;
colorAttachmentSampleCount = colorAttachmentInfoOne.TextureSlice.Texture.SampleCount;
colorAttachmentCount = 4;
colorFormatOne = colorAttachmentInfoOne.TextureSlice.Texture.Format;
colorFormatTwo = colorAttachmentInfoTwo.TextureSlice.Texture.Format;
colorFormatThree = colorAttachmentInfoThree.TextureSlice.Texture.Format;
colorFormatFour = colorAttachmentInfoFour.TextureSlice.Texture.Format;
depthStencilFormat = depthStencilAttachmentInfo.TextureSlice.Texture.Format;
#endif
}
/// <summary>
/// Binds a graphics pipeline so that rendering work may be performed.
/// </summary>
/// <param name="graphicsPipeline">The graphics pipeline to bind.</param>
public void BindGraphicsPipeline(
GraphicsPipeline graphicsPipeline
) {
#if DEBUG
AssertNotSubmitted();
AssertRenderPassActive();
AssertRenderPassPipelineFormatMatch(graphicsPipeline);
if (colorAttachmentCount > 0)
{
if (graphicsPipeline.SampleCount != colorAttachmentSampleCount)
{
throw new System.InvalidOperationException($"Sample count mismatch! Graphics pipeline sample count: {graphicsPipeline.SampleCount}, Color attachment sample count: {colorAttachmentSampleCount}");
}
}
if (hasDepthStencilAttachment)
{
if (graphicsPipeline.SampleCount != depthStencilAttachmentSampleCount)
{
throw new System.InvalidOperationException($"Sample count mismatch! Graphics pipeline sample count: {graphicsPipeline.SampleCount}, Depth stencil attachment sample count: {depthStencilAttachmentSampleCount}");
}
}
#endif
Refresh.Refresh_BindGraphicsPipeline(
Device.Handle,
Handle,
graphicsPipeline.Handle
);
#if DEBUG
currentGraphicsPipeline = graphicsPipeline;
#endif
}
/// <summary>
/// Sets the viewport. Only valid during a render pass.
/// </summary>
public void SetViewport(in Viewport viewport)
{
#if DEBUG
AssertNotSubmitted();
AssertRenderPassActive();
#endif
Refresh.Refresh_SetViewport(
Device.Handle,
Handle,
viewport.ToRefresh()
);
}
/// <summary>
/// Sets the scissor area. Only valid during a render pass.
/// </summary>
public void SetScissor(in Rect scissor)
{
#if DEBUG
AssertNotSubmitted();
AssertRenderPassActive();
if (scissor.X < 0 || scissor.Y < 0 || scissor.W <= 0 || scissor.H <= 0)
{
throw new System.ArgumentOutOfRangeException("Scissor position cannot be negative and dimensions must be positive!");
}
#endif
Refresh.Refresh_SetScissor(
Device.Handle,
Handle,
scissor.ToRefresh()
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="bufferBinding">Buffer to bind and associated offset.</param>
/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
public unsafe void BindVertexBuffers(
in BufferBinding bufferBinding,
uint firstBinding = 0
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
var bindingArray = stackalloc Refresh.BufferBinding[1];
bindingArray[0] = bufferBinding.ToRefresh();
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
firstBinding,
1,
bindingArray
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="bufferBindingOne">Buffer to bind and associated offset.</param>
/// <param name="bufferBindingTwo">Buffer to bind and associated offset.</param>
/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
public unsafe void BindVertexBuffers(
in BufferBinding bufferBindingOne,
in BufferBinding bufferBindingTwo,
uint firstBinding = 0
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
var bindingArray = stackalloc Refresh.BufferBinding[2];
bindingArray[0] = bufferBindingOne.ToRefresh();
bindingArray[1] = bufferBindingTwo.ToRefresh();
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
firstBinding,
2,
bindingArray
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="bufferBindingOne">Buffer to bind and associated offset.</param>
/// <param name="bufferBindingTwo">Buffer to bind and associated offset.</param>
/// <param name="bufferBindingThree">Buffer to bind and associated offset.</param>
/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
public unsafe void BindVertexBuffers(
in BufferBinding bufferBindingOne,
in BufferBinding bufferBindingTwo,
in BufferBinding bufferBindingThree,
uint firstBinding = 0
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
var bindingArray = stackalloc Refresh.BufferBinding[3];
bindingArray[0] = bufferBindingOne.ToRefresh();
bindingArray[1] = bufferBindingTwo.ToRefresh();
bindingArray[2] = bufferBindingThree.ToRefresh();
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
firstBinding,
3,
bindingArray
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="bufferBindingOne">Buffer to bind and associated offset.</param>
/// <param name="bufferBindingTwo">Buffer to bind and associated offset.</param>
/// <param name="bufferBindingThree">Buffer to bind and associated offset.</param>
/// <param name="bufferBindingFour">Buffer to bind and associated offset.</param>
/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
public unsafe void BindVertexBuffers(
in BufferBinding bufferBindingOne,
in BufferBinding bufferBindingTwo,
in BufferBinding bufferBindingThree,
in BufferBinding bufferBindingFour,
uint firstBinding = 0
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
var bindingArray = stackalloc Refresh.BufferBinding[4];
bindingArray[0] = bufferBindingOne.ToRefresh();
bindingArray[1] = bufferBindingTwo.ToRefresh();
bindingArray[2] = bufferBindingThree.ToRefresh();
bindingArray[3] = bufferBindingFour.ToRefresh();
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
firstBinding,
4,
bindingArray
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="bufferBindings">Spawn of buffers to bind and their associated offsets.</param>
/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param>
public unsafe void BindVertexBuffers(
in Span<BufferBinding> bufferBindings,
uint firstBinding = 0
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
Refresh.BufferBinding* bufferBindingsArray = (Refresh.BufferBinding*) NativeMemory.Alloc((nuint) (Marshal.SizeOf<Refresh.BufferBinding>() * bufferBindings.Length));
for (var i = 0; i < bufferBindings.Length; i += 1)
{
bufferBindingsArray[i] = bufferBindings[i].ToRefresh();
}
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
firstBinding,
(uint) bufferBindings.Length,
bufferBindingsArray
);
NativeMemory.Free(bufferBindingsArray);
}
/// <summary>
/// Binds an index buffer to be used by subsequent draw calls.
/// </summary>
/// <param name="indexBuffer">The index buffer to bind.</param>
/// <param name="indexElementSize">The size in bytes of the index buffer elements.</param>
/// <param name="offset">The offset index for the buffer.</param>
public void BindIndexBuffer(
BufferBinding bufferBinding,
IndexElementSize indexElementSize
)
{
#if DEBUG
AssertNotSubmitted();
#endif
Refresh.Refresh_BindIndexBuffer(
Device.Handle,
Handle,
bufferBinding.ToRefresh(),
(Refresh.IndexElementSize) indexElementSize
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindings">The texture-sampler to bind.</param>
public unsafe void BindVertexSamplers(
in TextureSamplerBinding textureSamplerBinding
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertVertexSamplerCount(1);
AssertTextureSamplerBindingNonNull(textureSamplerBinding);
AssertTextureBindingUsageFlags(textureSamplerBinding.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[1];
bindingArray[0] = textureSamplerBinding.ToRefresh();
Refresh.Refresh_BindVertexSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindingOne">The first texture-sampler to bind.</param>
/// <param name="textureSamplerBindingTwo">The second texture-sampler to bind.</param>
public unsafe void BindVertexSamplers(
in TextureSamplerBinding textureSamplerBindingOne,
in TextureSamplerBinding textureSamplerBindingTwo
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertVertexSamplerCount(2);
AssertTextureSamplerBindingNonNull(textureSamplerBindingOne);
AssertTextureSamplerBindingNonNull(textureSamplerBindingTwo);
AssertTextureBindingUsageFlags(textureSamplerBindingOne.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingTwo.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[2];
bindingArray[0] = textureSamplerBindingOne.ToRefresh();
bindingArray[1] = textureSamplerBindingTwo.ToRefresh();
Refresh.Refresh_BindVertexSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindingOne">The first texture-sampler to bind.</param>
/// <param name="textureSamplerBindingTwo">The second texture-sampler to bind.</param>
/// <param name="textureSamplerBindingThree">The third texture-sampler to bind.</param>
public unsafe void BindVertexSamplers(
in TextureSamplerBinding textureSamplerBindingOne,
in TextureSamplerBinding textureSamplerBindingTwo,
in TextureSamplerBinding textureSamplerBindingThree
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertVertexSamplerCount(3);
AssertTextureSamplerBindingNonNull(textureSamplerBindingOne);
AssertTextureSamplerBindingNonNull(textureSamplerBindingTwo);
AssertTextureSamplerBindingNonNull(textureSamplerBindingThree);
AssertTextureBindingUsageFlags(textureSamplerBindingOne.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingTwo.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingThree.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[3];
bindingArray[0] = textureSamplerBindingOne.ToRefresh();
bindingArray[1] = textureSamplerBindingTwo.ToRefresh();
bindingArray[2] = textureSamplerBindingThree.ToRefresh();
Refresh.Refresh_BindVertexSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindingOne">The first texture-sampler to bind.</param>
/// <param name="textureSamplerBindingTwo">The second texture-sampler to bind.</param>
/// <param name="textureSamplerBindingThree">The third texture-sampler to bind.</param>
/// <param name="textureSamplerBindingThree">The fourth texture-sampler to bind.</param>
public unsafe void BindVertexSamplers(
in TextureSamplerBinding textureSamplerBindingOne,
in TextureSamplerBinding textureSamplerBindingTwo,
in TextureSamplerBinding textureSamplerBindingThree,
in TextureSamplerBinding textureSamplerBindingFour
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertVertexSamplerCount(4);
AssertTextureSamplerBindingNonNull(textureSamplerBindingOne);
AssertTextureSamplerBindingNonNull(textureSamplerBindingTwo);
AssertTextureSamplerBindingNonNull(textureSamplerBindingThree);
AssertTextureSamplerBindingNonNull(textureSamplerBindingFour);
AssertTextureBindingUsageFlags(textureSamplerBindingOne.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingTwo.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingThree.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingFour.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[4];
bindingArray[0] = textureSamplerBindingOne.ToRefresh();
bindingArray[1] = textureSamplerBindingTwo.ToRefresh();
bindingArray[2] = textureSamplerBindingThree.ToRefresh();
bindingArray[3] = textureSamplerBindingFour.ToRefresh();
Refresh.Refresh_BindVertexSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindings">The texture-sampler pairs to bind.</param>
public unsafe void BindVertexSamplers(
in Span<TextureSamplerBinding> textureSamplerBindings
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertVertexSamplerCount(textureSamplerBindings.Length);
#endif
Refresh.TextureSamplerBinding* bindingsArray = (Refresh.TextureSamplerBinding*) NativeMemory.Alloc((nuint) (Marshal.SizeOf<Refresh.TextureSamplerBinding>() * textureSamplerBindings.Length));
for (var i = 0; i < textureSamplerBindings.Length; i += 1)
{
#if DEBUG
AssertTextureSamplerBindingNonNull(textureSamplerBindings[i]);
AssertTextureBindingUsageFlags(textureSamplerBindings[i].Texture);
#endif
bindingsArray[i] = textureSamplerBindings[i].ToRefresh();
}
Refresh.Refresh_BindVertexSamplers(
Device.Handle,
Handle,
bindingsArray
);
NativeMemory.Free(bindingsArray);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBinding">The texture-sampler to bind.</param>
public unsafe void BindFragmentSamplers(
in TextureSamplerBinding textureSamplerBinding
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertFragmentSamplerCount(1);
AssertTextureSamplerBindingNonNull(textureSamplerBinding);
AssertTextureBindingUsageFlags(textureSamplerBinding.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[1];
bindingArray[0] = textureSamplerBinding.ToRefresh();
Refresh.Refresh_BindFragmentSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindingOne">The first texture-sampler to bind.</param>
/// <param name="textureSamplerBindingTwo">The second texture-sampler to bind.</param>
public unsafe void BindFragmentSamplers(
in TextureSamplerBinding textureSamplerBindingOne,
in TextureSamplerBinding textureSamplerBindingTwo
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertFragmentSamplerCount(2);
AssertTextureSamplerBindingNonNull(textureSamplerBindingOne);
AssertTextureSamplerBindingNonNull(textureSamplerBindingTwo);
AssertTextureBindingUsageFlags(textureSamplerBindingOne.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingTwo.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[2];
bindingArray[0] = textureSamplerBindingOne.ToRefresh();
bindingArray[1] = textureSamplerBindingTwo.ToRefresh();
Refresh.Refresh_BindFragmentSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindingOne">The first texture-sampler to bind.</param>
/// <param name="textureSamplerBindingTwo">The second texture-sampler to bind.</param>
/// <param name="textureSamplerBindingThree">The third texture-sampler to bind.</param>
public unsafe void BindFragmentSamplers(
in TextureSamplerBinding textureSamplerBindingOne,
in TextureSamplerBinding textureSamplerBindingTwo,
in TextureSamplerBinding textureSamplerBindingThree
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertFragmentSamplerCount(3);
AssertTextureSamplerBindingNonNull(textureSamplerBindingOne);
AssertTextureSamplerBindingNonNull(textureSamplerBindingTwo);
AssertTextureSamplerBindingNonNull(textureSamplerBindingThree);
AssertTextureBindingUsageFlags(textureSamplerBindingOne.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingTwo.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingThree.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[3];
bindingArray[0] = textureSamplerBindingOne.ToRefresh();
bindingArray[1] = textureSamplerBindingTwo.ToRefresh();
bindingArray[2] = textureSamplerBindingThree.ToRefresh();
Refresh.Refresh_BindFragmentSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindingOne">The first texture-sampler to bind.</param>
/// <param name="textureSamplerBindingTwo">The second texture-sampler to bind.</param>
/// <param name="textureSamplerBindingThree">The third texture-sampler to bind.</param>
/// <param name="textureSamplerBindingFour">The fourth texture-sampler to bind.</param>
public unsafe void BindFragmentSamplers(
in TextureSamplerBinding textureSamplerBindingOne,
in TextureSamplerBinding textureSamplerBindingTwo,
in TextureSamplerBinding textureSamplerBindingThree,
in TextureSamplerBinding textureSamplerBindingFour
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertFragmentSamplerCount(4);
AssertTextureSamplerBindingNonNull(textureSamplerBindingOne);
AssertTextureSamplerBindingNonNull(textureSamplerBindingTwo);
AssertTextureSamplerBindingNonNull(textureSamplerBindingThree);
AssertTextureSamplerBindingNonNull(textureSamplerBindingFour);
AssertTextureBindingUsageFlags(textureSamplerBindingOne.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingTwo.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingThree.Texture);
AssertTextureBindingUsageFlags(textureSamplerBindingFour.Texture);
#endif
var bindingArray = stackalloc Refresh.TextureSamplerBinding[4];
bindingArray[0] = textureSamplerBindingOne.ToRefresh();
bindingArray[1] = textureSamplerBindingTwo.ToRefresh();
bindingArray[2] = textureSamplerBindingThree.ToRefresh();
bindingArray[3] = textureSamplerBindingFour.ToRefresh();
Refresh.Refresh_BindFragmentSamplers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindings">The texture-sampler pairs to bind.</param>
public unsafe void BindFragmentSamplers(
in Span<TextureSamplerBinding> textureSamplerBindings
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
AssertFragmentSamplerCount(textureSamplerBindings.Length);
#endif
Refresh.TextureSamplerBinding* bindingArray = (Refresh.TextureSamplerBinding*) NativeMemory.Alloc((nuint) (Marshal.SizeOf<Refresh.TextureSamplerBinding>() * textureSamplerBindings.Length));
for (var i = 0; i < textureSamplerBindings.Length; i += 1)
{
#if DEBUG
AssertTextureSamplerBindingNonNull(textureSamplerBindings[i]);
AssertTextureBindingUsageFlags(textureSamplerBindings[i].Texture);
#endif
bindingArray[i] = textureSamplerBindings[i].ToRefresh();
}
Refresh.Refresh_BindFragmentSamplers(
Device.Handle,
Handle,
bindingArray
);
NativeMemory.Free(bindingArray);
}
/// <summary>
/// Pushes vertex shader uniforms to the device.
/// </summary>
/// <returns>A starting offset value to be used with draw calls.</returns>
public unsafe void PushVertexShaderUniforms(
void* uniformsPtr,
uint size
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
if (currentGraphicsPipeline.VertexShaderInfo.UniformBufferSize == 0)
{
throw new InvalidOperationException("The current vertex shader does not take a uniform buffer!");
}
if (currentGraphicsPipeline.VertexShaderInfo.UniformBufferSize != size)
{
throw new InvalidOperationException("Vertex uniform data size mismatch!");
}
#endif
Refresh.Refresh_PushVertexShaderUniforms(
Device.Handle,
Handle,
(IntPtr) uniformsPtr,
size
);
}
/// <summary>
/// Pushes vertex shader uniforms to the device.
/// </summary>
/// <returns>A starting offset value to be used with draw calls.</returns>
public unsafe void PushVertexShaderUniforms<T>(
in T uniforms
) where T : unmanaged
{
fixed (T* uniformsPtr = &uniforms)
{
PushVertexShaderUniforms(uniformsPtr, (uint) Marshal.SizeOf<T>());
}
}
/// <summary>
/// Pushes fragment shader uniforms to the device.
/// </summary>
/// <returns>A starting offset to be used with draw calls.</returns>
public unsafe void PushFragmentShaderUniforms(
void* uniformsPtr,
uint size
) {
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
if (currentGraphicsPipeline.FragmentShaderInfo.UniformBufferSize == 0)
{
throw new InvalidOperationException("The current fragment shader does not take a uniform buffer!");
}
if (currentGraphicsPipeline.FragmentShaderInfo.UniformBufferSize != size)
{
throw new InvalidOperationException("Fragment uniform data size mismatch!");
}
#endif
Refresh.Refresh_PushFragmentShaderUniforms(
Device.Handle,
Handle,
(IntPtr) uniformsPtr,
size
);
}
/// <summary>
/// Pushes fragment shader uniforms to the device.
/// </summary>
/// <returns>A starting offset to be used with draw calls.</returns>
public unsafe void PushFragmentShaderUniforms<T>(
in T uniforms
) where T : unmanaged
{
fixed (T* uniformsPtr = &uniforms)
{
PushFragmentShaderUniforms(uniformsPtr, (uint) Marshal.SizeOf<T>());
}
}
/// <summary>
/// Draws using instanced rendering.
/// </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>
/// <param name="instanceCount">The number of instances to draw.</param>
public void DrawInstancedPrimitives(
uint baseVertex,
uint startIndex,
uint primitiveCount,
uint instanceCount
)
{
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
Refresh.Refresh_DrawInstancedPrimitives(
Device.Handle,
Handle,
baseVertex,
startIndex,
primitiveCount,
instanceCount
);
}
/// <summary>
/// Draws using a vertex buffer and an index buffer.
/// </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 DrawIndexedPrimitives(
uint baseVertex,
uint startIndex,
uint primitiveCount
)
{
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
Refresh.Refresh_DrawIndexedPrimitives(
Device.Handle,
Handle,
baseVertex,
startIndex,
primitiveCount
);
}
/// <summary>
/// Draws using a vertex buffer.
/// </summary>
/// <param name="vertexStart"></param>
/// <param name="primitiveCount"></param>
public void DrawPrimitives(
uint vertexStart,
uint primitiveCount
)
{
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
Refresh.Refresh_DrawPrimitives(
Device.Handle,
Handle,
vertexStart,
primitiveCount
);
}
/// <summary>
/// Similar to DrawPrimitives, but parameters are set from a buffer.
/// </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>
/// <param name="vertexParamOffset">An offset value obtained from PushVertexShaderUniforms. If no uniforms are required then use 0.</param>
/// <param name="fragmentParamOffset">An offset value obtained from PushFragmentShaderUniforms. If no uniforms are required the use 0.</param>
public void DrawPrimitivesIndirect(
GpuBuffer buffer,
uint offsetInBytes,
uint drawCount,
uint stride
)
{
#if DEBUG
AssertNotSubmitted();
AssertGraphicsPipelineBound();
#endif
Refresh.Refresh_DrawPrimitivesIndirect(
Device.Handle,
Handle,
buffer.Handle,
offsetInBytes,
drawCount,
stride
);
}
/// <summary>
/// Ends the current render pass.
/// This must be called before beginning another render pass or submitting the command buffer.
/// </summary>
public void EndRenderPass()
{
#if DEBUG
AssertNotSubmitted();
#endif
Refresh.Refresh_EndRenderPass(
Device.Handle,
Handle
);
#if DEBUG
currentGraphicsPipeline = null;
renderPassActive = false;
#endif
}
/// <summary>
/// Blits a texture to another texture with the specified filter.
///
/// This operation cannot be performed inside any pass.
/// </summary>
/// <param name="writeOption">Specifies data dependency behavior.</param>
public void Blit(
TextureSlice source,
TextureSlice destination,
Filter filter,
WriteOptions writeOption
) {
var sampler = filter == Filter.Linear ? Device.LinearSampler : Device.PointSampler;
// FIXME: this will break with non-2D textures
// FIXME: this should take a TextureRegion
BeginRenderPass(new ColorAttachmentInfo(destination, writeOption));
BindGraphicsPipeline(Device.BlitPipeline);
BindFragmentSamplers(new TextureSamplerBinding(source.Texture, sampler));
DrawPrimitives(0, 2);
EndRenderPass();
}
public void BeginComputePass()
{
#if DEBUG
AssertNotSubmitted();
AssertNotInPass("Cannot begin compute pass while in another pass!");
computePassActive = true;
#endif
Refresh.Refresh_BeginComputePass(
Device.Handle,
Handle
);
}
/// <summary>
/// Binds a compute pipeline so that compute work may be dispatched.
/// </summary>
/// <param name="computePipeline">The compute pipeline to bind.</param>
public void BindComputePipeline(
ComputePipeline computePipeline
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute pipeline outside of compute pass!");
#endif
Refresh.Refresh_BindComputePipeline(
Device.Handle,
Handle,
computePipeline.Handle
);
#if DEBUG
currentComputePipeline = computePipeline;
#endif
}
/// <summary>
/// Binds a buffer to be used in the compute shader.
/// </summary>
public unsafe void BindComputeBuffers(
ComputeBufferBinding binding
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute buffers outside of compute pass!");
AssertComputePipelineBound();
AssertComputeBufferCount(1);
#endif
var bindingArray = stackalloc Refresh.ComputeBufferBinding[1];
bindingArray[0] = binding.ToRefresh();
Refresh.Refresh_BindComputeBuffers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds buffers to be used in the compute shader.
/// </summary>
public unsafe void BindComputeBuffers(
ComputeBufferBinding bindingOne,
ComputeBufferBinding bindingTwo
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute buffers outside of compute pass!");
AssertComputePipelineBound();
AssertComputeBufferCount(2);
#endif
var bindingArray = stackalloc Refresh.ComputeBufferBinding[2];
bindingArray[0] = bindingOne.ToRefresh();
bindingArray[1] = bindingTwo.ToRefresh();
Refresh.Refresh_BindComputeBuffers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds buffers to be used in the compute shader.
/// </summary>
public unsafe void BindComputeBuffers(
ComputeBufferBinding bindingOne,
ComputeBufferBinding bindingTwo,
ComputeBufferBinding bindingThree
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute buffers outside of compute pass!");
AssertComputePipelineBound();
AssertComputeBufferCount(3);
#endif
var bindingArray = stackalloc Refresh.ComputeBufferBinding[3];
bindingArray[0] = bindingOne.ToRefresh();
bindingArray[1] = bindingTwo.ToRefresh();
bindingArray[2] = bindingThree.ToRefresh();
Refresh.Refresh_BindComputeBuffers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds buffers to be used in the compute shader.
/// </summary>
public unsafe void BindComputeBuffers(
ComputeBufferBinding bindingOne,
ComputeBufferBinding bindingTwo,
ComputeBufferBinding bindingThree,
ComputeBufferBinding bindingFour
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute buffers outside of compute pass!");
AssertComputePipelineBound();
AssertComputeBufferCount(4);
#endif
var bindingArray = stackalloc Refresh.ComputeBufferBinding[4];
bindingArray[0] = bindingOne.ToRefresh();
bindingArray[1] = bindingTwo.ToRefresh();
bindingArray[2] = bindingThree.ToRefresh();
bindingArray[3] = bindingFour.ToRefresh();
Refresh.Refresh_BindComputeBuffers(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds buffers to be used in the compute shader.
/// </summary>
/// <param name="buffers">A Span of buffers to bind.</param>
public unsafe void BindComputeBuffers(
in Span<ComputeBufferBinding> bindings
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute buffers outside of compute pass!");
AssertComputePipelineBound();
AssertComputeBufferCount(bindings.Length);
#endif
Refresh.ComputeBufferBinding* bindingArray = (Refresh.ComputeBufferBinding*) NativeMemory.Alloc(
(nuint) (Marshal.SizeOf<ComputeBufferBinding>() * bindings.Length)
);
for (var i = 0; i < bindings.Length; i += 1)
{
bindingArray[i] = bindings[i].ToRefresh();
}
Refresh.Refresh_BindComputeBuffers(
Device.Handle,
Handle,
bindingArray
);
NativeMemory.Free(bindingArray);
}
/// <summary>
/// Binds a texture slice to be used in the compute shader.
/// </summary>
public unsafe void BindComputeTextures(
ComputeTextureBinding binding
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute textures outside of compute pass!");
AssertComputePipelineBound();
AssertComputeTextureCount(1);
#endif
var bindingArray = stackalloc Refresh.ComputeTextureBinding[1];
bindingArray[0] = binding.ToRefresh();
Refresh.Refresh_BindComputeTextures(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds textures to be used in the compute shader.
/// </summary>
public unsafe void BindComputeTextures(
ComputeTextureBinding bindingOne,
ComputeTextureBinding bindingTwo
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute textures outside of compute pass!");
AssertComputePipelineBound();
AssertComputeTextureCount(2);
#endif
var bindingArray = stackalloc Refresh.ComputeTextureBinding[2];
bindingArray[0] = bindingOne.ToRefresh();
bindingArray[1] = bindingTwo.ToRefresh();
Refresh.Refresh_BindComputeTextures(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds textures to be used in the compute shader.
/// </summary>
public unsafe void BindComputeTextures(
ComputeTextureBinding bindingOne,
ComputeTextureBinding bindingTwo,
ComputeTextureBinding bindingThree
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute textures outside of compute pass!");
AssertComputePipelineBound();
AssertComputeTextureCount(3);
#endif
var bindingArray = stackalloc Refresh.ComputeTextureBinding[3];
bindingArray[0] = bindingOne.ToRefresh();
bindingArray[1] = bindingTwo.ToRefresh();
bindingArray[2] = bindingThree.ToRefresh();
Refresh.Refresh_BindComputeTextures(
Device.Handle,
Handle,
bindingArray
);
}
/// <summary>
/// Binds textures to be used in the compute shader.
/// </summary>
public unsafe void BindComputeTextures(
ComputeTextureBinding bindingOne,
ComputeTextureBinding bindingTwo,
ComputeTextureBinding bindingThree,
ComputeTextureBinding bindingFour
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute textures outside of compute pass!");
AssertComputePipelineBound();
AssertComputeTextureCount(4);
#endif
var textureSlicePtrs = stackalloc Refresh.ComputeTextureBinding[4];
textureSlicePtrs[0] = bindingOne.ToRefresh();
textureSlicePtrs[1] = bindingTwo.ToRefresh();
textureSlicePtrs[2] = bindingThree.ToRefresh();
textureSlicePtrs[3] = bindingFour.ToRefresh();
Refresh.Refresh_BindComputeTextures(
Device.Handle,
Handle,
textureSlicePtrs
);
}
/// <summary>
/// Binds textures to be used in the compute shader.
/// </summary>
public unsafe void BindComputeTextures(
in Span<ComputeTextureBinding> bindings
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot bind compute textures outside of compute pass!");
AssertComputePipelineBound();
AssertComputeTextureCount(bindings.Length);
#endif
Refresh.ComputeTextureBinding* bindingArray = (Refresh.ComputeTextureBinding*) NativeMemory.Alloc(
(nuint) (Marshal.SizeOf<Refresh.TextureSlice>() * bindings.Length)
);
for (var i = 0; i < bindings.Length; i += 1)
{
bindingArray[i] = bindings[i].ToRefresh();
}
Refresh.Refresh_BindComputeTextures(
Device.Handle,
Handle,
bindingArray
);
NativeMemory.Free(bindingArray);
}
/// <summary>
/// Pushes compute shader uniforms to the device.
/// </summary>
/// <returns>A starting offset to be used with dispatch calls.</returns>
public unsafe void PushComputeShaderUniforms(
void* uniformsPtr,
uint size
) {
#if DEBUG
AssertNotSubmitted();
AssertComputePipelineBound();
if (currentComputePipeline.ComputeShaderInfo.UniformBufferSize == 0)
{
throw new System.InvalidOperationException("The current compute shader does not take a uniform buffer!");
}
if (currentComputePipeline.ComputeShaderInfo.UniformBufferSize != size)
{
throw new InvalidOperationException("Compute uniform data size mismatch!");
}
#endif
Refresh.Refresh_PushComputeShaderUniforms(
Device.Handle,
Handle,
(IntPtr) uniformsPtr,
size
);
}
/// <summary>
/// Pushes compute shader uniforms to the device.
/// </summary>
/// <returns>A starting offset to be used with dispatch calls.</returns>
public unsafe void PushComputeShaderUniforms<T>(
in T uniforms
) where T : unmanaged
{
fixed (T* uniformsPtr = &uniforms)
{
PushComputeShaderUniforms(uniformsPtr, (uint) Marshal.SizeOf<T>());
}
}
/// <summary>
/// Dispatches compute work.
/// </summary>
/// <param name="groupCountX"></param>
/// <param name="groupCountY"></param>
/// <param name="groupCountZ"></param>
/// <param name="computeParamOffset"></param>
public void DispatchCompute(
uint groupCountX,
uint groupCountY,
uint groupCountZ
) {
#if DEBUG
AssertNotSubmitted();
AssertInComputePass("Cannot dispatch compute outside of compute pass!");
AssertComputePipelineBound();
if (groupCountX < 1 || groupCountY < 1 || groupCountZ < 1)
{
throw new ArgumentException("All dimensions for the compute work group must be >= 1!");
}
#endif
Refresh.Refresh_DispatchCompute(
Device.Handle,
Handle,
groupCountX,
groupCountY,
groupCountZ
);
}
public void EndComputePass()
{
#if DEBUG
AssertInComputePass("Cannot end compute pass while not in a compute pass!");
computePassActive = false;
#endif
Refresh.Refresh_EndComputePass(
Device.Handle,
Handle
);
}
// Copy Pass
/// <summary>
/// Begins a copy pass.
/// All copy commands must be made within a copy pass.
/// It is an error to call this during any kind of pass.
/// </summary>
public void BeginCopyPass()
{
#if DEBUG
AssertNotSubmitted();
AssertNotInPass("Cannot begin copy pass while in another pass!");
copyPassActive = true;
#endif
Refresh.Refresh_BeginCopyPass(
Device.Handle,
Handle
);
}
/// <summary>
/// Uploads data from a TransferBuffer to a TextureSlice.
/// This copy occurs on the GPU timeline.
///
/// Overwriting the contents of the TransferBuffer before the command buffer
/// has finished execution will cause undefined behavior.
///
/// You MAY assume that the copy has finished for subsequent commands.
/// </summary>
/// <param name="writeOption">Specifies data dependency behavior.</param>
public void UploadToTexture(
TransferBuffer transferBuffer,
in TextureRegion textureRegion,
in BufferImageCopy copyParams,
WriteOptions writeOption
)
{
#if DEBUG
AssertNotSubmitted();
AssertInCopyPass("Cannot upload to texture outside of copy pass!");
AssertBufferBoundsCheck(transferBuffer.Size, copyParams.BufferOffset, textureRegion.Size);
#endif
Refresh.Refresh_UploadToTexture(
Device.Handle,
Handle,
transferBuffer.Handle,
textureRegion.ToRefreshTextureRegion(),
copyParams.ToRefresh(),
(Refresh.WriteOptions) writeOption
);
}
/// <summary>
/// Uploads the contents of an entire buffer to a texture with no mips.
/// </summary>
public void UploadToTexture(
TransferBuffer transferBuffer,
Texture texture,
WriteOptions writeOption
) {
UploadToTexture(
transferBuffer,
new TextureRegion(texture),
new BufferImageCopy(0, 0, 0),
writeOption
);
}
/// <summary>
/// Uploads data from a TransferBuffer to a GpuBuffer.
/// This copy occurs on the GPU timeline.
///
/// Overwriting the contents of the TransferBuffer before the command buffer
/// has finished execution will cause undefined behavior.
///
/// You MAY assume that the copy has finished for subsequent commands.
/// </summary>
public void UploadToBuffer(
TransferBuffer transferBuffer,
GpuBuffer gpuBuffer,
in BufferCopy copyParams,
WriteOptions option
) {
#if DEBUG
AssertNotSubmitted();
AssertInCopyPass("Cannot upload to texture outside of copy pass!");
AssertBufferBoundsCheck(transferBuffer.Size, copyParams.SrcOffset, copyParams.Size);
AssertBufferBoundsCheck(gpuBuffer.Size, copyParams.DstOffset, copyParams.Size);
#endif
Refresh.Refresh_UploadToBuffer(
Device.Handle,
Handle,
transferBuffer.Handle,
gpuBuffer.Handle,
copyParams.ToRefresh(),
(Refresh.WriteOptions) option
);
}
/// <summary>
/// Copies the entire contents of a TransferBuffer to a GpuBuffer.
/// </summary>
public void UploadToBuffer(
TransferBuffer transferBuffer,
GpuBuffer gpuBuffer,
WriteOptions option
) {
UploadToBuffer(
transferBuffer,
gpuBuffer,
new BufferCopy(0, 0, transferBuffer.Size),
option
);
}
/// <summary>
/// Copies data element-wise into from a TransferBuffer to a GpuBuffer.
/// </summary>
public void UploadToBuffer<T>(
TransferBuffer transferBuffer,
GpuBuffer gpuBuffer,
uint sourceStartElement,
uint destinationStartElement,
uint numElements,
WriteOptions option
) where T : unmanaged
{
var elementSize = Marshal.SizeOf<T>();
var dataLengthInBytes = (uint) (elementSize * numElements);
var srcOffsetInBytes = (uint) (elementSize * sourceStartElement);
var dstOffsetInBytes = (uint) (elementSize * destinationStartElement);
UploadToBuffer(
transferBuffer,
gpuBuffer,
new BufferCopy(
srcOffsetInBytes,
dstOffsetInBytes,
dataLengthInBytes
),
option
);
}
/// <summary>
/// Copies the contents of a TextureSlice to another TextureSlice.
/// The slices must have the same dimensions.
/// This copy occurs on the GPU timeline.
///
/// You MAY assume that the copy has finished in subsequent commands.
/// </summary>
public void CopyTextureToTexture(
in TextureRegion source,
in TextureRegion destination,
WriteOptions option
) {
#if DEBUG
AssertNotSubmitted();
AssertInCopyPass("Cannot download from texture outside of copy pass!");
AssertTextureBoundsCheck(destination.Size, source.Size);
#endif
Refresh.Refresh_CopyTextureToTexture(
Device.Handle,
Handle,
source.ToRefreshTextureRegion(),
destination.ToRefreshTextureRegion(),
(Refresh.WriteOptions) option
);
}
/// <summary>
/// Copies the contents of an entire Texture with no mips to another Texture with no mips.
/// The textures must have the same dimensions.
/// </summary>
public void CopyTextureToTexture(
Texture source,
Texture destination,
WriteOptions option
) {
CopyTextureToTexture(
new TextureRegion(source),
new TextureRegion(destination),
option
);
}
/// <summary>
/// Copies data from a GpuBuffer to another GpuBuffer.
/// This copy occurs on the GPU timeline.
///
/// You MAY assume that the copy has finished in subsequent commands.
/// </summary>
public void CopyBufferToBuffer(
GpuBuffer source,
GpuBuffer destination,
in BufferCopy copyParams,
WriteOptions option
) {
#if DEBUG
AssertNotSubmitted();
AssertInCopyPass("Cannot download from texture outside of copy pass!");
AssertBufferBoundsCheck(source.Size, copyParams.SrcOffset, copyParams.Size);
AssertBufferBoundsCheck(destination.Size, copyParams.DstOffset, copyParams.Size);
#endif
Refresh.Refresh_CopyBufferToBuffer(
Device.Handle,
Handle,
source.Handle,
destination.Handle,
copyParams.ToRefresh(),
(Refresh.WriteOptions) option
);
}
/// <summary>
/// Copies the entire contents of a GpuBuffer to another GpuBuffer.
/// </summary>
public void CopyBufferToBuffer(
GpuBuffer source,
GpuBuffer destination,
WriteOptions option
) {
CopyBufferToBuffer(
source,
destination,
new BufferCopy(0, 0, source.Size),
option
);
}
public void EndCopyPass()
{
#if DEBUG
AssertNotSubmitted();
AssertInCopyPass("Cannot end copy pass while not in a copy pass!");
copyPassActive = false;
#endif
Refresh.Refresh_EndCopyPass(
Device.Handle,
Handle
);
}
#if DEBUG
private void AssertRenderPassActive(string message = "No active render pass!")
{
if (!renderPassActive)
{
throw new System.InvalidOperationException(message);
}
}
private void AssertRenderPassInactive(string message = "Render pass is active!")
{
if (renderPassActive)
{
throw new System.InvalidCastException(message);
}
}
private void AssertGraphicsPipelineBound(string message = "No graphics pipeline is bound!")
{
if (currentGraphicsPipeline == null)
{
throw new System.InvalidOperationException(message);
}
}
private void AssertRenderPassPipelineFormatMatch(GraphicsPipeline graphicsPipeline)
{
for (var i = 0; i < graphicsPipeline.AttachmentInfo.ColorAttachmentDescriptions.Length; i += 1)
{
TextureFormat format;
if (i == 0)
{
format = colorFormatOne;
}
else if (i == 1)
{
format = colorFormatTwo;
}
else if (i == 2)
{
format = colorFormatThree;
}
else
{
format = colorFormatFour;
}
var pipelineFormat = graphicsPipeline.AttachmentInfo.ColorAttachmentDescriptions[i].Format;
if (pipelineFormat != format)
{
throw new System.InvalidOperationException($"Color texture format mismatch! Pipeline expects {pipelineFormat}, render pass attachment is {format}");
}
}
if (graphicsPipeline.AttachmentInfo.HasDepthStencilAttachment)
{
var pipelineDepthFormat = graphicsPipeline.AttachmentInfo.DepthStencilFormat;
if (!hasDepthStencilAttachment)
{
throw new System.InvalidOperationException("Pipeline expects depth attachment!");
}
if (pipelineDepthFormat != depthStencilFormat)
{
throw new System.InvalidOperationException($"Depth texture format mismatch! Pipeline expects {pipelineDepthFormat}, render pass attachment is {depthStencilFormat}");
}
}
}
private void AssertVertexSamplerCount(int count)
{
if (currentGraphicsPipeline.VertexShaderInfo.SamplerBindingCount != count)
{
throw new System.InvalidOperationException($"Vertex sampler expected {currentGraphicsPipeline.VertexShaderInfo.SamplerBindingCount} samplers, but received {count}");
}
}
private void AssertFragmentSamplerCount(int count)
{
if (currentGraphicsPipeline.FragmentShaderInfo.SamplerBindingCount != count)
{
throw new System.InvalidOperationException($"Fragment sampler expected {currentGraphicsPipeline.FragmentShaderInfo.SamplerBindingCount} samplers, but received {count}");
}
}
private void AssertComputePipelineBound(string message = "No compute pipeline is bound!")
{
if (currentComputePipeline == null)
{
throw new System.InvalidOperationException(message);
}
}
private void AssertComputeBufferCount(int count)
{
if (currentComputePipeline.ComputeShaderInfo.BufferBindingCount != count)
{
throw new System.InvalidOperationException($"Compute pipeline expects {currentComputePipeline.ComputeShaderInfo.BufferBindingCount} buffers, but received {count}");
}
}
private void AssertComputeTextureCount(int count)
{
if (currentComputePipeline.ComputeShaderInfo.ImageBindingCount != count)
{
throw new System.InvalidOperationException($"Compute pipeline expects {currentComputePipeline.ComputeShaderInfo.ImageBindingCount} textures, but received {count}");
}
}
private void AssertTextureNotNull(ColorAttachmentInfo colorAttachmentInfo)
{
if (colorAttachmentInfo.TextureSlice.Texture == null || colorAttachmentInfo.TextureSlice.Texture.Handle == IntPtr.Zero)
{
throw new System.ArgumentException("Render pass color attachment Texture cannot be null!");
}
}
private void AssertColorTarget(ColorAttachmentInfo colorAttachmentInfo)
{
if ((colorAttachmentInfo.TextureSlice.Texture.UsageFlags & TextureUsageFlags.ColorTarget) == 0)
{
throw new System.ArgumentException("Render pass color attachment UsageFlags must include TextureUsageFlags.ColorTarget!");
}
}
private void AssertSameSampleCount(Texture a, Texture b)
{
if (a.SampleCount != b.SampleCount)
{
throw new System.ArgumentException("All attachments in a render pass must have the same SampleCount!");
}
}
private void AssertValidDepthAttachment(DepthStencilAttachmentInfo depthStencilAttachmentInfo)
{
if (depthStencilAttachmentInfo.TextureSlice.Texture == null ||
depthStencilAttachmentInfo.TextureSlice.Texture.Handle == IntPtr.Zero)
{
throw new System.ArgumentException("Render pass depth stencil attachment Texture cannot be null!");
}
if ((depthStencilAttachmentInfo.TextureSlice.Texture.UsageFlags & TextureUsageFlags.DepthStencilTarget) == 0)
{
throw new System.ArgumentException("Render pass depth stencil attachment UsageFlags must include TextureUsageFlags.DepthStencilTarget!");
}
}
private void AssertTextureSamplerBindingNonNull(in TextureSamplerBinding binding)
{
if (binding.Texture == null || binding.Texture.Handle == IntPtr.Zero)
{
throw new NullReferenceException("Texture binding must not be null!");
}
if (binding.Sampler == null || binding.Sampler.Handle == IntPtr.Zero)
{
throw new NullReferenceException("Sampler binding must not be null!");
}
}
private void AssertTextureBindingUsageFlags(Texture texture)
{
if ((texture.UsageFlags & TextureUsageFlags.Sampler) == 0)
{
throw new System.ArgumentException("The bound Texture's UsageFlags must include TextureUsageFlags.Sampler!");
}
}
private void AssertNonEmptyCopy(uint dataLengthInBytes)
{
if (dataLengthInBytes == 0)
{
throw new System.InvalidOperationException("SetBufferData must have a length greater than 0 bytes!");
}
}
private void AssertBufferBoundsCheck(uint bufferLengthInBytes, uint offsetInBytes, uint copyLengthInBytes)
{
if (copyLengthInBytes > bufferLengthInBytes + offsetInBytes)
{
throw new System.InvalidOperationException($"SetBufferData overflow! buffer length {bufferLengthInBytes}, offset {offsetInBytes}, copy length {copyLengthInBytes}");
}
}
private void AssertTextureBoundsCheck(uint textureSizeInBytes, uint dataLengthInBytes)
{
if (dataLengthInBytes > textureSizeInBytes)
{
throw new System.InvalidOperationException($"SetTextureData overflow! texture size {textureSizeInBytes}, data size {dataLengthInBytes}");
}
}
private void AssertNotInPass(string message)
{
if (renderPassActive || copyPassActive || computePassActive)
{
throw new System.InvalidOperationException(message);
}
}
private void AssertInRenderPass(string message)
{
if (!renderPassActive)
{
throw new System.InvalidOperationException(message);
}
}
private void AssertInCopyPass(string message)
{
if (!copyPassActive)
{
throw new System.InvalidOperationException(message);
}
}
private void AssertInComputePass(string message)
{
if (!computePassActive)
{
throw new System.InvalidOperationException(message);
}
}
private void AssertNotSubmitted()
{
if (Submitted)
{
throw new System.InvalidOperationException("Cannot add commands to a submitted command buffer!");
}
}
#endif
}
}