MoonWorks/src/Graphics/RefreshStructs.cs

491 lines
12 KiB
C#

using RefreshCS;
using System.Runtime.InteropServices;
/* Recreate some structs in here so we don't need to explicitly
* reference the RefreshCS namespace when using MoonWorks.Graphics
*/
namespace MoonWorks.Graphics
{
[StructLayout(LayoutKind.Sequential)]
public struct DepthStencilValue
{
public float Depth;
public uint Stencil;
public DepthStencilValue(float depth, uint stencil)
{
Depth = depth;
Stencil = stencil;
}
// FIXME: can we do an unsafe cast somehow?
public Refresh.DepthStencilValue ToRefresh()
{
return new Refresh.DepthStencilValue
{
depth = Depth,
stencil = Stencil
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct Rect
{
public int X;
public int Y;
public int W;
public int H;
public Rect(int x, int y, int w, int h)
{
X = x;
Y = y;
W = w;
H = h;
}
public Rect(int w, int h)
{
X = 0;
Y = 0;
W = w;
H = h;
}
// FIXME: can we do an unsafe cast somehow?
public Refresh.Rect ToRefresh()
{
return new Refresh.Rect
{
x = X,
y = Y,
w = W,
h = H
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct Viewport
{
public float X;
public float Y;
public float W;
public float H;
public float MinDepth;
public float MaxDepth;
public Viewport(float w, float h)
{
X = 0;
Y = 0;
W = w;
H = h;
MinDepth = 0;
MaxDepth = 1;
}
public Viewport(float x, float y, float w, float h)
{
X = x;
Y = y;
W = w;
H = h;
MinDepth = 0;
MaxDepth = 1;
}
public Viewport(float x, float y, float w, float h, float minDepth, float maxDepth)
{
X = x;
Y = y;
W = w;
H = h;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
public Refresh.Viewport ToRefresh()
{
return new Refresh.Viewport
{
x = X,
y = Y,
w = W,
h = H,
minDepth = MinDepth,
maxDepth = MaxDepth
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct VertexBinding
{
public uint Binding;
public uint Stride;
public VertexInputRate InputRate;
public static VertexBinding Create<T>(uint binding = 0, VertexInputRate inputRate = VertexInputRate.Vertex) where T : unmanaged
{
return new VertexBinding
{
Binding = binding,
InputRate = inputRate,
Stride = (uint) Marshal.SizeOf<T>()
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct VertexAttribute
{
public uint Location;
public uint Binding;
public VertexElementFormat Format;
public uint Offset;
}
[StructLayout(LayoutKind.Sequential)]
public struct StencilOpState
{
public StencilOp FailOp;
public StencilOp PassOp;
public StencilOp DepthFailOp;
public CompareOp CompareOp;
public Refresh.StencilOpState ToRefresh()
{
return new Refresh.StencilOpState
{
failOp = (Refresh.StencilOp) FailOp,
passOp = (Refresh.StencilOp) PassOp,
depthFailOp = (Refresh.StencilOp) DepthFailOp,
compareOp = (Refresh.CompareOp) CompareOp
};
}
}
/// <summary>
/// Determines how a color texture will be read/written in a render pass.
/// </summary>
public struct ColorAttachmentInfo
{
public TextureSlice TextureSlice;
/// <summary>
/// If LoadOp is set to Clear, the texture slice will be cleared to this color.
/// </summary>
public Color ClearColor;
/// <summary>
/// Determines what is done with the texture slice memory
/// at the beginning of the render pass. <br/>
///
/// Load:
/// Loads the data currently in the texture slice. <br/>
///
/// Clear:
/// Clears the texture slice to a single color. <br/>
///
/// DontCare:
/// The driver will do whatever it wants with the texture slice data.
/// This is a good option if you know that every single pixel will be written in the render pass.
/// </summary>
public LoadOp LoadOp;
/// <summary>
/// Determines what is done with the texture slice memory
/// at the end of the render pass. <br/>
///
/// Store:
/// Stores the results of the render pass in the texture slice memory. <br/>
///
/// DontCare:
/// The driver will do whatever it wants with the texture slice memory.
/// </summary>
public StoreOp StoreOp;
/// <summary>
/// Specifies data dependency behavior. This option is ignored if LoadOp is Load. <br/>
///
/// Cycle:
/// If this texture slice has been used in commands that have not completed,
/// the implementation may prevent a dependency on those commands
/// at the cost of increased memory usage.
/// You may NOT assume that any of the previous texture (not slice!) data is retained.
/// This may prevent stalls when frequently reusing a texture slice in rendering. <br/>
///
/// SafeOverwrite:
/// Overwrites the data safely using a GPU memory barrier.
/// </summary>
public WriteOptions WriteOption;
public ColorAttachmentInfo(
TextureSlice textureSlice,
WriteOptions writeOption,
Color clearColor,
StoreOp storeOp = StoreOp.Store
) {
TextureSlice = textureSlice;
ClearColor = clearColor;
LoadOp = LoadOp.Clear;
StoreOp = storeOp;
WriteOption = writeOption;
}
public ColorAttachmentInfo(
TextureSlice textureSlice,
WriteOptions writeOption,
LoadOp loadOp = LoadOp.DontCare,
StoreOp storeOp = StoreOp.Store
) {
TextureSlice = textureSlice;
ClearColor = Color.White;
LoadOp = loadOp;
StoreOp = storeOp;
WriteOption = writeOption;
}
public Refresh.ColorAttachmentInfo ToRefresh()
{
return new Refresh.ColorAttachmentInfo
{
textureSlice = TextureSlice.ToRefreshTextureSlice(),
clearColor = new Refresh.Vec4
{
x = ClearColor.R / 255f,
y = ClearColor.G / 255f,
z = ClearColor.B / 255f,
w = ClearColor.A / 255f
},
loadOp = (Refresh.LoadOp) LoadOp,
storeOp = (Refresh.StoreOp) StoreOp,
writeOption = (Refresh.WriteOptions) WriteOption
};
}
}
/// <summary>
/// Determines how a depth/stencil texture will be read/written in a render pass.
/// </summary>
public struct DepthStencilAttachmentInfo
{
public TextureSlice TextureSlice;
/// <summary>
/// If LoadOp is set to Clear, the texture slice depth will be cleared to this depth value. <br/>
/// If StencilLoadOp is set to Clear, the texture slice stencil value will be cleared to this stencil value.
/// </summary>
public DepthStencilValue DepthStencilClearValue;
/// <summary>
/// Determines what is done with the texture slice depth values
/// at the beginning of the render pass. <br/>
///
/// Load:
/// Loads the data currently in the texture slice. <br/>
///
/// Clear:
/// Clears the texture slice to a single depth value. <br/>
///
/// DontCare:
/// The driver will do whatever it wants with the texture slice data.
/// This is a good option if you know that every single pixel will be written in the render pass.
/// </summary>
public LoadOp LoadOp;
/// <summary>
/// Determines what is done with the texture slice depth values
/// at the end of the render pass. <br/>
///
/// Store:
/// Stores the results of the render pass in the texture slice memory. <br/>
///
/// DontCare:
/// The driver will do whatever it wants with the texture slice memory.
/// This is usually a good option for depth textures that don't need to be reused.
/// </summary>
public StoreOp StoreOp;
/// <summary>
/// Determines what is done with the texture slice stencil values
/// at the beginning of the render pass. <br/>
///
/// Load:
/// Loads the data currently in the texture slice. <br/>
///
/// Clear:
/// Clears the texture slice to a single stencil value. <br/>
///
/// DontCare:
/// The driver will do whatever it wants with the texture slice data.
/// This is a good option if you know that every single pixel will be written in the render pass.
/// </summary>
public LoadOp StencilLoadOp;
/// <summary>
/// Determines what is done with the texture slice stencil values
/// at the end of the render pass. <br/>
///
/// Store:
/// Stores the results of the render pass in the texture slice memory. <br/>
///
/// DontCare:
/// The driver will do whatever it wants with the texture slice memory.
/// This is usually a good option for stencil textures that don't need to be reused.
/// </summary>
public StoreOp StencilStoreOp;
/// <summary>
/// Specifies data dependency behavior. This option is ignored if LoadOp or StencilLoadOp is Load. <br/>
///
/// Cycle:
/// If this texture slice has been used in commands that have not completed,
/// the implementation may prevent a dependency on those commands
/// at the cost of increased memory usage.
/// You may NOT assume that any of the previous texture (not slice!) data is retained.
/// This may prevent stalls when frequently reusing a texture slice in rendering. <br/>
///
/// SafeOverwrite:
/// Overwrites the data safely using a GPU memory barrier.
/// </summary>
public WriteOptions WriteOption;
public DepthStencilAttachmentInfo(
TextureSlice textureSlice,
WriteOptions writeOption,
DepthStencilValue clearValue,
StoreOp depthStoreOp = StoreOp.DontCare,
StoreOp stencilStoreOp = StoreOp.DontCare
){
TextureSlice = textureSlice;
DepthStencilClearValue = clearValue;
LoadOp = LoadOp.Clear;
StoreOp = depthStoreOp;
StencilLoadOp = LoadOp.Clear;
StencilStoreOp = stencilStoreOp;
WriteOption = writeOption;
}
public DepthStencilAttachmentInfo(
TextureSlice textureSlice,
WriteOptions writeOption,
LoadOp loadOp = LoadOp.DontCare,
StoreOp storeOp = StoreOp.DontCare,
LoadOp stencilLoadOp = LoadOp.DontCare,
StoreOp stencilStoreOp = StoreOp.DontCare
) {
TextureSlice = textureSlice;
DepthStencilClearValue = new DepthStencilValue();
LoadOp = loadOp;
StoreOp = storeOp;
StencilLoadOp = stencilLoadOp;
StencilStoreOp = stencilStoreOp;
WriteOption = writeOption;
}
public Refresh.DepthStencilAttachmentInfo ToRefresh()
{
return new Refresh.DepthStencilAttachmentInfo
{
textureSlice = TextureSlice.ToRefreshTextureSlice(),
depthStencilClearValue = DepthStencilClearValue.ToRefresh(),
loadOp = (Refresh.LoadOp) LoadOp,
storeOp = (Refresh.StoreOp) StoreOp,
stencilLoadOp = (Refresh.LoadOp) StencilLoadOp,
stencilStoreOp = (Refresh.StoreOp) StencilStoreOp,
writeOption = (Refresh.WriteOptions) WriteOption
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct ColorAttachmentDescription
{
public TextureFormat Format;
public ColorAttachmentBlendState BlendState;
public ColorAttachmentDescription(
TextureFormat format,
ColorAttachmentBlendState blendState
) {
Format = format;
BlendState = blendState;
}
}
[StructLayout(LayoutKind.Sequential)]
public struct IndirectDrawCommand
{
public uint VertexCount;
public uint InstanceCount;
public uint FirstVertex;
public uint FirstInstance;
public IndirectDrawCommand(
uint vertexCount,
uint instanceCount,
uint firstVertex,
uint firstInstance
) {
VertexCount = vertexCount;
InstanceCount = instanceCount;
FirstVertex = firstVertex;
FirstInstance = firstInstance;
}
}
[StructLayout(LayoutKind.Sequential)]
public struct BufferCopy
{
public uint SrcOffset;
public uint DstOffset;
public uint Size;
public BufferCopy(
uint srcOffset,
uint dstOffset,
uint size
) {
SrcOffset = srcOffset;
DstOffset = dstOffset;
Size = size;
}
public Refresh.BufferCopy ToRefresh()
{
return new Refresh.BufferCopy
{
srcOffset = SrcOffset,
dstOffset = DstOffset,
size = Size
};
}
}
/// <summary>
/// Parameters for a copy between buffer and image.
/// </summary>
/// <param name="BufferOffset">The offset into the buffer.</param>
/// <param name="BufferStride">If 0, image data is assumed tightly packed.</param>
/// <param name="BufferImageHeight">If 0, image data is assumed tightly packed.</param>
[StructLayout(LayoutKind.Sequential)]
public readonly record struct BufferImageCopy(
uint BufferOffset,
uint BufferStride,
uint BufferImageHeight
) {
public Refresh.BufferImageCopy ToRefresh()
{
return new Refresh.BufferImageCopy
{
bufferOffset = BufferOffset,
bufferStride = BufferStride,
bufferImageHeight = BufferImageHeight
};
}
}
}