MoonWorks/src/Graphics/CommandBuffer.cs

913 lines
26 KiB
C#

using System;
using System.Runtime.InteropServices;
using MoonWorks.Math;
using MoonWorks.Window;
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 struct CommandBuffer
{
public GraphicsDevice Device { get; }
public IntPtr Handle { get; internal set; }
// called from RefreshDevice
internal CommandBuffer(GraphicsDevice device, IntPtr handle)
{
Device = device;
Handle = handle;
}
/// <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="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
/// <param name="depthStencilClearValue">Clear values for the depth/stencil buffer. This is ignored if the render pass does not clear.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea,
in DepthStencilValue depthStencilClearValue
)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
IntPtr.Zero,
0,
depthStencilClearValue.ToRefresh()
);
}
/// <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="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
/// <param name="depthStencilClearValue">Clear values for the depth/stencil buffer. This is ignored if the render pass does not clear.</param>
/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea,
in DepthStencilValue depthStencilClearValue,
params Vector4[] clearColors
)
{
Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
for (var i = 0; i < clearColors.Length; i++)
{
colors[i] = new Refresh.Vec4
{
x = clearColors[i].X,
y = clearColors[i].Y,
z = clearColors[i].Z,
w = clearColors[i].W
};
}
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
(IntPtr) colors,
(uint) clearColors.Length,
depthStencilClearValue.ToRefresh()
);
}
/// <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="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
/// <param name="clearColors">Color clear values for each render target in the framebuffer.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea,
params Vector4[] clearColors
)
{
Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
for (var i = 0; i < clearColors.Length; i++)
{
colors[i] = new Refresh.Vec4
{
x = clearColors[i].X,
y = clearColors[i].Y,
z = clearColors[i].Z,
w = clearColors[i].W
};
}
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
(IntPtr) colors,
(uint) clearColors.Length,
IntPtr.Zero
);
}
/// <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="renderPass">The render pass object to begin.</param>
/// <param name="framebuffer">The framebuffer used by the render pass.</param>
/// <param name="renderArea">The screen area of the render pass.</param>
public unsafe void BeginRenderPass(
RenderPass renderPass,
Framebuffer framebuffer,
in Rect renderArea
)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderPass.Handle,
framebuffer.Handle,
renderArea.ToRefresh(),
IntPtr.Zero,
0,
IntPtr.Zero
);
}
/// <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
)
{
Refresh.Refresh_BindComputePipeline(
Device.Handle,
Handle,
computePipeline.Handle
);
}
/// <summary>
/// Binds buffers to be used in the compute shader.
/// </summary>
/// <param name="buffers">A set of buffers to bind.</param>
public unsafe void BindComputeBuffers(
params Buffer[] buffers
)
{
var bufferPtrs = stackalloc IntPtr[buffers.Length];
for (var i = 0; i < buffers.Length; i += 1)
{
bufferPtrs[i] = buffers[i].Handle;
}
Refresh.Refresh_BindComputeBuffers(
Device.Handle,
Handle,
(IntPtr) bufferPtrs
);
}
/// <summary>
/// Binds textures to be used in the compute shader.
/// </summary>
/// <param name="textures">A set of textures to bind.</param>
public unsafe void BindComputeTextures(
params Texture[] textures
)
{
var texturePtrs = stackalloc IntPtr[textures.Length];
for (var i = 0; i < textures.Length; i += 1)
{
texturePtrs[i] = textures[i].Handle;
}
Refresh.Refresh_BindComputeTextures(
Device.Handle,
Handle,
(IntPtr) texturePtrs
);
}
/// <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,
uint computeParamOffset
)
{
Refresh.Refresh_DispatchCompute(
Device.Handle,
Handle,
groupCountX,
groupCountY,
groupCountZ,
computeParamOffset
);
}
/// <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
)
{
Refresh.Refresh_BindGraphicsPipeline(
Device.Handle,
Handle,
graphicsPipeline.Handle
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="firstBinding">The index of the first buffer to bind.</param>
/// <param name="bufferBindings">Buffers to bind and their associated offsets.</param>
public unsafe void BindVertexBuffers(
uint firstBinding,
params BufferBinding[] bufferBindings
)
{
var bufferPtrs = stackalloc IntPtr[bufferBindings.Length];
var offsets = stackalloc ulong[bufferBindings.Length];
for (var i = 0; i < bufferBindings.Length; i += 1)
{
bufferPtrs[i] = bufferBindings[i].Buffer.Handle;
offsets[i] = bufferBindings[i].Offset;
}
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
firstBinding,
(uint) bufferBindings.Length,
(IntPtr) bufferPtrs,
(IntPtr) offsets
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="buffers">The buffers to bind.</param>
public unsafe void BindVertexBuffers(
params Buffer[] buffers
)
{
var bufferPtrs = stackalloc IntPtr[buffers.Length];
var offsets = stackalloc ulong[buffers.Length];
for (var i = 0; i < buffers.Length; i += 1)
{
bufferPtrs[i] = buffers[i].Handle;
offsets[i] = 0;
}
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
0,
(uint) buffers.Length,
(IntPtr) bufferPtrs,
(IntPtr) offsets
);
}
/// <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(
Buffer indexBuffer,
IndexElementSize indexElementSize,
uint offset = 0
)
{
Refresh.Refresh_BindIndexBuffer(
Device.Handle,
Handle,
indexBuffer.Handle,
offset,
(Refresh.IndexElementSize) indexElementSize
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
/// <param name="length">The number of texture-sampler pairs from the array to bind.</param>
public unsafe void BindVertexSamplers(
TextureSamplerBinding[] textureSamplerBindings,
int length
)
{
var texturePtrs = stackalloc IntPtr[textureSamplerBindings.Length];
var samplerPtrs = stackalloc IntPtr[textureSamplerBindings.Length];
for (var i = 0; i < length; i += 1)
{
texturePtrs[i] = textureSamplerBindings[i].Texture.Handle;
samplerPtrs[i] = textureSamplerBindings[i].Sampler.Handle;
}
Refresh.Refresh_BindVertexSamplers(
Device.Handle,
Handle,
(IntPtr) texturePtrs,
(IntPtr) samplerPtrs
);
}
/// <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(
params TextureSamplerBinding[] textureSamplerBindings
)
{
BindVertexSamplers(textureSamplerBindings, textureSamplerBindings.Length);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
/// <param name="length">The number of texture-sampler pairs from the given array to bind.</param>
public unsafe void BindFragmentSamplers(
TextureSamplerBinding[] textureSamplerBindings,
int length
)
{
var texturePtrs = stackalloc IntPtr[textureSamplerBindings.Length];
var samplerPtrs = stackalloc IntPtr[textureSamplerBindings.Length];
for (var i = 0; i < length; i += 1)
{
texturePtrs[i] = textureSamplerBindings[i].Texture.Handle;
samplerPtrs[i] = textureSamplerBindings[i].Sampler.Handle;
}
Refresh.Refresh_BindFragmentSamplers(
Device.Handle,
Handle,
(IntPtr) texturePtrs,
(IntPtr) samplerPtrs
);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
public unsafe void BindFragmentSamplers(
params TextureSamplerBinding[] textureSamplerBindings
)
{
BindFragmentSamplers(textureSamplerBindings, textureSamplerBindings.Length);
}
/// <summary>
/// Pushes vertex shader uniforms to the device.
/// </summary>
/// <returns>A starting offset value to be used with draw calls.</returns>
public unsafe uint PushVertexShaderUniforms<T>(
params T[] uniforms
) where T : unmanaged
{
fixed (T* ptr = &uniforms[0])
{
return Refresh.Refresh_PushVertexShaderUniforms(
Device.Handle,
Handle,
(IntPtr) ptr,
(uint) (uniforms.Length * 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 uint PushFragmentShaderUniforms<T>(
params T[] uniforms
) where T : unmanaged
{
fixed (T* ptr = &uniforms[0])
{
return Refresh.Refresh_PushFragmentShaderUniforms(
Device.Handle,
Handle,
(IntPtr) ptr,
(uint) (uniforms.Length * Marshal.SizeOf<T>())
);
}
}
/// <summary>
/// Pushes compute shader uniforms to the device.
/// </summary>
/// <returns>A starting offset to be used with dispatch calls.</returns>
public unsafe uint PushComputeShaderUniforms<T>(
params T[] uniforms
) where T : unmanaged
{
fixed (T* ptr = &uniforms[0])
{
return Refresh.Refresh_PushComputeShaderUniforms(
Device.Handle,
Handle,
(IntPtr) ptr,
(uint) (uniforms.Length * Marshal.SizeOf<T>())
);
}
}
/// <summary>
/// Clears the render targets on the current framebuffer to a single color or depth/stencil value.
/// NOTE: It is recommended that you clear when beginning render passes unless you have a good reason to clear mid-pass.
/// </summary>
/// <param name="clearRect">The area of the framebuffer to clear.</param>
/// <param name="clearOptions">Whether to clear colors, depth, or stencil value, or multiple.</param>
/// <param name="depthStencilClearValue">The depth/stencil clear values. Will be ignored if color is not provided in ClearOptions.</param>
/// <param name="clearColors">The color clear values. Must provide one per render target. Can be omitted if depth/stencil is not cleared.</param>
public unsafe void Clear(
in Rect clearRect,
ClearOptionsFlags clearOptions,
in DepthStencilValue depthStencilClearValue,
params Vector4[] clearColors
)
{
Refresh.Vec4* colors = stackalloc Refresh.Vec4[clearColors.Length];
for (var i = 0; i < clearColors.Length; i++)
{
colors[i] = new Refresh.Vec4
{
x = clearColors[i].X,
y = clearColors[i].Y,
z = clearColors[i].Z,
w = clearColors[i].W
};
}
Refresh.Refresh_Clear(
Device.Handle,
Handle,
clearRect.ToRefresh(),
(Refresh.ClearOptionsFlags) clearOptions,
(IntPtr) colors,
(uint) clearColors.Length,
depthStencilClearValue.ToRefresh()
);
}
/// <summary>
/// Draws using instanced rendering.
/// It is an error to call this method unless two vertex buffers have been bound.
/// </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>
/// <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 DrawInstancedPrimitives(
uint baseVertex,
uint startIndex,
uint primitiveCount,
uint instanceCount,
uint vertexParamOffset,
uint fragmentParamOffset
)
{
Refresh.Refresh_DrawInstancedPrimitives(
Device.Handle,
Handle,
baseVertex,
startIndex,
primitiveCount,
instanceCount,
vertexParamOffset,
fragmentParamOffset
);
}
/// <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>
/// <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 DrawIndexedPrimitives(
uint baseVertex,
uint startIndex,
uint primitiveCount,
uint vertexParamOffset,
uint fragmentParamOffset
)
{
Refresh.Refresh_DrawIndexedPrimitives(
Device.Handle,
Handle,
baseVertex,
startIndex,
primitiveCount,
vertexParamOffset,
fragmentParamOffset
);
}
/// <summary>
/// Draws using a vertex buffer.
/// </summary>
/// <param name="vertexStart"></param>
/// <param name="primitiveCount"></param>
/// <param name="vertexParamOffset"></param>
/// <param name="fragmentParamOffset"></param>
public void DrawPrimitives(
uint vertexStart,
uint primitiveCount,
uint vertexParamOffset,
uint fragmentParamOffset
)
{
Refresh.Refresh_DrawPrimitives(
Device.Handle,
Handle,
vertexStart,
primitiveCount,
vertexParamOffset,
fragmentParamOffset
);
}
/// <summary>
/// Ends the current render pass.
/// This must be called before beginning another render pass or submitting the command buffer.
/// </summary>
public void EndRenderPass()
{
Refresh.Refresh_EndRenderPass(
Device.Handle,
Handle
);
}
/// <summary>
/// Prepares a texture to be presented to a window.
/// </summary>
/// <param name="texture">The texture to present.</param>
/// <param name="destinationRectangle">The area of the window to present to.</param>
/// <param name="filter">The filter to use when the texture size differs from the destination rectangle.</param>
public void QueuePresent(
in Texture texture,
in Rect destinationRectangle,
Filter filter,
OSWindow window
)
{
var refreshRect = destinationRectangle.ToRefresh();
var refreshTextureSlice = new Refresh.TextureSlice
{
texture = texture.Handle,
rectangle = new Refresh.Rect
{
x = 0,
y = 0,
w = (int) texture.Width,
h = (int) texture.Height
},
layer = 0,
level = 0,
depth = 0
};
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
refreshTextureSlice,
refreshRect,
(Refresh.Filter) filter,
window.Handle
);
}
/// <summary>
/// Prepares a texture slice to be presented to a window.
/// </summary>
/// <param name="textureSlice">The texture slice to present.</param>
/// <param name="destinationRectangle">The area of the window to present to.</param>
/// <param name="filter">The filter to use when the texture size differs from the destination rectangle.</param>
public void QueuePresent(
in TextureSlice textureSlice,
in Rect destinationRectangle,
Filter filter,
OSWindow window
)
{
var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
var refreshRect = destinationRectangle.ToRefresh();
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
refreshTextureSlice,
refreshRect,
(Refresh.Filter) filter,
window.Handle
);
}
/// <summary>
/// Prepares a texture slice to be presented to a window.
/// This particular variant of this method will present to the entire window area.
/// </summary>
/// <param name="textureSlice">The texture slice to present.</param>
/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
public void QueuePresent(
in TextureSlice textureSlice,
Filter filter,
OSWindow window
)
{
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
IntPtr.Zero,
(Refresh.Filter) filter,
window.Handle
);
}
/// <summary>
/// Prepares a texture to be presented to a window.
/// This particular variant of this method will present to the entire window area.
/// </summary>
/// <param name="texture">The texture to present.</param>
/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
public void QueuePresent(
Texture texture,
Filter filter,
OSWindow window
)
{
var refreshTextureSlice = new Refresh.TextureSlice
{
texture = texture.Handle,
rectangle = new Refresh.Rect
{
x = 0,
y = 0,
w = (int) texture.Width,
h = (int) texture.Height
},
layer = 0,
level = 0,
depth = 0
};
Refresh.Refresh_QueuePresent(
Device.Handle,
Handle,
refreshTextureSlice,
IntPtr.Zero,
(Refresh.Filter) filter,
window.Handle
);
}
/// <summary>
/// Copies arbitrary data into a buffer.
/// </summary>
/// <param name="buffer">The buffer to copy into.</param>
/// <param name="dataPtr">Pointer to the data to copy into the buffer.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to copy data.</param>
/// <param name="dataLengthInBytes">The length of data that should be copied.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public void SetBufferData(
Buffer buffer,
IntPtr dataPtr,
uint bufferOffsetInBytes,
uint dataLengthInBytes
)
{
Refresh.Refresh_SetBufferData(
Device.Handle,
Handle,
buffer.Handle,
bufferOffsetInBytes,
dataPtr,
dataLengthInBytes
);
}
/// <summary>
/// Copies array data into a buffer.
/// </summary>
/// <param name="buffer">The buffer to copy to.</param>
/// <param name="data">The array to copy from.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to start copying.</param>
/// <param name="startElement">The index of the first element to copy from the array.</param>
/// <param name="numElements">How many elements to copy.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public unsafe void SetBufferData<T>(
Buffer buffer,
T[] data,
uint bufferOffsetInBytes,
uint startElement,
uint numElements
) where T : unmanaged
{
var elementSize = Marshal.SizeOf<T>();
fixed (T* ptr = &data[0])
{
var dataPtr = ptr + (startElement * elementSize);
Refresh.Refresh_SetBufferData(
Device.Handle,
Handle,
buffer.Handle,
bufferOffsetInBytes,
(IntPtr) dataPtr,
(uint) (numElements * elementSize)
);
}
}
/// <summary>
/// Copies array data into a buffer.
/// </summary>
/// <param name="buffer">The buffer to copy to.</param>
/// <param name="data">The array to copy from.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to start copying.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public unsafe void SetBufferData<T>(
Buffer buffer,
T[] data,
uint bufferOffsetInBytes = 0
) where T : unmanaged
{
SetBufferData(
buffer,
data,
bufferOffsetInBytes,
0,
(uint) data.Length
);
}
/// <summary>
/// Asynchronously copies data into a texture.
/// </summary>
/// <param name="textureSlice">The texture slice to copy into.</param>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(in TextureSlice textureSlice, IntPtr dataPtr, uint dataLengthInBytes)
{
Refresh.Refresh_SetTextureData(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
dataPtr,
dataLengthInBytes
);
}
/// <summary>
/// Asynchronously copies data into a texture.
/// This variant copies into the entire texture.
/// </summary>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(Texture texture, IntPtr dataPtr, uint dataLengthInBytes)
{
SetTextureData(new TextureSlice(texture), dataPtr, dataLengthInBytes);
}
/// <summary>
/// Asynchronously copies data into the texture.
/// </summary>
/// <param name="textureSlice">The texture slice to copy into.</param>
/// <param name="data">An array of data to copy into the texture.</param>
public unsafe void SetTextureData<T>(in TextureSlice textureSlice, T[] data) where T : unmanaged
{
var size = Marshal.SizeOf<T>();
fixed (T* ptr = &data[0])
{
Refresh.Refresh_SetTextureData(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
(IntPtr) ptr,
(uint) (data.Length * size)
);
}
}
/// <summary>
/// Asynchronously copies data into a texture.
/// This variant copies data into the entire texture.
/// </summary>
/// <param name="data">An array of data to copy into the texture.</param>
public unsafe void SetTextureData<T>(Texture texture, T[] data) where T : unmanaged
{
SetTextureData(new TextureSlice(texture), data);
}
/// <summary>
/// Performs an asynchronous texture-to-texture copy on the GPU.
/// </summary>
/// <param name="sourceTextureSlice">The texture slice to copy from.</param>
/// <param name="destinationTextureSlice">The texture slice to copy to.</param>
/// <param name="filter">The filter to use if the sizes of the texture slices differ.</param>
public void CopyTextureToTexture(
in TextureSlice sourceTextureSlice,
in TextureSlice destinationTextureSlice,
Filter filter
)
{
var sourceRefreshTextureSlice = sourceTextureSlice.ToRefreshTextureSlice();
var destRefreshTextureSlice = destinationTextureSlice.ToRefreshTextureSlice();
Refresh.Refresh_CopyTextureToTexture(
Device.Handle,
Handle,
sourceRefreshTextureSlice,
destRefreshTextureSlice,
(Refresh.Filter) filter
);
}
/// <summary>
/// Performs an asynchronous texture-to-buffer copy.
/// Note that the buffer is not guaranteed to be filled until you call GraphicsDevice.Wait()
/// </summary>
/// <param name="textureSlice"></param>
/// <param name="buffer"></param>
public void CopyTextureToBuffer(
in TextureSlice textureSlice,
Buffer buffer
)
{
var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
Refresh.Refresh_CopyTextureToBuffer(
Device.Handle,
Handle,
refreshTextureSlice,
buffer.Handle
);
}
}
}