MoonWorks/src/Graphics/Resources/RenderPass.cs

60 lines
2.3 KiB
C#

using System;
using RefreshCS;
namespace MoonWorks.Graphics
{
/// <summary>
/// A render pass describes the kind of render targets that will be used in rendering.
/// </summary>
public class RenderPass : GraphicsResource
{
protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyRenderPass;
/// <summary>
/// Creates a render pass using color target descriptions.
/// </summary>
/// <param name="device">An initialized GraphicsDevice.</param>
/// <param name="colorTargetDescriptions">Up to 4 color target descriptions may be provided.</param>
public unsafe RenderPass(
GraphicsDevice device,
params ColorTargetDescription[] colorTargetDescriptions
) : base(device)
{
fixed (ColorTargetDescription* ptr = colorTargetDescriptions)
{
Refresh.RenderPassCreateInfo renderPassCreateInfo;
renderPassCreateInfo.colorTargetCount = (uint) colorTargetDescriptions.Length;
renderPassCreateInfo.colorTargetDescriptions = (IntPtr) ptr;
renderPassCreateInfo.depthStencilTargetDescription = IntPtr.Zero;
Handle = Refresh.Refresh_CreateRenderPass(device.Handle, renderPassCreateInfo);
}
}
/// <summary>
/// Creates a render pass using a depth/stencil target description and optional color target descriptions.
/// </summary>
/// <param name="device">An initialized GraphicsDevice.</param>
/// <param name="depthStencilTargetDescription">A depth/stencil target description.</param>
/// <param name="colorTargetDescriptions">Up to 4 color target descriptions may be provided.</param>
public unsafe RenderPass(
GraphicsDevice device,
in DepthStencilTargetDescription depthStencilTargetDescription,
params ColorTargetDescription[] colorTargetDescriptions
) : base(device)
{
fixed (DepthStencilTargetDescription* depthStencilPtr = &depthStencilTargetDescription)
fixed (ColorTargetDescription* colorPtr = colorTargetDescriptions)
{
Refresh.RenderPassCreateInfo renderPassCreateInfo;
renderPassCreateInfo.colorTargetCount = (uint) colorTargetDescriptions.Length;
renderPassCreateInfo.colorTargetDescriptions = (IntPtr) colorPtr;
renderPassCreateInfo.depthStencilTargetDescription = (IntPtr) depthStencilPtr;
Handle = Refresh.Refresh_CreateRenderPass(device.Handle, renderPassCreateInfo);
}
}
}
}