forked from MoonsideGames/MoonWorks
Refresh 1.6.0
parent
0c6bb538fb
commit
1af16231ce
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@ -1 +1 @@
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Subproject commit 98c590ae77c3b6a64a370bac439f20728959a8b6
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Subproject commit c378027989dbc4233c7ead476aba4e22b335ba0f
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@ -616,6 +616,36 @@ namespace MoonWorks.Graphics
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);
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}
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/// <summary>
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/// Similar to DrawPrimitives, but parameters are set from a buffer.
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/// </summary>
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/// <param name="buffer">The draw parameters buffer.</param>
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/// <param name="offsetInBytes">The offset to start reading from the draw parameters buffer.</param>
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/// <param name="drawCount">The number of draw parameter sets that should be read from the buffer.</param>
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/// <param name="stride">The byte stride between sets of draw parameters.</param>
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/// <param name="vertexParamOffset">An offset value obtained from PushVertexShaderUniforms. If no uniforms are required then use 0.</param>
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/// <param name="fragmentParamOffset">An offset value obtained from PushFragmentShaderUniforms. If no uniforms are required the use 0.</param>
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public void DrawPrimitivesIndirect(
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Buffer buffer,
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uint offsetInBytes,
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uint drawCount,
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uint stride,
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uint vertexParamOffset,
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uint fragmentParamOffset
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)
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{
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Refresh.Refresh_DrawPrimitivesIndirect(
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Device.Handle,
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Handle,
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buffer.Handle,
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offsetInBytes,
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drawCount,
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stride,
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vertexParamOffset,
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fragmentParamOffset
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);
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}
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/// <summary>
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/// Ends the current render pass.
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/// This must be called before beginning another render pass or submitting the command buffer.
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@ -91,7 +91,8 @@ namespace MoonWorks.Graphics
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{
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Sampler = 1,
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ColorTarget = 2,
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DepthStencilTarget = 4
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DepthStencilTarget = 4,
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Compute = 8
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}
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public enum SampleCount
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@ -120,7 +121,8 @@ namespace MoonWorks.Graphics
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{
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Vertex = 1,
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Index = 2,
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Compute = 4
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Compute = 4,
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Indirect = 8
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}
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public enum VertexElementFormat
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@ -69,7 +69,7 @@
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{
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CullMode = CullMode.None,
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FrontFace = FrontFace.Clockwise,
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FillMode = FillMode.Fill,
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FillMode = FillMode.Line,
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DepthBiasEnable = false
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};
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@ -101,7 +101,7 @@
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{
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CullMode = CullMode.None,
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FrontFace = FrontFace.CounterClockwise,
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FillMode = FillMode.Fill,
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FillMode = FillMode.Line,
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DepthBiasEnable = false
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};
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}
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