forked from MoonsideGames/MoonWorks
some state tweaks
parent
29a86c2040
commit
4eb2cb6b09
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@ -253,7 +253,8 @@ namespace MoonWorks.Graphics
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RGA = R | G | A,
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GBA = G | B | A,
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RGBA = R | G | B | A
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RGBA = R | G | B | A,
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None = 0
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}
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public enum ShaderStageType
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@ -10,7 +10,7 @@ namespace MoonWorks.Graphics
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protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyRenderTarget;
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public static RenderTarget CreateBackedColorTarget2D(
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public static RenderTarget CreateBackedRenderTarget(
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GraphicsDevice device,
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uint width,
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uint height,
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@ -18,10 +18,26 @@ namespace MoonWorks.Graphics
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bool canBeSampled,
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SampleCount sampleCount = SampleCount.One,
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uint levelCount = 1
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)
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) {
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TextureUsageFlags flags = 0;
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if (
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format == TextureFormat.D16 ||
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format == TextureFormat.D32 ||
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format == TextureFormat.D16S8 ||
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format == TextureFormat.D32S8
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) {
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flags |= TextureUsageFlags.DepthStencilTarget;
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}
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else
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{
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var flags = TextureUsageFlags.ColorTarget;
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if (canBeSampled) { flags |= TextureUsageFlags.Sampler; }
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flags |= TextureUsageFlags.ColorTarget;
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}
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if (canBeSampled)
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{
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flags |= TextureUsageFlags.Sampler;
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}
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var texture = Texture.CreateTexture2D(
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device,
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@ -36,42 +52,6 @@ namespace MoonWorks.Graphics
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return new RenderTarget(device, new TextureSlice(texture), sampleCount);
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}
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public static RenderTarget CreateDepthBuffer(
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GraphicsDevice device,
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uint width,
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uint height
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) {
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var flags = TextureUsageFlags.DepthStencilTarget;
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var texture = Texture.CreateTexture2D(
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device,
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width,
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height,
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TextureFormat.D32,
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flags
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);
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return new RenderTarget(device, new TextureSlice(texture));
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}
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public static RenderTarget CreateDepthStencilBuffer(
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GraphicsDevice device,
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uint width,
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uint height
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) {
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var flags = TextureUsageFlags.DepthStencilTarget;
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var texture = Texture.CreateTexture2D(
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device,
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width,
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height,
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TextureFormat.D32S8,
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flags
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);
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return new RenderTarget(device, new TextureSlice(texture));
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}
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public RenderTarget(GraphicsDevice device, in TextureSlice textureSlice, SampleCount sampleCount = SampleCount.One) : base(device)
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{
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Handle = Refresh.Refresh_CreateRenderTarget(
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@ -67,6 +67,12 @@ namespace MoonWorks.Graphics
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ColorWriteMask = ColorComponentFlags.RGBA
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};
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public static readonly ColorTargetBlendState Disable = new ColorTargetBlendState
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{
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BlendEnable = false,
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ColorWriteMask = ColorComponentFlags.None
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};
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public Refresh.ColorTargetBlendState ToRefreshColorTargetBlendState()
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{
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return new Refresh.ColorTargetBlendState
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