forked from MoonsideGames/MoonWorks
textures now have a sample count, not render passes
parent
88d9119830
commit
5b7c39efb6
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@ -71,7 +71,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfo.SampleCount;
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currentSampleCount = colorAttachmentInfo.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfo.Texture.Format;
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#endif
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}
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@ -111,7 +111,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfoOne.SampleCount;
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currentSampleCount = colorAttachmentInfoOne.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfoOne.Texture.Format;
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colorFormatTwo = colorAttachmentInfoTwo.Texture.Format;
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#endif
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@ -159,7 +159,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfoOne.SampleCount;
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currentSampleCount = colorAttachmentInfoOne.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfoOne.Texture.Format;
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colorFormatTwo = colorAttachmentInfoTwo.Texture.Format;
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colorFormatThree = colorAttachmentInfoThree.Texture.Format;
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@ -215,7 +215,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfoOne.SampleCount;
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currentSampleCount = colorAttachmentInfoOne.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfoOne.Texture.Format;
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colorFormatTwo = colorAttachmentInfoTwo.Texture.Format;
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colorFormatThree = colorAttachmentInfoThree.Texture.Format;
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@ -285,7 +285,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfo.SampleCount;
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currentSampleCount = colorAttachmentInfo.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfo.Texture.Format;
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depthStencilFormat = depthStencilAttachmentInfo.Texture.Format;
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#endif
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@ -332,7 +332,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfoOne.SampleCount;
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currentSampleCount = colorAttachmentInfoOne.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfoOne.Texture.Format;
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colorFormatTwo = colorAttachmentInfoTwo.Texture.Format;
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depthStencilFormat = depthStencilAttachmentInfo.Texture.Format;
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@ -387,7 +387,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfoOne.SampleCount;
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currentSampleCount = colorAttachmentInfoOne.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfoOne.Texture.Format;
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colorFormatTwo = colorAttachmentInfoTwo.Texture.Format;
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colorFormatThree = colorAttachmentInfoThree.Texture.Format;
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@ -450,7 +450,7 @@ namespace MoonWorks.Graphics
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#if DEBUG
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renderPassActive = true;
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currentSampleCount = colorAttachmentInfoOne.SampleCount;
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currentSampleCount = colorAttachmentInfoOne.Texture.SampleCount;
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colorFormatOne = colorAttachmentInfoOne.Texture.Format;
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colorFormatTwo = colorAttachmentInfoTwo.Texture.Format;
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colorFormatThree = colorAttachmentInfoThree.Texture.Format;
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@ -2046,7 +2046,7 @@ namespace MoonWorks.Graphics
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private void AssertSameSampleCount(ColorAttachmentInfo a, ColorAttachmentInfo b)
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{
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if (a.SampleCount != b.SampleCount)
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if (a.Texture.SampleCount != b.Texture.SampleCount)
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{
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throw new System.ArgumentException("All color attachments in a render pass must have the same SampleCount!");
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}
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@ -181,7 +181,6 @@ namespace MoonWorks.Graphics
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public uint Depth;
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public uint Layer;
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public uint Level;
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public SampleCount SampleCount;
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public Color ClearColor;
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public LoadOp LoadOp;
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public StoreOp StoreOp;
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@ -189,15 +188,12 @@ namespace MoonWorks.Graphics
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public ColorAttachmentInfo(
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Texture texture,
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Color clearColor,
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SampleCount sampleCount = SampleCount.One,
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StoreOp storeOp = StoreOp.Store
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)
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{
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) {
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Texture = texture;
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Depth = 0;
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Layer = 0;
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Level = 0;
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SampleCount = sampleCount;
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ClearColor = clearColor;
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LoadOp = LoadOp.Clear;
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StoreOp = storeOp;
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@ -206,15 +202,12 @@ namespace MoonWorks.Graphics
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public ColorAttachmentInfo(
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Texture texture,
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LoadOp loadOp = LoadOp.DontCare,
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SampleCount sampleCount = SampleCount.One,
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StoreOp storeOp = StoreOp.Store
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)
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{
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) {
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Texture = texture;
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Depth = 0;
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Layer = 0;
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Level = 0;
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SampleCount = sampleCount;
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ClearColor = Color.White;
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LoadOp = loadOp;
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StoreOp = storeOp;
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@ -228,7 +221,6 @@ namespace MoonWorks.Graphics
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depth = Depth,
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layer = Layer,
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level = Level,
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sampleCount = (Refresh.SampleCount) SampleCount,
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clearColor = new Refresh.Vec4
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{
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x = ClearColor.R / 255f,
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@ -15,6 +15,7 @@ namespace MoonWorks.Graphics
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public TextureFormat Format { get; internal set; }
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public bool IsCube { get; }
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public uint LevelCount { get; }
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public SampleCount SampleCount { get; }
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public TextureUsageFlags UsageFlags { get; }
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// FIXME: this allocates a delegate instance
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@ -39,13 +40,14 @@ namespace MoonWorks.Graphics
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var byteCount = (uint) (width * height * channels);
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TextureCreateInfo textureCreateInfo;
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TextureCreateInfo textureCreateInfo = new TextureCreateInfo();
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textureCreateInfo.Width = (uint) width;
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textureCreateInfo.Height = (uint) height;
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textureCreateInfo.Depth = 1;
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textureCreateInfo.Format = TextureFormat.R8G8B8A8;
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textureCreateInfo.IsCube = false;
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textureCreateInfo.LevelCount = 1;
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textureCreateInfo.SampleCount = SampleCount.One;
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textureCreateInfo.UsageFlags = TextureUsageFlags.Sampler;
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var texture = new Texture(device, textureCreateInfo);
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@ -130,9 +132,9 @@ namespace MoonWorks.Graphics
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uint height,
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TextureFormat format,
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TextureUsageFlags usageFlags,
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uint levelCount = 1
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)
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{
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uint levelCount = 1,
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SampleCount sampleCount = SampleCount.One
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) {
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var textureCreateInfo = new TextureCreateInfo
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{
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Width = width,
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@ -140,6 +142,7 @@ namespace MoonWorks.Graphics
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Depth = 1,
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IsCube = false,
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LevelCount = levelCount,
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SampleCount = sampleCount,
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Format = format,
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UsageFlags = usageFlags
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};
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@ -165,8 +168,7 @@ namespace MoonWorks.Graphics
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TextureFormat format,
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TextureUsageFlags usageFlags,
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uint levelCount = 1
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)
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{
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) {
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var textureCreateInfo = new TextureCreateInfo
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{
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Width = width,
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@ -195,8 +197,7 @@ namespace MoonWorks.Graphics
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TextureFormat format,
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TextureUsageFlags usageFlags,
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uint levelCount = 1
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)
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{
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) {
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var textureCreateInfo = new TextureCreateInfo
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{
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Width = size,
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@ -232,6 +233,7 @@ namespace MoonWorks.Graphics
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Depth = textureCreateInfo.Depth;
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IsCube = textureCreateInfo.IsCube;
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LevelCount = textureCreateInfo.LevelCount;
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SampleCount = textureCreateInfo.SampleCount;
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UsageFlags = textureCreateInfo.UsageFlags;
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}
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@ -255,6 +257,7 @@ namespace MoonWorks.Graphics
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Depth = 1;
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IsCube = false;
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LevelCount = 1;
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SampleCount = SampleCount.One;
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UsageFlags = TextureUsageFlags.ColorTarget;
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}
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@ -9,6 +9,7 @@ namespace MoonWorks.Graphics
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public uint Depth;
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public bool IsCube;
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public uint LevelCount;
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public SampleCount SampleCount;
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public TextureFormat Format;
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public TextureUsageFlags UsageFlags;
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@ -21,6 +22,7 @@ namespace MoonWorks.Graphics
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depth = Depth,
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isCube = Conversions.BoolToByte(IsCube),
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levelCount = LevelCount,
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sampleCount = (Refresh.SampleCount) SampleCount,
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format = (Refresh.TextureFormat) Format,
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usageFlags = (Refresh.TextureUsageFlags) UsageFlags
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};
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