forked from MoonsideGames/MoonWorks
uniforms are now pushed via command buffer
parent
0c588b96f4
commit
7d7437721c
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@ -1 +1 @@
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Subproject commit 1befeda8f51e9104de127e1480985771d4a4b380
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Subproject commit 34bf0b69aedfdb50ce4d161173a955998746dad8
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@ -371,6 +371,63 @@ namespace MoonWorks.Graphics
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BindFragmentSamplers(textureSamplerBindings, textureSamplerBindings.Length);
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BindFragmentSamplers(textureSamplerBindings, textureSamplerBindings.Length);
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}
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}
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/// <summary>
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/// Pushes vertex shader uniforms to the device.
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/// </summary>
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/// <returns>A starting offset value to be used with draw calls.</returns>
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public unsafe uint PushVertexShaderUniforms<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushVertexShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) (uniforms.Length * Marshal.SizeOf<T>())
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);
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}
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}
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/// <summary>
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/// Pushes fragment shader uniforms to the device.
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/// </summary>
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/// <returns>A starting offset to be used with draw calls.</returns>
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public unsafe uint PushFragmentShaderUniforms<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushFragmentShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) (uniforms.Length * Marshal.SizeOf<T>())
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);
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}
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}
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/// <summary>
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/// Pushes compute shader uniforms to the device.
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/// </summary>
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/// <returns>A starting offset to be used with dispatch calls.</returns>
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public unsafe uint PushComputeShaderUniforms<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushComputeShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) (uniforms.Length * Marshal.SizeOf<T>())
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);
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}
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}
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/// <summary>
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/// <summary>
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/// Clears the render targets on the current framebuffer to a single color or depth/stencil value.
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/// Clears the render targets on the current framebuffer to a single color or depth/stencil value.
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/// NOTE: It is recommended that you clear when beginning render passes unless you have a good reason to clear mid-pass.
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/// NOTE: It is recommended that you clear when beginning render passes unless you have a good reason to clear mid-pass.
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@ -40,20 +40,5 @@ namespace MoonWorks.Graphics
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ComputeShaderState = computeShaderState;
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ComputeShaderState = computeShaderState;
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}
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}
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public unsafe uint PushComputeShaderUniforms<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushComputeShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) (uniforms.Length * Marshal.SizeOf<T>())
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);
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}
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}
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}
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}
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}
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}
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@ -128,35 +128,5 @@ namespace MoonWorks.Graphics
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FragmentShaderState = fragmentShaderState;
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FragmentShaderState = fragmentShaderState;
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RenderPass = renderPass;
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RenderPass = renderPass;
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}
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}
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public unsafe uint PushVertexShaderUniforms<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushVertexShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) (uniforms.Length * Marshal.SizeOf<T>())
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);
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}
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}
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public unsafe uint PushFragmentShaderUniforms<T>(
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params T[] uniforms
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) where T : unmanaged
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{
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fixed (T* ptr = &uniforms[0])
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{
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return Refresh.Refresh_PushFragmentShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) ptr,
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(uint) (uniforms.Length * Marshal.SizeOf<T>())
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);
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}
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}
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}
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}
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}
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}
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