forked from MoonsideGames/MoonWorks
presentation ABI break
parent
7328cbc13d
commit
81c882bd48
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@ -1 +1 @@
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Subproject commit 61ec63b71f9fc3163ef5a8d985fbb53e3f02dbf9
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Subproject commit d844fe56ee16e7e0e0ae4f4ff1814292e499dff7
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@ -52,12 +52,14 @@ namespace MoonWorks.Graphics
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refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
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}
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Rect renderArea = new Rect((int) colorAttachmentInfos[0].Texture.Width, (int) colorAttachmentInfos[0].Texture.Height);
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fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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colorAttachmentInfos[0].RenderTarget.TextureSlice.Rectangle.ToRefresh(),
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renderArea.ToRefresh(),
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(IntPtr) pColorAttachmentInfos,
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(uint) colorAttachmentInfos.Length,
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IntPtr.Zero
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@ -100,12 +102,14 @@ namespace MoonWorks.Graphics
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var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
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Rect renderArea = new Rect((int) colorAttachmentInfos[0].Texture.Width, (int) colorAttachmentInfos[0].Texture.Height);
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fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
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{
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Refresh.Refresh_BeginRenderPass(
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Device.Handle,
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Handle,
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colorAttachmentInfos[0].RenderTarget.TextureSlice.Rectangle.ToRefresh(),
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renderArea.ToRefresh(),
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pColorAttachmentInfos,
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(uint) colorAttachmentInfos.Length,
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&refreshDepthStencilAttachmentInfo
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@ -650,126 +654,19 @@ namespace MoonWorks.Graphics
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}
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/// <summary>
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/// Prepares a texture to be presented to a window.
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/// This particular variant of this method will present to the entire window area.
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/// Acquires a swapchain texture.
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/// This texture will be presented to the given window when the command buffer is submitted.
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/// </summary>
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/// <param name="texture">The texture to present.</param>
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/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
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public void QueuePresent(
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Texture texture,
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Filter filter,
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public Texture AcquireSwapchainTexture(
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Window window
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)
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{
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var refreshTextureSlice = new Refresh.TextureSlice
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{
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texture = texture.Handle,
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rectangle = new Refresh.Rect
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{
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x = 0,
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y = 0,
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w = (int) texture.Width,
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h = (int) texture.Height
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},
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layer = 0,
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level = 0,
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depth = 0
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};
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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refreshTextureSlice,
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IntPtr.Zero,
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(Refresh.Filter) filter,
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window.Handle
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);
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}
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/// <summary>
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/// Prepares a texture slice to be presented to a window.
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/// This particular variant of this method will present to the entire window area.
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/// </summary>
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/// <param name="textureSlice">The texture slice to present.</param>
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/// <param name="filter">The filter to use when the texture size differs from the window size.</param>
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public void QueuePresent(
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in TextureSlice textureSlice,
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Filter filter,
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Window window
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)
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{
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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textureSlice.ToRefreshTextureSlice(),
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IntPtr.Zero,
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(Refresh.Filter) filter,
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window.Handle
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);
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}
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/// <summary>
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/// Prepares a texture to be presented to a window.
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/// </summary>
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/// <param name="texture">The texture to present.</param>
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/// <param name="destinationRectangle">The area of the window to present to.</param>
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/// <param name="filter">The filter to use when the texture size differs from the destination rectangle.</param>
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public void QueuePresent(
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in Texture texture,
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in Rect destinationRectangle,
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Filter filter,
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Window window
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)
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{
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var refreshRect = destinationRectangle.ToRefresh();
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var refreshTextureSlice = new Refresh.TextureSlice
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{
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texture = texture.Handle,
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rectangle = new Refresh.Rect
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{
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x = 0,
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y = 0,
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w = (int) texture.Width,
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h = (int) texture.Height
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},
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layer = 0,
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level = 0,
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depth = 0
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};
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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refreshTextureSlice,
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refreshRect,
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(Refresh.Filter) filter,
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window.Handle
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);
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}
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/// <summary>
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/// Prepares a texture slice to be presented to a window.
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/// </summary>
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/// <param name="textureSlice">The texture slice to present.</param>
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/// <param name="destinationRectangle">The area of the window to present to.</param>
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/// <param name="filter">The filter to use when the texture size differs from the destination rectangle.</param>
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public void QueuePresent(
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in TextureSlice textureSlice,
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in Rect destinationRectangle,
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Filter filter,
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Window window
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)
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{
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var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
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var refreshRect = destinationRectangle.ToRefresh();
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Refresh.Refresh_QueuePresent(
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Device.Handle,
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Handle,
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refreshTextureSlice,
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refreshRect,
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(Refresh.Filter) filter,
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window.Handle
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return new Texture(
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Device,
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Refresh.Refresh_AcquireSwapchainTexture(Device.Handle, Handle, window.Handle),
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(TextureFormat) Refresh.Refresh_GetSwapchainFormat(Device.Handle, window.Handle),
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window.Width,
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window.Height
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);
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}
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@ -60,6 +60,7 @@ namespace MoonWorks.Graphics
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public enum TextureFormat
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{
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R8G8B8A8,
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B8G8R8A8,
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R5G6B5,
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A1R5G5B5,
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B4G4R4A4,
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@ -148,7 +148,11 @@ namespace MoonWorks.Graphics
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[StructLayout(LayoutKind.Sequential)]
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public struct ColorAttachmentInfo
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{
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public RenderTarget RenderTarget;
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public Texture Texture;
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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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@ -157,7 +161,11 @@ namespace MoonWorks.Graphics
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{
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return new Refresh.ColorAttachmentInfo
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{
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renderTarget = RenderTarget.Handle,
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texture = Texture.Handle,
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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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@ -174,8 +182,11 @@ namespace MoonWorks.Graphics
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[StructLayout(LayoutKind.Sequential)]
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public struct DepthStencilAttachmentInfo
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{
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public RenderTarget DepthStencilTarget;
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public DepthStencilValue DepthStencilValue;
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public Texture Texture;
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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 DepthStencilValue DepthStencilClearValue;
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public LoadOp LoadOp;
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public StoreOp StoreOp;
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public LoadOp StencilLoadOp;
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@ -185,8 +196,11 @@ namespace MoonWorks.Graphics
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{
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return new Refresh.DepthStencilAttachmentInfo
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{
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depthStencilTarget = DepthStencilTarget.Handle,
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depthStencilValue = DepthStencilValue.ToRefresh(),
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texture = Texture.Handle,
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depth = Depth,
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layer = Layer,
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level = Level,
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depthStencilClearValue = DepthStencilClearValue.ToRefresh(),
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loadOp = (Refresh.LoadOp) LoadOp,
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storeOp = (Refresh.StoreOp) StoreOp,
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stencilLoadOp = (Refresh.LoadOp) StencilLoadOp,
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@ -1,94 +0,0 @@
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using System;
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using RefreshCS;
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namespace MoonWorks.Graphics
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{
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/// <summary>
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/// A render target is a structure that wraps a texture so that it can be rendered to.
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/// </summary>
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public class RenderTarget : GraphicsResource
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{
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public TextureSlice TextureSlice { get; }
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public TextureFormat Format => TextureSlice.Texture.Format;
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public uint Width => (uint) TextureSlice.Rectangle.W;
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public uint Height => (uint) TextureSlice.Rectangle.H;
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protected override Action<IntPtr, IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyRenderTarget;
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/// <summary>
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/// Creates a render target backed by a texture.
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/// </summary>
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/// <param name="device">An initialized GraphicsDevice.</param>
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/// <param name="width">The width of the render target.</param>
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/// <param name="height">The height of the render target.</param>
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/// <param name="format">The format of the render target.</param>
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/// <param name="canBeSampled">Whether the render target can be used by a sampler.</param>
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/// <param name="sampleCount">The multisample count of the render target.</param>
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/// <param name="levelCount">The mip level of the render target.</param>
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/// <returns></returns>
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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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TextureFormat format,
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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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{
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flags |= TextureUsageFlags.DepthStencilTarget;
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}
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else
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{
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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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width,
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height,
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format,
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flags,
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sampleCount,
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levelCount
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);
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return new RenderTarget(device, new TextureSlice(texture), sampleCount);
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}
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/// <summary>
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/// Creates a render target using a texture slice and an optional sample count.
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/// </summary>
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/// <param name="device">An initialized GraphicsDevice.</param>
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/// <param name="textureSlice">The texture slice that will be rendered to.</param>
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/// <param name="sampleCount">The desired multisample count of the render target.</param>
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public RenderTarget(
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GraphicsDevice device,
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in TextureSlice textureSlice,
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SampleCount sampleCount = SampleCount.One
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) : base(device)
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{
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Handle = Refresh.Refresh_CreateRenderTarget(
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device.Handle,
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textureSlice.ToRefreshTextureSlice(),
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(Refresh.SampleCount) sampleCount
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);
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TextureSlice = textureSlice;
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}
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}
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}
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@ -56,11 +56,16 @@ namespace MoonWorks.Graphics
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return texture;
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}
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public unsafe static void SavePNG(string path, int width, int height, byte[] pixels)
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public unsafe static void SavePNG(string path, int width, int height, TextureFormat format, byte[] pixels)
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{
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if (format != TextureFormat.R8G8B8A8 && format != TextureFormat.B8G8R8A8)
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{
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throw new ArgumentException("Texture format must be RGBA8 or BGRA8!", "format");
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}
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fixed (byte* ptr = &pixels[0])
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{
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Refresh.Refresh_Image_SavePNG(path, width, height, (IntPtr) ptr);
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Refresh.Refresh_Image_SavePNG(path, width, height, Conversions.BoolToByte(format == TextureFormat.B8G8R8A8), (IntPtr) ptr);
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}
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}
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@ -191,8 +196,28 @@ namespace MoonWorks.Graphics
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IsCube = textureCreateInfo.IsCube;
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SampleCount = textureCreateInfo.SampleCount;
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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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// Used by AcquireSwapchainTexture.
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internal Texture(
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GraphicsDevice device,
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IntPtr handle,
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TextureFormat format,
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uint width,
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uint height
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) : base(device)
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{
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Handle = handle;
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Format = format;
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Width = width;
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Height = height;
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Depth = 1;
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IsCube = false;
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SampleCount = SampleCount.One;
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LevelCount = 1;
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UsageFlags = TextureUsageFlags.ColorTarget;
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}
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}
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}
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