forked from MoonsideGames/MoonWorks
buffer setData tweak and pin depthstenciltargetdescription
parent
55d8e5a1df
commit
9e4007f9f0
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@ -22,8 +22,8 @@ namespace MoonWorks.Graphics
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}
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public unsafe void SetData<T>(
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uint offsetInBytes,
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T[] data,
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uint offsetInBytes,
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uint dataLengthInBytes
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) where T : unmanaged
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{
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@ -55,12 +55,11 @@ namespace MoonWorks.Graphics
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}
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}
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public void SetData<T>(
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uint offsetInBytes,
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public void SetData(
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IntPtr data,
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uint offsetInBytes,
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uint dataLengthInBytes
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) where T : unmanaged
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{
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) {
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Refresh.Refresh_SetBufferData(
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Device.Handle,
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Handle,
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@ -70,6 +69,20 @@ namespace MoonWorks.Graphics
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);
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}
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public unsafe void SetData<T>(
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T* data,
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uint offsetInBytes,
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uint dataLengthInBytes
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) where T : unmanaged {
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Refresh.Refresh_SetBufferData(
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Device.Handle,
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Handle,
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offsetInBytes,
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(IntPtr) data,
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dataLengthInBytes
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);
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}
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// NOTE: You want to wait on the device before calling this
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public unsafe void GetData<T>(
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T[] data,
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@ -25,12 +25,12 @@ namespace MoonWorks.Graphics
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public unsafe RenderPass(
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GraphicsDevice device,
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DepthStencilTargetDescription depthStencilTargetDescription,
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in DepthStencilTargetDescription depthStencilTargetDescription,
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params ColorTargetDescription[] colorTargetDescriptions
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) : base(device)
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{
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DepthStencilTargetDescription* depthStencilPtr = &depthStencilTargetDescription;
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fixed (DepthStencilTargetDescription* depthStencilPtr = &depthStencilTargetDescription)
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fixed (ColorTargetDescription* colorPtr = colorTargetDescriptions)
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{
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Refresh.RenderPassCreateInfo renderPassCreateInfo;
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