forked from MoonsideGames/MoonWorks
allow pushing raw uniform data
parent
515c2ebbca
commit
bd825b6c91
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@ -1408,10 +1408,10 @@ namespace MoonWorks.Graphics
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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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in T uniforms
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) where T : unmanaged
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{
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public unsafe uint PushVertexShaderUniforms(
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void* uniformsPtr,
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uint size
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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@ -1421,17 +1421,53 @@ namespace MoonWorks.Graphics
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}
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#endif
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return Refresh.Refresh_PushVertexShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) uniformsPtr,
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size
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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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in T uniforms
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) where T : unmanaged
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{
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fixed (T* uniformsPtr = &uniforms)
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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) uniformsPtr,
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(uint) Marshal.SizeOf<T>()
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);
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return PushVertexShaderUniforms(uniformsPtr, (uint) Marshal.SizeOf<T>());
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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(
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void* uniformsPtr,
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uint size
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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if (currentGraphicsPipeline.FragmentShaderInfo.UniformBufferSize == 0)
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{
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throw new InvalidOperationException("The current fragment shader does not take a uniform buffer!");
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}
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#endif
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return Refresh.Refresh_PushFragmentShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) uniformsPtr,
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size
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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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@ -1440,25 +1476,37 @@ namespace MoonWorks.Graphics
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in T uniforms
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) where T : unmanaged
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{
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#if DEBUG
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AssertGraphicsPipelineBound();
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if (currentGraphicsPipeline.FragmentShaderInfo.UniformBufferSize == 0)
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{
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throw new InvalidOperationException("The current fragment shader does not take a uniform buffer!");
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}
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#endif
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fixed (T* uniformsPtr = &uniforms)
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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) uniformsPtr,
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(uint) Marshal.SizeOf<T>()
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);
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return PushFragmentShaderUniforms(uniformsPtr, (uint) Marshal.SizeOf<T>());
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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(
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void* uniformsPtr,
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uint size
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) {
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#if DEBUG
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AssertComputePipelineBound();
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if (currentComputePipeline.ComputeShaderInfo.UniformBufferSize == 0)
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{
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throw new System.InvalidOperationException("The current compute shader does not take a uniform buffer!");
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}
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#endif
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return Refresh.Refresh_PushComputeShaderUniforms(
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Device.Handle,
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Handle,
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(IntPtr) uniformsPtr,
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size
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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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@ -1467,23 +1515,9 @@ namespace MoonWorks.Graphics
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in T uniforms
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) where T : unmanaged
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{
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#if DEBUG
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AssertComputePipelineBound();
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if (currentComputePipeline.ComputeShaderInfo.UniformBufferSize == 0)
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{
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throw new System.InvalidOperationException("The current compute shader does not take a uniform buffer!");
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}
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#endif
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fixed (T* uniformsPtr = &uniforms)
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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) uniformsPtr,
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(uint) Marshal.SizeOf<T>()
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);
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return PushComputeShaderUniforms(uniformsPtr, (uint) Marshal.SizeOf<T>());
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}
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}
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