forked from MoonsideGames/MoonWorks
add some shortcut defaults to structs
parent
1fa73f0275
commit
ef10be4e9d
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@ -12,6 +12,12 @@ namespace MoonWorks.Graphics
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public float Depth;
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public float Depth;
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public uint Stencil;
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public uint Stencil;
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public DepthStencilValue(float depth, uint stencil)
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{
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Depth = depth;
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Stencil = stencil;
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}
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// FIXME: can we do an unsafe cast somehow?
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// FIXME: can we do an unsafe cast somehow?
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public Refresh.DepthStencilValue ToRefresh()
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public Refresh.DepthStencilValue ToRefresh()
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{
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{
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@ -157,6 +163,30 @@ namespace MoonWorks.Graphics
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public LoadOp LoadOp;
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public LoadOp LoadOp;
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public StoreOp StoreOp;
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public StoreOp StoreOp;
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public ColorAttachmentInfo(Texture texture, Color clearColor, StoreOp storeOp = StoreOp.Store)
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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.One;
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ClearColor = clearColor;
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LoadOp = LoadOp.Clear;
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StoreOp = storeOp;
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}
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public ColorAttachmentInfo(Texture texture, StoreOp storeOp = StoreOp.Store)
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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.One;
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ClearColor = Color.White;
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LoadOp = LoadOp.DontCare;
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StoreOp = StoreOp.Store;
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}
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public Refresh.ColorAttachmentInfo ToRefresh()
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public Refresh.ColorAttachmentInfo ToRefresh()
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{
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{
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return new Refresh.ColorAttachmentInfo
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return new Refresh.ColorAttachmentInfo
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@ -192,6 +222,19 @@ namespace MoonWorks.Graphics
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public LoadOp StencilLoadOp;
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public LoadOp StencilLoadOp;
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public StoreOp StencilStoreOp;
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public StoreOp StencilStoreOp;
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public DepthStencilAttachmentInfo(Texture texture, DepthStencilValue clearValue)
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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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DepthStencilClearValue = clearValue;
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LoadOp = LoadOp.Clear;
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StoreOp = StoreOp.DontCare;
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StencilLoadOp = LoadOp.DontCare;
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StencilStoreOp = StoreOp.DontCare;
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}
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public Refresh.DepthStencilAttachmentInfo ToRefresh()
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public Refresh.DepthStencilAttachmentInfo ToRefresh()
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{
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{
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return new Refresh.DepthStencilAttachmentInfo
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return new Refresh.DepthStencilAttachmentInfo
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