forked from MoonsideGames/MoonWorks
RasterizerState / BlendFactor ABI break
parent
d76633bdfc
commit
f97ec54a96
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@ -221,11 +221,7 @@ namespace MoonWorks.Graphics
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OneMinusDestinationAlpha,
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ConstantColor,
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OneMinusConstantColor,
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SourceAlphaSaturate,
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SourceOneColor,
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OneMinusSourceOneColor,
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SourceOneAlpha,
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OneMinusSourceOneAlpha
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SourceAlphaSaturate
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}
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[Flags]
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@ -14,7 +14,7 @@ namespace MoonWorks.Graphics
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public GraphicsShaderInfo VertexShaderInfo { get; }
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public GraphicsShaderInfo FragmentShaderInfo { get; }
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public SampleCount SampleCount { get; }
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public SampleCount SampleCount { get; }
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#if DEBUG
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internal GraphicsPipelineAttachmentInfo AttachmentInfo { get; }
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@ -89,7 +89,6 @@ namespace MoonWorks.Graphics
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refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasConstantFactor = rasterizerState.DepthBiasConstantFactor;
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refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasEnable = Conversions.BoolToByte(rasterizerState.DepthBiasEnable);
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refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasSlopeFactor = rasterizerState.DepthBiasSlopeFactor;
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refreshGraphicsPipelineCreateInfo.rasterizerState.depthClampEnable = Conversions.BoolToByte(rasterizerState.DepthClampEnable);
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refreshGraphicsPipelineCreateInfo.rasterizerState.fillMode = (Refresh.FillMode) rasterizerState.FillMode;
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refreshGraphicsPipelineCreateInfo.rasterizerState.frontFace = (Refresh.FrontFace) rasterizerState.FrontFace;
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@ -29,7 +29,6 @@
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/// Factor applied to a fragment's slope in depth bias calculations. Only applies if depth biasing is enabled.
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/// </summary>
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public float DepthBiasSlopeFactor;
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public bool DepthClampEnable;
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/// <summary>
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/// Specifies how triangles should be drawn.
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