forked from MoonsideGames/MoonWorks
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16d2b922ce
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d76633bdfc
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Subproject commit 9068263afcf5743ac8f2c023eb68610523feb905
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Subproject commit 2880ab39a323a8482331cf76f69d764f13ff2921
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@ -847,10 +847,6 @@ namespace MoonWorks.Graphics
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in BufferBinding bufferBinding,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bufferPtrs = stackalloc IntPtr[1];
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var offsets = stackalloc ulong[1];
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@ -878,10 +874,6 @@ namespace MoonWorks.Graphics
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in BufferBinding bufferBindingTwo,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bufferPtrs = stackalloc IntPtr[2];
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var offsets = stackalloc ulong[2];
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@ -914,10 +906,6 @@ namespace MoonWorks.Graphics
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in BufferBinding bufferBindingThree,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bufferPtrs = stackalloc IntPtr[3];
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var offsets = stackalloc ulong[3];
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@ -954,10 +942,6 @@ namespace MoonWorks.Graphics
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in BufferBinding bufferBindingFour,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bufferPtrs = stackalloc IntPtr[4];
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var offsets = stackalloc ulong[4];
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@ -990,10 +974,6 @@ namespace MoonWorks.Graphics
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in Span<BufferBinding> bufferBindings,
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uint firstBinding = 0
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) {
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#if DEBUG
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AssertGraphicsPipelineBound();
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#endif
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var bufferPtrs = stackalloc IntPtr[bufferBindings.Length];
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var offsets = stackalloc ulong[bufferBindings.Length];
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@ -1643,13 +1623,6 @@ namespace MoonWorks.Graphics
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public Texture AcquireSwapchainTexture(
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Window window
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) {
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#if DEBUG
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if (!window.Claimed)
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{
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throw new System.InvalidOperationException("Cannot acquire swapchain texture, window has not been claimed!");
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}
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#endif
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var texturePtr = Refresh.Refresh_AcquireSwapchainTexture(
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Device.Handle,
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Handle,
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@ -221,7 +221,11 @@ 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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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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}
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[Flags]
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@ -364,25 +364,4 @@ namespace MoonWorks.Graphics
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BlendState = blendState;
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct IndirectDrawCommand
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{
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public uint VertexCount;
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public uint InstanceCount;
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public uint FirstVertex;
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public uint FirstInstance;
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public IndirectDrawCommand(
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uint vertexCount,
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uint instanceCount,
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uint firstVertex,
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uint firstInstance
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) {
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VertexCount = vertexCount;
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InstanceCount = instanceCount;
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FirstVertex = firstVertex;
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FirstInstance = firstInstance;
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}
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}
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}
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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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@ -89,6 +89,7 @@ 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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@ -29,6 +29,7 @@
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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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