MoonWorks/src/Graphics/RefreshStructs.cs

220 lines
4.3 KiB
C#

using RefreshCS;
using System.Runtime.InteropServices;
/* Recreate some structs in here so we don't need to explicitly
* reference the RefreshCS namespace when using MoonWorks.Graphics
*/
namespace MoonWorks.Graphics
{
[StructLayout(LayoutKind.Sequential)]
public struct DepthStencilValue
{
public float Depth;
public uint Stencil;
// FIXME: can we do an unsafe cast somehow?
public Refresh.DepthStencilValue ToRefresh()
{
return new Refresh.DepthStencilValue
{
depth = Depth,
stencil = Stencil
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct Rect
{
public int X;
public int Y;
public int W;
public int H;
public Rect(int x, int y, int w, int h)
{
X = x;
Y = y;
W = w;
H = h;
}
public Rect(int w, int h)
{
X = 0;
Y = 0;
W = w;
H = h;
}
// FIXME: can we do an unsafe cast somehow?
public Refresh.Rect ToRefresh()
{
return new Refresh.Rect
{
x = X,
y = Y,
w = W,
h = H
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct Viewport
{
public float X;
public float Y;
public float W;
public float H;
public float MinDepth;
public float MaxDepth;
public Viewport(float w, float h)
{
X = 0;
Y = 0;
W = w;
H = h;
MinDepth = 0;
MaxDepth = 1;
}
public Viewport(float x, float y, float w, float h)
{
X = x;
Y = y;
W = w;
H = h;
MinDepth = 0;
MaxDepth = 1;
}
public Viewport(float x, float y, float w, float h, float minDepth, float maxDepth)
{
X = x;
Y = y;
W = w;
H = h;
MinDepth = minDepth;
MaxDepth = maxDepth;
}
}
[StructLayout(LayoutKind.Sequential)]
public struct VertexBinding
{
public uint Binding;
public uint Stride;
public VertexInputRate InputRate;
}
[StructLayout(LayoutKind.Sequential)]
public struct VertexAttribute
{
public uint Location;
public uint Binding;
public VertexElementFormat Format;
public uint Offset;
}
[StructLayout(LayoutKind.Sequential)]
public struct StencilOpState
{
public StencilOp FailOp;
public StencilOp PassOp;
public StencilOp DepthFailOp;
public CompareOp CompareOp;
public uint CompareMask;
public uint WriteMask;
public uint Reference;
// FIXME: can we do an explicit cast here?
public Refresh.StencilOpState ToRefresh()
{
return new Refresh.StencilOpState
{
failOp = (Refresh.StencilOp) FailOp,
passOp = (Refresh.StencilOp) PassOp,
depthFailOp = (Refresh.StencilOp) DepthFailOp,
compareOp = (Refresh.CompareOp) CompareOp,
compareMask = CompareMask,
writeMask = WriteMask,
reference = Reference
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct ColorAttachmentInfo
{
public Texture Texture;
public uint Depth;
public uint Layer;
public uint Level;
public SampleCount SampleCount;
public Color ClearColor;
public LoadOp LoadOp;
public StoreOp StoreOp;
public Refresh.ColorAttachmentInfo ToRefresh()
{
return new Refresh.ColorAttachmentInfo
{
texture = Texture.Handle,
depth = Depth,
layer = Layer,
level = Level,
sampleCount = (Refresh.SampleCount) SampleCount,
clearColor = new Refresh.Vec4
{
x = ClearColor.R / 255f,
y = ClearColor.G / 255f,
z = ClearColor.B / 255f,
w = ClearColor.A / 255f
},
loadOp = (Refresh.LoadOp) LoadOp,
storeOp = (Refresh.StoreOp) StoreOp
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct DepthStencilAttachmentInfo
{
public Texture Texture;
public uint Depth;
public uint Layer;
public uint Level;
public DepthStencilValue DepthStencilClearValue;
public LoadOp LoadOp;
public StoreOp StoreOp;
public LoadOp StencilLoadOp;
public StoreOp StencilStoreOp;
public Refresh.DepthStencilAttachmentInfo ToRefresh()
{
return new Refresh.DepthStencilAttachmentInfo
{
texture = Texture.Handle,
depth = Depth,
layer = Layer,
level = Level,
depthStencilClearValue = DepthStencilClearValue.ToRefresh(),
loadOp = (Refresh.LoadOp) LoadOp,
storeOp = (Refresh.StoreOp) StoreOp,
stencilLoadOp = (Refresh.LoadOp) StencilLoadOp,
stencilStoreOp = (Refresh.StoreOp) StencilStoreOp
};
}
}
[StructLayout(LayoutKind.Sequential)]
public struct ColorAttachmentDescription
{
public TextureFormat Format;
public SampleCount SampleCount;
public ColorAttachmentBlendState BlendState;
}
}