MoonWorks/src/Graphics/CommandBuffer.cs

902 lines
25 KiB
C#

using System;
using RefreshCS;
namespace MoonWorks.Graphics
{
/// <summary>
/// Command buffers are used to apply render state and issue draw calls.
/// NOTE: it is not recommended to hold references to command buffers long term.
/// </summary>
public struct CommandBuffer
{
public GraphicsDevice Device { get; }
public IntPtr Handle { get; internal set; }
// called from RefreshDevice
internal CommandBuffer(GraphicsDevice device, IntPtr handle)
{
Device = device;
Handle = handle;
}
// FIXME: we can probably use the NativeMemory functions to not have to generate arrays here
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
public unsafe void BeginRenderPass(
params ColorAttachmentInfo[] colorAttachmentInfos
)
{
#if DEBUG
if (colorAttachmentInfos.Length == 0)
{
Logger.LogError("Render pass must contain at least one attachment!");
return;
}
if (colorAttachmentInfos.Length > 4)
{
Logger.LogError("Render pass cannot have more than 4 color attachments!");
return;
}
#endif
var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
{
refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
}
fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
IntPtr.Zero,
(IntPtr) pColorAttachmentInfos,
(uint) colorAttachmentInfos.Length,
IntPtr.Zero
);
}
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
public unsafe void BeginRenderPass(
DepthStencilAttachmentInfo depthStencilAttachmentInfo,
params ColorAttachmentInfo[] colorAttachmentInfos
)
{
#if DEBUG
if (colorAttachmentInfos.Length == 0)
{
Logger.LogError("Render pass must contain at least one attachment!");
return;
}
if (colorAttachmentInfos.Length > 4)
{
Logger.LogError("Render pass cannot have more than 4 color attachments!");
return;
}
#endif
var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
{
refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
}
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
IntPtr.Zero,
pColorAttachmentInfos,
(uint) colorAttachmentInfos.Length,
&refreshDepthStencilAttachmentInfo
);
}
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="renderArea">The rectangle that should be drawn to on the attachments.</param>
/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
public unsafe void BeginRenderPass(
in Rect renderArea,
params ColorAttachmentInfo[] colorAttachmentInfos
)
{
#if DEBUG
if (colorAttachmentInfos.Length == 0)
{
Logger.LogError("Render pass must contain at least one attachment!");
return;
}
if (colorAttachmentInfos.Length > 4)
{
Logger.LogError("Render pass cannot have more than 4 color attachments!");
return;
}
#endif
var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
{
refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
}
fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderArea.ToRefresh(),
(IntPtr) pColorAttachmentInfos,
(uint) colorAttachmentInfos.Length,
IntPtr.Zero
);
}
}
/// <summary>
/// Begins a render pass.
/// All render state, resource binding, and draw commands must be made within a render pass.
/// It is an error to call this after calling BeginRenderPass but before calling EndRenderPass.
/// </summary>
/// <param name="renderArea">The rectangle that should be drawn to on the attachments.</param>
/// <param name="depthStencilAttachmentInfo">The depth stencil attachment to use in the render pass.</param>
/// <param name="colorAttachmentInfos">The color attachments to use in the render pass.</param>
public unsafe void BeginRenderPass(
in Rect renderArea,
DepthStencilAttachmentInfo depthStencilAttachmentInfo,
params ColorAttachmentInfo[] colorAttachmentInfos
)
{
#if DEBUG
if (colorAttachmentInfos.Length == 0)
{
Logger.LogError("Render pass must contain at least one attachment!");
return;
}
if (colorAttachmentInfos.Length > 4)
{
Logger.LogError("Render pass cannot have more than 4 color attachments!");
return;
}
#endif
var refreshColorAttachmentInfos = new Refresh.ColorAttachmentInfo[colorAttachmentInfos.Length];
for (var i = 0; i < colorAttachmentInfos.Length; i += 1)
{
refreshColorAttachmentInfos[i] = colorAttachmentInfos[i].ToRefresh();
}
var refreshDepthStencilAttachmentInfo = depthStencilAttachmentInfo.ToRefresh();
fixed (Refresh.ColorAttachmentInfo* pColorAttachmentInfos = refreshColorAttachmentInfos)
{
Refresh.Refresh_BeginRenderPass(
Device.Handle,
Handle,
renderArea.ToRefresh(),
pColorAttachmentInfos,
(uint) colorAttachmentInfos.Length,
&refreshDepthStencilAttachmentInfo
);
}
}
/// <summary>
/// Binds a compute pipeline so that compute work may be dispatched.
/// </summary>
/// <param name="computePipeline">The compute pipeline to bind.</param>
public void BindComputePipeline(
ComputePipeline computePipeline
)
{
Refresh.Refresh_BindComputePipeline(
Device.Handle,
Handle,
computePipeline.Handle
);
}
/// <summary>
/// Binds buffers to be used in the compute shader.
/// </summary>
/// <param name="buffers">A set of buffers to bind.</param>
public unsafe void BindComputeBuffers(
params Buffer[] buffers
)
{
var bufferPtrs = stackalloc IntPtr[buffers.Length];
for (var i = 0; i < buffers.Length; i += 1)
{
bufferPtrs[i] = buffers[i].Handle;
}
Refresh.Refresh_BindComputeBuffers(
Device.Handle,
Handle,
(IntPtr) bufferPtrs
);
}
/// <summary>
/// Binds textures to be used in the compute shader.
/// </summary>
/// <param name="textures">A set of textures to bind.</param>
public unsafe void BindComputeTextures(
params Texture[] textures
)
{
var texturePtrs = stackalloc IntPtr[textures.Length];
for (var i = 0; i < textures.Length; i += 1)
{
texturePtrs[i] = textures[i].Handle;
}
Refresh.Refresh_BindComputeTextures(
Device.Handle,
Handle,
(IntPtr) texturePtrs
);
}
/// <summary>
/// Dispatches compute work.
/// </summary>
/// <param name="groupCountX"></param>
/// <param name="groupCountY"></param>
/// <param name="groupCountZ"></param>
/// <param name="computeParamOffset"></param>
public void DispatchCompute(
uint groupCountX,
uint groupCountY,
uint groupCountZ,
uint computeParamOffset
)
{
Refresh.Refresh_DispatchCompute(
Device.Handle,
Handle,
groupCountX,
groupCountY,
groupCountZ,
computeParamOffset
);
}
/// <summary>
/// Binds a graphics pipeline so that rendering work may be performed.
/// </summary>
/// <param name="graphicsPipeline">The graphics pipeline to bind.</param>
public void BindGraphicsPipeline(
GraphicsPipeline graphicsPipeline
)
{
Refresh.Refresh_BindGraphicsPipeline(
Device.Handle,
Handle,
graphicsPipeline.Handle
);
}
/// <summary>
/// Sets the viewport. Only valid during a render pass.
/// </summary>
public void SetViewport(Viewport viewport)
{
Refresh.Refresh_SetViewport(
Device.Handle,
Handle,
viewport.ToRefresh()
);
}
/// <summary>
/// Sets the scissor area. Only valid during a render pass.
/// </summary>
public void SetScissor(Rect scissor)
{
Refresh.Refresh_SetScissor(
Device.Handle,
Handle,
scissor.ToRefresh()
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="firstBinding">The index of the first buffer to bind.</param>
/// <param name="bufferBindings">Buffers to bind and their associated offsets.</param>
public unsafe void BindVertexBuffers(
uint firstBinding,
params BufferBinding[] bufferBindings
)
{
var bufferPtrs = stackalloc IntPtr[bufferBindings.Length];
var offsets = stackalloc ulong[bufferBindings.Length];
for (var i = 0; i < bufferBindings.Length; i += 1)
{
bufferPtrs[i] = bufferBindings[i].Buffer.Handle;
offsets[i] = bufferBindings[i].Offset;
}
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
firstBinding,
(uint) bufferBindings.Length,
(IntPtr) bufferPtrs,
(IntPtr) offsets
);
}
/// <summary>
/// Binds vertex buffers to be used by subsequent draw calls.
/// </summary>
/// <param name="buffers">The buffers to bind.</param>
public unsafe void BindVertexBuffers(
params Buffer[] buffers
)
{
var bufferPtrs = stackalloc IntPtr[buffers.Length];
var offsets = stackalloc ulong[buffers.Length];
for (var i = 0; i < buffers.Length; i += 1)
{
bufferPtrs[i] = buffers[i].Handle;
offsets[i] = 0;
}
Refresh.Refresh_BindVertexBuffers(
Device.Handle,
Handle,
0,
(uint) buffers.Length,
(IntPtr) bufferPtrs,
(IntPtr) offsets
);
}
/// <summary>
/// Binds an index buffer to be used by subsequent draw calls.
/// </summary>
/// <param name="indexBuffer">The index buffer to bind.</param>
/// <param name="indexElementSize">The size in bytes of the index buffer elements.</param>
/// <param name="offset">The offset index for the buffer.</param>
public void BindIndexBuffer(
Buffer indexBuffer,
IndexElementSize indexElementSize,
uint offset = 0
)
{
Refresh.Refresh_BindIndexBuffer(
Device.Handle,
Handle,
indexBuffer.Handle,
offset,
(Refresh.IndexElementSize) indexElementSize
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
/// <param name="length">The number of texture-sampler pairs from the array to bind.</param>
public unsafe void BindVertexSamplers(
TextureSamplerBinding[] textureSamplerBindings,
int length
)
{
var texturePtrs = stackalloc IntPtr[textureSamplerBindings.Length];
var samplerPtrs = stackalloc IntPtr[textureSamplerBindings.Length];
for (var i = 0; i < length; i += 1)
{
texturePtrs[i] = textureSamplerBindings[i].TextureHandle;
samplerPtrs[i] = textureSamplerBindings[i].SamplerHandle;
}
Refresh.Refresh_BindVertexSamplers(
Device.Handle,
Handle,
(IntPtr) texturePtrs,
(IntPtr) samplerPtrs
);
}
/// <summary>
/// Binds samplers to be used by the vertex shader.
/// </summary>
/// <param name="textureSamplerBindings">The texture-sampler pairs to bind.</param>
public unsafe void BindVertexSamplers(
params TextureSamplerBinding[] textureSamplerBindings
)
{
BindVertexSamplers(textureSamplerBindings, textureSamplerBindings.Length);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
/// <param name="length">The number of texture-sampler pairs from the given array to bind.</param>
public unsafe void BindFragmentSamplers(
TextureSamplerBinding[] textureSamplerBindings,
int length
)
{
var texturePtrs = stackalloc IntPtr[textureSamplerBindings.Length];
var samplerPtrs = stackalloc IntPtr[textureSamplerBindings.Length];
for (var i = 0; i < length; i += 1)
{
#if DEBUG
if (textureSamplerBindings[i].TextureHandle == IntPtr.Zero)
{
throw new NullReferenceException("Texture binding must not be null!");
}
if (textureSamplerBindings[i].TextureHandle == IntPtr.Zero)
{
throw new NullReferenceException("Sampler binding must not be null!");
}
#endif
texturePtrs[i] = textureSamplerBindings[i].TextureHandle;
samplerPtrs[i] = textureSamplerBindings[i].SamplerHandle;
}
Refresh.Refresh_BindFragmentSamplers(
Device.Handle,
Handle,
(IntPtr) texturePtrs,
(IntPtr) samplerPtrs
);
}
/// <summary>
/// Binds samplers to be used by the fragment shader.
/// </summary>
/// <param name="textureSamplerBindings">An array of texture-sampler pairs to bind.</param>
public unsafe void BindFragmentSamplers(
params TextureSamplerBinding[] textureSamplerBindings
)
{
BindFragmentSamplers(textureSamplerBindings, textureSamplerBindings.Length);
}
/// <summary>
/// Pushes vertex shader uniforms to the device.
/// </summary>
/// <returns>A starting offset value to be used with draw calls.</returns>
public unsafe uint PushVertexShaderUniforms<T>(
params T[] uniforms
) where T : unmanaged
{
fixed (T* ptr = &uniforms[0])
{
return Refresh.Refresh_PushVertexShaderUniforms(
Device.Handle,
Handle,
(IntPtr) ptr,
(uint) (uniforms.Length * sizeof(T))
);
}
}
/// <summary>
/// Pushes fragment shader uniforms to the device.
/// </summary>
/// <returns>A starting offset to be used with draw calls.</returns>
public unsafe uint PushFragmentShaderUniforms<T>(
params T[] uniforms
) where T : unmanaged
{
fixed (T* ptr = &uniforms[0])
{
return Refresh.Refresh_PushFragmentShaderUniforms(
Device.Handle,
Handle,
(IntPtr) ptr,
(uint) (uniforms.Length * sizeof(T))
);
}
}
/// <summary>
/// Pushes compute shader uniforms to the device.
/// </summary>
/// <returns>A starting offset to be used with dispatch calls.</returns>
public unsafe uint PushComputeShaderUniforms<T>(
params T[] uniforms
) where T : unmanaged
{
fixed (T* ptr = &uniforms[0])
{
return Refresh.Refresh_PushComputeShaderUniforms(
Device.Handle,
Handle,
(IntPtr) ptr,
(uint) (uniforms.Length * sizeof(T))
);
}
}
/// <summary>
/// Draws using instanced rendering.
/// It is an error to call this method unless two vertex buffers have been bound.
/// </summary>
/// <param name="baseVertex">The starting index offset for the vertex buffer.</param>
/// <param name="startIndex">The starting index offset for the index buffer.</param>
/// <param name="primitiveCount">The number of primitives to draw.</param>
/// <param name="instanceCount">The number of instances to draw.</param>
/// <param name="vertexParamOffset">An offset value obtained from PushVertexShaderUniforms. If no uniforms are required then use 0.</param>
/// <param name="fragmentParamOffset">An offset value obtained from PushFragmentShaderUniforms. If no uniforms are required the use 0.</param>
public void DrawInstancedPrimitives(
uint baseVertex,
uint startIndex,
uint primitiveCount,
uint instanceCount,
uint vertexParamOffset,
uint fragmentParamOffset
)
{
Refresh.Refresh_DrawInstancedPrimitives(
Device.Handle,
Handle,
baseVertex,
startIndex,
primitiveCount,
instanceCount,
vertexParamOffset,
fragmentParamOffset
);
}
/// <summary>
/// Draws using a vertex buffer and an index buffer.
/// </summary>
/// <param name="baseVertex">The starting index offset for the vertex buffer.</param>
/// <param name="startIndex">The starting index offset for the index buffer.</param>
/// <param name="primitiveCount">The number of primitives to draw.</param>
/// <param name="vertexParamOffset">An offset value obtained from PushVertexShaderUniforms. If no uniforms are required then use 0.</param>
/// <param name="fragmentParamOffset">An offset value obtained from PushFragmentShaderUniforms. If no uniforms are required the use 0.</param>
public void DrawIndexedPrimitives(
uint baseVertex,
uint startIndex,
uint primitiveCount,
uint vertexParamOffset,
uint fragmentParamOffset
)
{
Refresh.Refresh_DrawIndexedPrimitives(
Device.Handle,
Handle,
baseVertex,
startIndex,
primitiveCount,
vertexParamOffset,
fragmentParamOffset
);
}
/// <summary>
/// Draws using a vertex buffer.
/// </summary>
/// <param name="vertexStart"></param>
/// <param name="primitiveCount"></param>
/// <param name="vertexParamOffset"></param>
/// <param name="fragmentParamOffset"></param>
public void DrawPrimitives(
uint vertexStart,
uint primitiveCount,
uint vertexParamOffset,
uint fragmentParamOffset
)
{
Refresh.Refresh_DrawPrimitives(
Device.Handle,
Handle,
vertexStart,
primitiveCount,
vertexParamOffset,
fragmentParamOffset
);
}
/// <summary>
/// Ends the current render pass.
/// This must be called before beginning another render pass or submitting the command buffer.
/// </summary>
public void EndRenderPass()
{
Refresh.Refresh_EndRenderPass(
Device.Handle,
Handle
);
}
/// <summary>
/// Acquires a swapchain texture.
/// This texture will be presented to the given window when the command buffer is submitted.
/// Can return null if the swapchain is unavailable. The user should ALWAYS handle the case where this occurs.
/// If null is returned, presentation will not occur.
/// It is an error to acquire two swapchain textures from the same window in one command buffer.
/// </summary>
public Texture? AcquireSwapchainTexture(
Window window
)
{
var texturePtr = Refresh.Refresh_AcquireSwapchainTexture(
Device.Handle,
Handle,
window.Handle,
out var width,
out var height
);
if (texturePtr == IntPtr.Zero)
{
return null;
}
return new Texture(
Device,
texturePtr,
Device.GetSwapchainFormat(window),
width,
height
);
}
/// <summary>
/// Copies array data into a buffer.
/// </summary>
/// <param name="buffer">The buffer to copy to.</param>
/// <param name="data">The array to copy from.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to start copying.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public unsafe void SetBufferData<T>(
Buffer buffer,
T[] data,
uint bufferOffsetInBytes = 0
) where T : unmanaged
{
SetBufferData(
buffer,
data,
bufferOffsetInBytes,
0,
(uint) data.Length
);
}
/// <summary>
/// Copies arbitrary data into a buffer.
/// </summary>
/// <param name="buffer">The buffer to copy into.</param>
/// <param name="dataPtr">Pointer to the data to copy into the buffer.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to copy data.</param>
/// <param name="dataLengthInBytes">The length of data that should be copied.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public void SetBufferData(
Buffer buffer,
IntPtr dataPtr,
uint bufferOffsetInBytes,
uint dataLengthInBytes
)
{
Refresh.Refresh_SetBufferData(
Device.Handle,
Handle,
buffer.Handle,
bufferOffsetInBytes,
dataPtr,
dataLengthInBytes
);
}
/// <summary>
/// Copies array data into a buffer.
/// </summary>
/// <param name="buffer">The buffer to copy to.</param>
/// <param name="data">The array to copy from.</param>
/// <param name="bufferOffsetInBytes">Specifies where in the buffer to start copying.</param>
/// <param name="startElement">The index of the first element to copy from the array.</param>
/// <param name="numElements">How many elements to copy.</param>
/// <param name="setDataOption">Specifies whether the buffer should be copied in immediate or deferred mode. When in doubt, use deferred.</param>
public unsafe void SetBufferData<T>(
Buffer buffer,
T[] data,
uint bufferOffsetInBytes,
uint startElement,
uint numElements
) where T : unmanaged
{
var elementSize = sizeof(T);
fixed (T* ptr = &data[0])
{
var dataPtr = ptr + (startElement * elementSize);
Refresh.Refresh_SetBufferData(
Device.Handle,
Handle,
buffer.Handle,
bufferOffsetInBytes,
(IntPtr) dataPtr,
(uint) (numElements * elementSize)
);
}
}
public unsafe void SetBufferData<T>(
Buffer buffer,
IntPtr dataPtr,
uint bufferOffsetInElements,
uint numElements
) where T : unmanaged {
Refresh.Refresh_SetBufferData(
Device.Handle,
Handle,
buffer.Handle,
(uint) sizeof(T) * bufferOffsetInElements,
dataPtr,
(uint) sizeof(T) * numElements
);
}
/// <summary>
/// Asynchronously copies data into a texture.
/// </summary>
/// <param name="data">An array of data to copy into the texture.</param>
public unsafe void SetTextureData<T>(Texture texture, T[] data) where T : unmanaged
{
SetTextureData(new TextureSlice(texture), data);
}
/// <summary>
/// Asynchronously copies data into a texture slice.
/// </summary>
/// <param name="textureSlice">The texture slice to copy into.</param>
/// <param name="data">An array of data to copy into the texture.</param>
public unsafe void SetTextureData<T>(in TextureSlice textureSlice, T[] data) where T : unmanaged
{
var size = sizeof(T);
fixed (T* ptr = &data[0])
{
Refresh.Refresh_SetTextureData(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
(IntPtr) ptr,
(uint) (data.Length * size)
);
}
}
/// <summary>
/// Asynchronously copies data into a texture slice.
/// </summary>
/// <param name="textureSlice">The texture slice to copy into.</param>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(in TextureSlice textureSlice, IntPtr dataPtr, uint dataLengthInBytes)
{
Refresh.Refresh_SetTextureData(
Device.Handle,
Handle,
textureSlice.ToRefreshTextureSlice(),
dataPtr,
dataLengthInBytes
);
}
/// <summary>
/// Asynchronously copies data into a texture.
/// </summary>
/// <param name="dataPtr">A pointer to an array of data to copy from.</param>
/// <param name="dataLengthInBytes">The amount of data to copy from the array.</param>
public void SetTextureData(Texture texture, IntPtr dataPtr, uint dataLengthInBytes)
{
SetTextureData(new TextureSlice(texture), dataPtr, dataLengthInBytes);
}
/// <summary>
/// Asynchronously copies YUV data into three textures. Use with compressed video.
/// </summary>
public void SetTextureDataYUV(Texture yTexture, Texture uTexture, Texture vTexture, IntPtr dataPtr, uint dataLengthInBytes)
{
Refresh.Refresh_SetTextureDataYUV(
Device.Handle,
Handle,
yTexture.Handle,
uTexture.Handle,
vTexture.Handle,
yTexture.Width,
yTexture.Height,
uTexture.Width,
uTexture.Height,
dataPtr,
dataLengthInBytes
);
}
/// <summary>
/// Performs an asynchronous texture-to-texture copy on the GPU.
/// </summary>
/// <param name="sourceTextureSlice">The texture slice to copy from.</param>
/// <param name="destinationTextureSlice">The texture slice to copy to.</param>
/// <param name="filter">The filter to use if the sizes of the texture slices differ.</param>
public void CopyTextureToTexture(
in TextureSlice sourceTextureSlice,
in TextureSlice destinationTextureSlice,
Filter filter
)
{
var sourceRefreshTextureSlice = sourceTextureSlice.ToRefreshTextureSlice();
var destRefreshTextureSlice = destinationTextureSlice.ToRefreshTextureSlice();
Refresh.Refresh_CopyTextureToTexture(
Device.Handle,
Handle,
sourceRefreshTextureSlice,
destRefreshTextureSlice,
(Refresh.Filter) filter
);
}
/// <summary>
/// Performs an asynchronous texture-to-buffer copy.
/// Note that the buffer is not guaranteed to be filled until you call GraphicsDevice.Wait()
/// </summary>
/// <param name="textureSlice"></param>
/// <param name="buffer"></param>
public void CopyTextureToBuffer(
in TextureSlice textureSlice,
Buffer buffer
)
{
var refreshTextureSlice = textureSlice.ToRefreshTextureSlice();
Refresh.Refresh_CopyTextureToBuffer(
Device.Handle,
Handle,
refreshTextureSlice,
buffer.Handle
);
}
}
}