D3D compatibility ABI break
parent
16970e0020
commit
49b22ad9cc
|
@ -1 +1 @@
|
|||
Subproject commit ef10be4e9db616e345c995ed04de6b92ba5d1d06
|
||||
Subproject commit 278db7d55b572cf7fc0090b101f02a49770521ec
|
BIN
moonlibs/windows/Refresh.dll (Stored with Git LFS)
BIN
moonlibs/windows/Refresh.dll (Stored with Git LFS)
Binary file not shown.
|
@ -39,14 +39,16 @@ namespace MoonWorksComputeSpriteBatch
|
|||
{
|
||||
var computeShaderModule = new ShaderModule(graphicsDevice, Path.Combine(System.Environment.CurrentDirectory, "Content", "spritebatch.comp.spv"));
|
||||
|
||||
var computeShaderState = new ShaderStageState
|
||||
var computeShaderInfo = new ComputeShaderInfo
|
||||
{
|
||||
ShaderModule = computeShaderModule,
|
||||
EntryPointName = "main",
|
||||
UniformBufferSize = (uint)Marshal.SizeOf<SpriteBatchUniforms>()
|
||||
UniformBufferSize = (uint)Marshal.SizeOf<SpriteBatchUniforms>(),
|
||||
bufferBindingCount = 2,
|
||||
imageBindingCount = 0
|
||||
};
|
||||
|
||||
ComputePipeline = new ComputePipeline(graphicsDevice, computeShaderState, 2, 0);
|
||||
ComputePipeline = new ComputePipeline(graphicsDevice, computeShaderInfo);
|
||||
}
|
||||
|
||||
Vertices = new VertexPositionTexcoord[MAX_VERTICES];
|
||||
|
|
|
@ -35,33 +35,26 @@ namespace MoonWorksComputeSpriteBatch
|
|||
|
||||
/* Pipeline */
|
||||
|
||||
ColorBlendState colorBlendState = new ColorBlendState
|
||||
{
|
||||
LogicOpEnable = false,
|
||||
LogicOp = LogicOp.NoOp,
|
||||
BlendConstants = new BlendConstants()
|
||||
};
|
||||
|
||||
DepthStencilState depthStencilState = DepthStencilState.Disable;
|
||||
|
||||
ShaderStageState vertexShaderState = new ShaderStageState
|
||||
GraphicsShaderInfo vertexShaderInfo = new GraphicsShaderInfo
|
||||
{
|
||||
ShaderModule = vertexShaderModule,
|
||||
EntryPointName = "main",
|
||||
UniformBufferSize = (uint)Marshal.SizeOf<CameraUniforms>()
|
||||
UniformBufferSize = (uint)Marshal.SizeOf<CameraUniforms>(),
|
||||
SamplerBindingCount = 0
|
||||
};
|
||||
|
||||
ShaderStageState fragmentShaderState = new ShaderStageState
|
||||
GraphicsShaderInfo fragmentShaderInfo = new GraphicsShaderInfo
|
||||
{
|
||||
ShaderModule = fragmentShaderModule,
|
||||
EntryPointName = "main",
|
||||
UniformBufferSize = 0
|
||||
UniformBufferSize = 0,
|
||||
SamplerBindingCount = 1
|
||||
};
|
||||
|
||||
MultisampleState multisampleState = MultisampleState.None;
|
||||
|
||||
GraphicsPipelineLayoutInfo pipelineLayoutInfo = new GraphicsPipelineLayoutInfo(0, 1);
|
||||
|
||||
RasterizerState rasterizerState = RasterizerState.CCW_CullNone;
|
||||
|
||||
var vertexBindings = new VertexBinding[1]
|
||||
|
@ -126,17 +119,16 @@ namespace MoonWorksComputeSpriteBatch
|
|||
|
||||
var graphicsPipelineCreateInfo = new GraphicsPipelineCreateInfo
|
||||
{
|
||||
ColorBlendState = colorBlendState,
|
||||
DepthStencilState = depthStencilState,
|
||||
VertexShaderState = vertexShaderState,
|
||||
FragmentShaderState = fragmentShaderState,
|
||||
VertexShaderInfo = vertexShaderInfo,
|
||||
FragmentShaderInfo = fragmentShaderInfo,
|
||||
MultisampleState = multisampleState,
|
||||
PipelineLayoutInfo = pipelineLayoutInfo,
|
||||
RasterizerState = rasterizerState,
|
||||
PrimitiveType = PrimitiveType.TriangleList,
|
||||
VertexInputState = vertexInputState,
|
||||
ViewportState = viewportState,
|
||||
AttachmentInfo = graphicsPipelineAttachmentInfo
|
||||
AttachmentInfo = graphicsPipelineAttachmentInfo,
|
||||
BlendConstants = new BlendConstants()
|
||||
};
|
||||
|
||||
spritePipeline = new GraphicsPipeline(GraphicsDevice, graphicsPipelineCreateInfo);
|
||||
|
|
Loading…
Reference in New Issue