D3D compatibility ABI break

main
cosmonaut 2022-03-02 11:54:29 -08:00
parent 16970e0020
commit 49b22ad9cc
4 changed files with 18 additions and 24 deletions

@ -1 +1 @@
Subproject commit ef10be4e9db616e345c995ed04de6b92ba5d1d06
Subproject commit 278db7d55b572cf7fc0090b101f02a49770521ec

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moonlibs/windows/Refresh.dll (Stored with Git LFS)

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@ -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];

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@ -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);