Compare commits
	
		
			60 Commits 
		
	
	
	| Author | SHA1 | Date | 
|---|---|---|
|  | 4180ecb129 | |
|  | 535abec45a | |
|  | 60d2642119 | |
|  | 8d31a398ab | |
|  | baa4df5e18 | |
|  | 6d95203816 | |
|  | ad025e1777 | |
|  | 7386952974 | |
|  | 35684df005 | |
|  | baf51d2ee9 | |
|  | 3cfb43438c | |
|  | 97dee2a170 | |
|  | fe6734d6db | |
|  | eab282cdca | |
|  | 4e8653fb1f | |
|  | 8b35b6b0b7 | |
|  | cc7cae9d6b | |
|  | 39dc2fb7f4 | |
|  | b4021156cf | |
|  | 871b32d742 | |
|  | 0fbe241848 | |
|  | 1b40b5e7d3 | |
|  | ee8331a96b | |
|  | 8813a0139d | |
|  | 217ae96888 | |
|  | 23b6499479 | |
|  | 929d8f5cc9 | |
|  | 69d2c9cc31 | |
|  | 9195e445b2 | |
|  | f30d8f0197 | |
|  | bde31fbe07 | |
|  | a762a80c4f | |
|  | 099c07aa39 | |
|  | cba6ca59d3 | |
|  | a004488f81 | |
|  | 33ed8b2364 | |
|  | 3c832550d0 | |
|  | c84752f38c | |
|  | 019afa91f5 | |
|  | 00adec189c | |
|  | 0e723514df | |
|  | e0f4c19dc2 | |
|  | 178a5ea3cf | |
|  | 50b8cb11c9 | |
|  | d83501437d | |
|  | fe520dc9cc | |
|  | b29341eca3 | |
|  | 22bcd2e471 | |
|  | fe31e23ccc | |
|  | 848b1c706c | |
|  | a207f404b9 | |
|  | 31c79d3179 | |
|  | 8229e5dd33 | |
|  | 1eae01c95c | |
|  | b80527d793 | |
|  | ecfcb666a8 | |
|  | ad97aed60f | |
|  | 0a5ec9e82d | |
|  | 8648eef5d1 | |
|  | 39496c37ea | 
|  | @ -4,12 +4,12 @@ | |||
| [submodule "lib/FAudio"] | ||||
| 	path = lib/FAudio | ||||
| 	url = https://github.com/FNA-XNA/FAudio.git | ||||
| [submodule "lib/RefreshCS"] | ||||
| 	path = lib/RefreshCS | ||||
| 	url = https://gitea.moonside.games/MoonsideGames/RefreshCS.git | ||||
| [submodule "lib/WellspringCS"] | ||||
| 	path = lib/WellspringCS | ||||
| 	url = https://gitea.moonside.games/MoonsideGames/WellspringCS.git | ||||
| [submodule "lib/dav1dfile"] | ||||
| 	path = lib/dav1dfile | ||||
| 	url = https://github.com/MoonsideGames/dav1dfile.git | ||||
| [submodule "lib/RefreshCS"] | ||||
| 	path = lib/RefreshCS | ||||
| 	url = https://github.com/MoonsideGames/RefreshCS.git | ||||
| [submodule "lib/WellspringCS"] | ||||
| 	path = lib/WellspringCS | ||||
| 	url = https://github.com/MoonsideGames/WellspringCS.git | ||||
|  |  | |||
|  | @ -3,7 +3,6 @@ | |||
| 	<PropertyGroup> | ||||
| 		<TargetFramework>net8.0</TargetFramework> | ||||
| 		<AllowUnsafeBlocks>true</AllowUnsafeBlocks> | ||||
| 		<LangVersion>11</LangVersion> | ||||
| 	</PropertyGroup> | ||||
| 
 | ||||
| 	<PropertyGroup> | ||||
|  | @ -12,7 +11,7 @@ | |||
| 
 | ||||
| 	<ItemGroup> | ||||
| 		<Compile Include="lib\FAudio\csharp\FAudio.cs" /> | ||||
| 		<Compile Include="lib\RefreshCS\src\Refresh.cs" /> | ||||
| 		<Compile Include="lib\RefreshCS\RefreshCS.cs" /> | ||||
| 		<Compile Include="lib\SDL2-CS\src\SDL2.cs" /> | ||||
| 		<Compile Include="lib\WellspringCS\WellspringCS.cs" /> | ||||
| 		<Compile Include="lib\dav1dfile\csharp\dav1dfile.cs" /> | ||||
|  | @ -26,17 +25,17 @@ | |||
| 	</ItemGroup> | ||||
| 
 | ||||
| 	<ItemGroup> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_fullscreen.vert.refresh"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.VideoFullscreen.vert.refresh</LogicalName> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\fullscreen.vert.spv"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.Fullscreen.vert.spv</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_yuv2rgba.frag.refresh"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh</LogicalName> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\video_yuv2rgba.frag.spv"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.spv</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_transform.vert.refresh"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh</LogicalName> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_transform.vert.spv"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.TextTransform.vert.spv</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_msdf.frag.refresh"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh</LogicalName> | ||||
| 		<EmbeddedResource Include="src\Graphics\StockShaders\Binary\text_msdf.frag.spv"> | ||||
| 			<LogicalName>MoonWorks.Graphics.StockShaders.TextMSDF.frag.spv</LogicalName> | ||||
| 		</EmbeddedResource> | ||||
| 	</ItemGroup> | ||||
| </Project> | ||||
|  |  | |||
|  | @ -5,8 +5,8 @@ | |||
| 	<dllmap dll="SDL2" os="linux,freebsd,netbsd" target="libSDL2-2.0.so.0"/> | ||||
| 
 | ||||
| 	<dllmap dll="Refresh" os="windows" target="Refresh.dll"/> | ||||
| 	<dllmap dll="Refresh" os="osx" target="libRefresh.1.dylib"/> | ||||
| 	<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.1"/> | ||||
| 	<dllmap dll="Refresh" os="osx" target="libRefresh.2.dylib"/> | ||||
| 	<dllmap dll="Refresh" os="linux,freebsd,netbsd" target="libRefresh.so.2"/> | ||||
| 
 | ||||
| 	<dllmap dll="FAudio" os="windows" target="FAudio.dll"/> | ||||
| 	<dllmap dll="FAudio" os="osx" target="libFAudio.0.dylib"/> | ||||
|  |  | |||
|  | @ -1 +1 @@ | |||
| Subproject commit b5325e6d0329eeb35b074091a569a5f679852d28 | ||||
| Subproject commit 5d09b036cbd0a1402857776d8f39be87234b450a | ||||
|  | @ -21,7 +21,7 @@ namespace MoonWorks | |||
| 			{ VertexElementFormat.NormalizedShort4, (uint) Marshal.SizeOf<NormalizedShort4>() }, | ||||
| 			{ VertexElementFormat.Short2, (uint) Marshal.SizeOf<Short2>() }, | ||||
| 			{ VertexElementFormat.Short4, (uint) Marshal.SizeOf<Short4>() }, | ||||
| 			{ VertexElementFormat.UInt, (uint) Marshal.SizeOf<uint>() }, | ||||
| 			{ VertexElementFormat.Uint, (uint) Marshal.SizeOf<uint>() }, | ||||
| 			{ VertexElementFormat.Vector2, (uint) Marshal.SizeOf<Math.Float.Vector2>() }, | ||||
| 			{ VertexElementFormat.Vector3, (uint) Marshal.SizeOf<Math.Float.Vector3>() }, | ||||
| 			{ VertexElementFormat.Vector4, (uint) Marshal.SizeOf<Math.Float.Vector4>() } | ||||
|  | @ -37,6 +37,16 @@ namespace MoonWorks | |||
| 			return b != 0; | ||||
| 		} | ||||
| 
 | ||||
| 		public static int BoolToInt(bool b) | ||||
| 		{ | ||||
| 			return b ? 1 : 0; | ||||
| 		} | ||||
| 
 | ||||
| 		public static bool IntToBool(int b) | ||||
| 		{ | ||||
| 			return b != 0; | ||||
| 		} | ||||
| 
 | ||||
| 		public static uint VertexElementFormatSize(VertexElementFormat format) | ||||
| 		{ | ||||
| 			return Sizes[format]; | ||||
|  |  | |||
							
								
								
									
										21
									
								
								src/Game.cs
								
								
								
								
							
							
						
						
									
										21
									
								
								src/Game.cs
								
								
								
								
							|  | @ -48,15 +48,16 @@ namespace MoonWorks | |||
| 		/// </summary> | ||||
| 		/// <param name="windowCreateInfo">The parameters that will be used to create the MainWindow.</param> | ||||
| 		/// <param name="frameLimiterSettings">The frame limiter settings.</param> | ||||
| 		/// <param name="preferredBackends">Bitflags of which GPU backends to attempt to initialize.</param> | ||||
| 		/// <param name="targetTimestep">How often Game.Update will run in terms of ticks per second.</param> | ||||
| 		/// <param name="debugMode">If true, enables extra debug checks. Should be turned off for release builds.</param> | ||||
| 		public Game( | ||||
| 			WindowCreateInfo windowCreateInfo, | ||||
| 			FrameLimiterSettings frameLimiterSettings, | ||||
| 			BackendFlags preferredBackends, | ||||
| 			int targetTimestep = 60, | ||||
| 			bool debugMode = false | ||||
| 		) | ||||
| 		{ | ||||
| 		) { | ||||
| 			Logger.LogInfo("Initializing frame limiter..."); | ||||
| 			Timestep = TimeSpan.FromTicks(TimeSpan.TicksPerSecond / targetTimestep); | ||||
| 			gameTimer = Stopwatch.StartNew(); | ||||
|  | @ -75,21 +76,25 @@ namespace MoonWorks | |||
| 				return; | ||||
| 			} | ||||
| 
 | ||||
| 			Logger.Initialize(); | ||||
| 
 | ||||
| 			Logger.LogInfo("Initializing input..."); | ||||
| 			Inputs = new Inputs(); | ||||
| 
 | ||||
| 			Logger.LogInfo("Initializing graphics device..."); | ||||
| 			GraphicsDevice = new GraphicsDevice( | ||||
| 				Backend.Vulkan, | ||||
| 				preferredBackends, | ||||
| 				debugMode | ||||
| 			); | ||||
| 
 | ||||
| 			Logger.LogInfo("Initializing main window..."); | ||||
| 			MainWindow = new Window(windowCreateInfo, GraphicsDevice.WindowFlags | SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN); | ||||
| 			SDL.SDL_WindowFlags windowFlags = 0; | ||||
| 			if ((preferredBackends & BackendFlags.Vulkan) != 0) | ||||
| 			{ | ||||
| 				windowFlags |= SDL.SDL_WindowFlags.SDL_WINDOW_VULKAN; | ||||
| 			} | ||||
| 
 | ||||
| 			if (!GraphicsDevice.ClaimWindow(MainWindow, windowCreateInfo.PresentMode)) | ||||
| 			Logger.LogInfo("Initializing main window..."); | ||||
| 			MainWindow = new Window(windowCreateInfo, windowFlags | SDL.SDL_WindowFlags.SDL_WINDOW_HIDDEN); | ||||
| 
 | ||||
| 			if (!GraphicsDevice.ClaimWindow(MainWindow, windowCreateInfo.SwapchainComposition, windowCreateInfo.PresentMode)) | ||||
| 			{ | ||||
| 				throw new System.SystemException("Could not claim window!"); | ||||
| 			} | ||||
|  |  | |||
|  | @ -1,17 +0,0 @@ | |||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A buffer-offset pair to be used when binding vertex buffers. | ||||
| 	/// </summary> | ||||
| 	public struct BufferBinding | ||||
| 	{ | ||||
| 		public Buffer Buffer; | ||||
| 		public ulong Offset; | ||||
| 
 | ||||
| 		public BufferBinding(Buffer buffer, ulong offset) | ||||
| 		{ | ||||
| 			Buffer = buffer; | ||||
| 			Offset = offset; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -1,17 +0,0 @@ | |||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A texture-sampler pair to be used when binding samplers. | ||||
| 	/// </summary> | ||||
| 	public struct TextureSamplerBinding | ||||
| 	{ | ||||
| 		public Texture Texture; | ||||
| 		public Sampler Sampler; | ||||
| 
 | ||||
| 		public TextureSamplerBinding(Texture texture, Sampler sampler) | ||||
| 		{ | ||||
| 			Texture = texture; | ||||
| 			Sampler = sampler; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							|  | @ -0,0 +1,212 @@ | |||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| public class ComputePass | ||||
| { | ||||
| 	public nint Handle { get; private set; } | ||||
| 
 | ||||
| 	internal void SetHandle(nint handle) | ||||
| 	{ | ||||
| 		Handle = handle; | ||||
| 	} | ||||
| 
 | ||||
| #if DEBUG | ||||
| 	internal bool active; | ||||
| 
 | ||||
| 	ComputePipeline currentComputePipeline; | ||||
| #endif | ||||
| 
 | ||||
| 	/// <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 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertComputePassActive(); | ||||
| 
 | ||||
| 		// TODO: validate formats? | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_BindComputePipeline( | ||||
| 			Handle, | ||||
| 			computePipeline.Handle | ||||
| 		); | ||||
| 
 | ||||
| #if DEBUG | ||||
| 		currentComputePipeline = computePipeline; | ||||
| #endif | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Binds a texture to be used in the compute shader. | ||||
| 	/// This texture must have been created with the ComputeShaderRead usage flag. | ||||
| 	/// </summary> | ||||
| 	public unsafe void BindStorageTexture( | ||||
| 		in TextureSlice textureSlice, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertComputePassActive(); | ||||
| 		AssertComputePipelineBound(); | ||||
| 		AssertTextureNonNull(textureSlice.Texture); | ||||
| 		AssertTextureHasComputeStorageReadFlag(textureSlice.Texture); | ||||
| #endif | ||||
| 
 | ||||
| 		var refreshTextureSlice = textureSlice.ToRefresh(); | ||||
| 
 | ||||
| 		Refresh.Refresh_BindComputeStorageTextures( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&refreshTextureSlice, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Binds a buffer to be used in the compute shader. | ||||
| 	/// This buffer must have been created with the ComputeShaderRead usage flag. | ||||
| 	/// </summary> | ||||
| 	public unsafe void BindStorageBuffer( | ||||
| 		GpuBuffer buffer, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertComputePassActive(); | ||||
| 		AssertComputePipelineBound(); | ||||
| 		AssertBufferNonNull(buffer); | ||||
| 		AssertBufferHasComputeStorageReadFlag(buffer); | ||||
| #endif | ||||
| 
 | ||||
| 		var bufferHandle = buffer.Handle; | ||||
| 
 | ||||
| 		Refresh.Refresh_BindComputeStorageBuffers( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&bufferHandle, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Pushes compute shader uniform data. | ||||
| 	/// Subsequent draw calls will use this uniform data. | ||||
| 	/// </summary> | ||||
| 	public unsafe void PushUniformData( | ||||
| 		void* uniformsPtr, | ||||
| 		uint size, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertComputePassActive(); | ||||
| 		AssertComputePipelineBound(); | ||||
| 
 | ||||
| 		if (slot >= currentComputePipeline.ResourceInfo.UniformBufferCount) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException($"Slot {slot} given, but {currentComputePipeline.ResourceInfo.UniformBufferCount} uniform buffers are used on the shader!"); | ||||
| 		} | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_PushComputeUniformData( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			(nint) uniformsPtr, | ||||
| 			size | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Pushes compute shader uniform data. | ||||
| 	/// Subsequent draw calls will use this uniform data. | ||||
| 	/// </summary> | ||||
| 	public unsafe void PushUniformData<T>( | ||||
| 		in T uniforms, | ||||
| 		uint slot = 0 | ||||
| 	) where T : unmanaged | ||||
| 	{ | ||||
| 		fixed (T* uniformsPtr = &uniforms) | ||||
| 		{ | ||||
| 			PushUniformData(uniformsPtr, (uint) Marshal.SizeOf<T>(), slot); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Dispatches compute work. | ||||
| 	/// </summary> | ||||
| 	public void Dispatch( | ||||
| 		uint groupCountX, | ||||
| 		uint groupCountY, | ||||
| 		uint groupCountZ | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertComputePassActive(); | ||||
| 		AssertComputePipelineBound(); | ||||
| 
 | ||||
| 		if (groupCountX < 1 || groupCountY < 1 || groupCountZ < 1) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException("All dimensions for the compute work groups must be >= 1!"); | ||||
| 		} | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_DispatchCompute( | ||||
| 			Handle, | ||||
| 			groupCountX, | ||||
| 			groupCountY, | ||||
| 			groupCountZ | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| #if DEBUG | ||||
| 	private void AssertComputePassActive(string message = "Render pass is not active!") | ||||
| 	{ | ||||
| 		if (!active) | ||||
| 		{ | ||||
| 			throw new System.InvalidOperationException(message); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertComputePipelineBound(string message = "No compute pipeline is bound!") | ||||
| 	{ | ||||
| 		if (currentComputePipeline == null) | ||||
| 		{ | ||||
| 			throw new System.InvalidOperationException(message); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertTextureNonNull(in TextureSlice textureSlice) | ||||
| 	{ | ||||
| 		if (textureSlice.Texture == null || textureSlice.Texture.Handle == nint.Zero) | ||||
| 		{ | ||||
| 			throw new System.NullReferenceException("Texture must not be null!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertTextureHasComputeStorageReadFlag(Texture texture) | ||||
| 	{ | ||||
| 		if ((texture.UsageFlags & TextureUsageFlags.ComputeStorageRead) == 0) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException("The bound Texture's UsageFlags must include TextureUsageFlags.ComputeStorageRead!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertBufferNonNull(GpuBuffer buffer) | ||||
| 	{ | ||||
| 		if (buffer == null || buffer.Handle == nint.Zero) | ||||
| 		{ | ||||
| 			throw new System.NullReferenceException("Buffer must not be null!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertBufferHasComputeStorageReadFlag(GpuBuffer buffer) | ||||
| 	{ | ||||
| 		if ((buffer.UsageFlags & BufferUsageFlags.ComputeStorageRead) == 0) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException("The bound Buffer's UsageFlags must include BufferUsageFlag.ComputeStorageRead!"); | ||||
| 		} | ||||
| 	} | ||||
| #endif | ||||
| } | ||||
|  | @ -0,0 +1,25 @@ | |||
| using System.Collections.Concurrent; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| internal class ComputePassPool | ||||
| { | ||||
| 	private ConcurrentQueue<ComputePass> ComputePasses = new ConcurrentQueue<ComputePass>(); | ||||
| 
 | ||||
| 	public ComputePass Obtain() | ||||
| 	{ | ||||
| 		if (ComputePasses.TryDequeue(out var computePass)) | ||||
| 		{ | ||||
| 			return computePass; | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			return new ComputePass(); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	public void Return(ComputePass computePass) | ||||
| 	{ | ||||
| 		ComputePasses.Enqueue(computePass); | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,238 @@ | |||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| public class CopyPass | ||||
| { | ||||
| 	public nint Handle { get; private set; } | ||||
| 
 | ||||
| 	internal void SetHandle(nint handle) | ||||
| 	{ | ||||
| 		Handle = handle; | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Uploads data from a TransferBuffer to a TextureSlice. | ||||
| 	/// This copy occurs on the GPU timeline. | ||||
| 	/// | ||||
| 	/// Overwriting the contents of the TransferBuffer before the command buffer | ||||
| 	/// has finished execution will cause undefined behavior. | ||||
| 	/// | ||||
| 	/// You MAY assume that the copy has finished for subsequent commands. | ||||
| 	/// </summary> | ||||
| 	/// <param name="cycle">If true, cycles the texture if the given slice is bound.</param> | ||||
| 	public void UploadToTexture( | ||||
| 		TransferBuffer transferBuffer, | ||||
| 		in TextureRegion textureRegion, | ||||
| 		in BufferImageCopy copyParams, | ||||
| 		bool cycle | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertBufferBoundsCheck(transferBuffer.Size, copyParams.BufferOffset, textureRegion.Size); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_UploadToTexture( | ||||
| 			Handle, | ||||
| 			transferBuffer.Handle, | ||||
| 			textureRegion.ToRefresh(), | ||||
| 			copyParams.ToRefresh(), | ||||
| 			Conversions.BoolToInt(cycle) | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Uploads the contents of an entire buffer to a 2D texture with no mips. | ||||
| 	/// </summary> | ||||
| 	public void UploadToTexture( | ||||
| 		TransferBuffer transferBuffer, | ||||
| 		Texture texture, | ||||
| 		bool cycle | ||||
| 	) { | ||||
| 		UploadToTexture( | ||||
| 			transferBuffer, | ||||
| 			new TextureRegion(texture), | ||||
| 			new BufferImageCopy(0, 0, 0), | ||||
| 			cycle | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Uploads data from a TransferBuffer to a GpuBuffer. | ||||
| 	/// This copy occurs on the GPU timeline. | ||||
| 	/// | ||||
| 	/// Overwriting the contents of the TransferBuffer before the command buffer | ||||
| 	/// has finished execution will cause undefined behavior. | ||||
| 	/// | ||||
| 	/// You MAY assume that the copy has finished for subsequent commands. | ||||
| 	/// </summary> | ||||
| 	/// <param name="cycle">If true, cycles the buffer if it is bound.</param> | ||||
| 	public void UploadToBuffer( | ||||
| 		TransferBuffer transferBuffer, | ||||
| 		GpuBuffer buffer, | ||||
| 		in BufferCopy copyParams, | ||||
| 		bool cycle | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertBufferBoundsCheck(transferBuffer.Size, copyParams.SrcOffset, copyParams.Size); | ||||
| 		AssertBufferBoundsCheck(buffer.Size, copyParams.DstOffset, copyParams.Size); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_UploadToBuffer( | ||||
| 			Handle, | ||||
| 			transferBuffer.Handle, | ||||
| 			buffer.Handle, | ||||
| 			copyParams.ToRefresh(), | ||||
| 			Conversions.BoolToInt(cycle) | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Copies the entire contents of a TransferBuffer to a GpuBuffer. | ||||
| 	/// </summary> | ||||
| 	public void UploadToBuffer( | ||||
| 		TransferBuffer transferBuffer, | ||||
| 		GpuBuffer buffer, | ||||
| 		bool cycle | ||||
| 	) { | ||||
| 		UploadToBuffer( | ||||
| 			transferBuffer, | ||||
| 			buffer, | ||||
| 			new BufferCopy(0, 0, transferBuffer.Size), | ||||
| 			cycle | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Copies data element-wise into from a TransferBuffer to a GpuBuffer. | ||||
| 	/// </summary> | ||||
| 	public void UploadToBuffer<T>( | ||||
| 		TransferBuffer transferBuffer, | ||||
| 		GpuBuffer buffer, | ||||
| 		uint sourceStartElement, | ||||
| 		uint destinationStartElement, | ||||
| 		uint numElements, | ||||
| 		bool cycle | ||||
| 	) where T : unmanaged | ||||
| 	{ | ||||
| 		var elementSize = Marshal.SizeOf<T>(); | ||||
| 		var dataLengthInBytes = (uint) (elementSize * numElements); | ||||
| 		var srcOffsetInBytes = (uint) (elementSize * sourceStartElement); | ||||
| 		var dstOffsetInBytes = (uint) (elementSize * destinationStartElement); | ||||
| 
 | ||||
| 		UploadToBuffer( | ||||
| 			transferBuffer, | ||||
| 			buffer, | ||||
| 			new BufferCopy(srcOffsetInBytes, dstOffsetInBytes, dataLengthInBytes), | ||||
| 			cycle | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Copies the contents of a TextureRegion to another TextureRegion. | ||||
| 	/// The regions must have the same dimensions. | ||||
| 	/// This copy occurs on the GPU timeline. | ||||
| 	/// | ||||
| 	/// You MAY assume that the copy has finished in subsequent commands. | ||||
| 	/// </summary> | ||||
| 	public void CopyTextureToTexture( | ||||
| 		in TextureRegion source, | ||||
| 		in TextureRegion destination, | ||||
| 		bool cycle | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertTextureBoundsCheck(destination.Size, source.Size); | ||||
| 
 | ||||
| 		if (source.Width != destination.Width || source.Height != destination.Height || source.Depth != destination.Depth) | ||||
| 		{ | ||||
| 			throw new System.InvalidOperationException("Texture copy must have the same dimensions!"); | ||||
| 		} | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_CopyTextureToTexture( | ||||
| 			Handle, | ||||
| 			source.ToRefresh(), | ||||
| 			destination.ToRefresh(), | ||||
| 			Conversions.BoolToInt(cycle) | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Copies data from a GpuBuffer to another GpuBuffer. | ||||
| 	/// This copy occurs on the GPU timeline. | ||||
| 	/// | ||||
| 	/// You MAY assume that the copy has finished in subsequent commands. | ||||
| 	/// </summary> | ||||
| 	public void CopyBufferToBuffer( | ||||
| 		GpuBuffer source, | ||||
| 		GpuBuffer destination, | ||||
| 		in BufferCopy copyParams, | ||||
| 		bool cycle | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertBufferBoundsCheck(source.Size, copyParams.SrcOffset, copyParams.Size); | ||||
| 		AssertBufferBoundsCheck(destination.Size, copyParams.DstOffset, copyParams.Size); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_CopyBufferToBuffer( | ||||
| 			Handle, | ||||
| 			source.Handle, | ||||
| 			destination.Handle, | ||||
| 			copyParams.ToRefresh(), | ||||
| 			Conversions.BoolToInt(cycle) | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public void DownloadFromBuffer( | ||||
| 		GpuBuffer buffer, | ||||
| 		TransferBuffer transferBuffer, | ||||
| 		in BufferCopy copyParams | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertBufferBoundsCheck(buffer.Size, copyParams.SrcOffset, copyParams.Size); | ||||
| 		AssertBufferBoundsCheck(transferBuffer.Size, copyParams.DstOffset, copyParams.Size); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_DownloadFromBuffer( | ||||
| 			Handle, | ||||
| 			buffer.Handle, | ||||
| 			transferBuffer.Handle, | ||||
| 			copyParams.ToRefresh() | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public void DownloadFromTexture( | ||||
| 		in TextureRegion textureRegion, | ||||
| 		TransferBuffer transferBuffer, | ||||
| 		in BufferImageCopy copyParams | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertBufferBoundsCheck(transferBuffer.Size, copyParams.BufferOffset, textureRegion.Size); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_DownloadFromTexture( | ||||
| 			Handle, | ||||
| 			textureRegion.ToRefresh(), | ||||
| 			transferBuffer.Handle, | ||||
| 			copyParams.ToRefresh() | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| #if DEBUG | ||||
| 	private void AssertBufferBoundsCheck(uint bufferLengthInBytes, uint offsetInBytes, uint copyLengthInBytes) | ||||
| 	{ | ||||
| 		if (copyLengthInBytes > bufferLengthInBytes + offsetInBytes) | ||||
| 		{ | ||||
| 			throw new System.InvalidOperationException($"SetBufferData overflow! buffer length {bufferLengthInBytes}, offset {offsetInBytes}, copy length {copyLengthInBytes}"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertTextureBoundsCheck(uint textureSizeInBytes, uint dataLengthInBytes) | ||||
| 	{ | ||||
| 		if (dataLengthInBytes > textureSizeInBytes) | ||||
| 		{ | ||||
| 			throw new System.InvalidOperationException($"SetTextureData overflow! texture size {textureSizeInBytes}, data size {dataLengthInBytes}"); | ||||
| 		} | ||||
| 	} | ||||
| #endif | ||||
| } | ||||
|  | @ -0,0 +1,25 @@ | |||
| using System.Collections.Concurrent; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| internal class CopyPassPool | ||||
| { | ||||
| 	private ConcurrentQueue<CopyPass> CopyPasses = new ConcurrentQueue<CopyPass>(); | ||||
| 
 | ||||
| 	public CopyPass Obtain() | ||||
| 	{ | ||||
| 		if (CopyPasses.TryDequeue(out var copyPass)) | ||||
| 		{ | ||||
| 			return copyPass; | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			return new CopyPass(); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	public void Return(CopyPass copyPass) | ||||
| 	{ | ||||
| 		CopyPasses.Enqueue(copyPass); | ||||
| 	} | ||||
| } | ||||
|  | @ -47,7 +47,13 @@ namespace MoonWorks.Graphics.Font | |||
| 				out float distanceRange | ||||
| 			); | ||||
| 
 | ||||
| 			var texture = Texture.FromImageFile(graphicsDevice, commandBuffer, Path.ChangeExtension(fontPath, ".png")); | ||||
| 			var imagePath = Path.ChangeExtension(fontPath, ".png"); | ||||
| 			ImageUtils.ImageInfoFromFile(imagePath, out var width, out var height, out var sizeInBytes); | ||||
| 
 | ||||
| 			var uploader = new ResourceUploader(graphicsDevice); | ||||
| 			var texture = uploader.CreateTexture2DFromCompressed(imagePath); | ||||
| 			uploader.Upload(); | ||||
| 			uploader.Dispose(); | ||||
| 
 | ||||
| 			NativeMemory.Free(fontFileByteBuffer); | ||||
| 			NativeMemory.Free(atlasFileByteBuffer); | ||||
|  |  | |||
|  | @ -13,10 +13,12 @@ namespace MoonWorks.Graphics.Font | |||
| 		private GraphicsDevice GraphicsDevice { get; } | ||||
| 		public IntPtr Handle { get; } | ||||
| 
 | ||||
| 		public Buffer VertexBuffer { get; protected set; } = null; | ||||
| 		public Buffer IndexBuffer { get; protected set; } = null; | ||||
| 		public GpuBuffer VertexBuffer { get; protected set; } = null; | ||||
| 		public GpuBuffer IndexBuffer { get; protected set; } = null; | ||||
| 		public uint PrimitiveCount { get; protected set; } | ||||
| 
 | ||||
| 		private TransferBuffer TransferBuffer; | ||||
| 
 | ||||
| 		public Font CurrentFont { get; private set; } | ||||
| 
 | ||||
| 		private byte* StringBytes; | ||||
|  | @ -30,8 +32,10 @@ namespace MoonWorks.Graphics.Font | |||
| 			StringBytesLength = 128; | ||||
| 			StringBytes = (byte*) NativeMemory.Alloc((nuint) StringBytesLength); | ||||
| 
 | ||||
| 			VertexBuffer = Buffer.Create<Vertex>(GraphicsDevice, BufferUsageFlags.Vertex, INITIAL_VERTEX_COUNT); | ||||
| 			IndexBuffer = Buffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, INITIAL_INDEX_COUNT); | ||||
| 			VertexBuffer = GpuBuffer.Create<Vertex>(GraphicsDevice, BufferUsageFlags.Vertex, INITIAL_VERTEX_COUNT); | ||||
| 			IndexBuffer = GpuBuffer.Create<uint>(GraphicsDevice, BufferUsageFlags.Index, INITIAL_INDEX_COUNT); | ||||
| 
 | ||||
| 			TransferBuffer = TransferBuffer.Create<byte>(GraphicsDevice, TransferUsage.Buffer, TransferBufferMapFlags.Write, VertexBuffer.Size + IndexBuffer.Size); | ||||
| 		} | ||||
| 
 | ||||
| 		// Call this to initialize or reset the batch. | ||||
|  | @ -93,42 +97,60 @@ namespace MoonWorks.Graphics.Font | |||
| 				out uint indexDataLengthInBytes | ||||
| 			); | ||||
| 
 | ||||
| 			var vertexSpan = new Span<byte>((void*) vertexDataPointer, (int) vertexDataLengthInBytes); | ||||
| 			var indexSpan = new Span<byte>((void*) indexDataPointer, (int) indexDataLengthInBytes); | ||||
| 
 | ||||
| 			var newTransferBufferNeeded = false; | ||||
| 
 | ||||
| 			if (VertexBuffer.Size < vertexDataLengthInBytes) | ||||
| 			{ | ||||
| 				VertexBuffer.Dispose(); | ||||
| 				VertexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Vertex, vertexDataLengthInBytes); | ||||
| 				VertexBuffer = new GpuBuffer(GraphicsDevice, BufferUsageFlags.Vertex, vertexDataLengthInBytes); | ||||
| 				newTransferBufferNeeded = true; | ||||
| 			} | ||||
| 
 | ||||
| 			if (IndexBuffer.Size < indexDataLengthInBytes) | ||||
| 			{ | ||||
| 				IndexBuffer.Dispose(); | ||||
| 				IndexBuffer = new Buffer(GraphicsDevice, BufferUsageFlags.Index, vertexDataLengthInBytes); | ||||
| 				IndexBuffer = new GpuBuffer(GraphicsDevice, BufferUsageFlags.Index, vertexDataLengthInBytes); | ||||
| 				newTransferBufferNeeded = true; | ||||
| 			} | ||||
| 
 | ||||
| 			if (newTransferBufferNeeded) | ||||
| 			{ | ||||
| 				TransferBuffer.Dispose(); | ||||
| 				TransferBuffer = new TransferBuffer(GraphicsDevice, TransferUsage.Buffer, TransferBufferMapFlags.Write, VertexBuffer.Size + IndexBuffer.Size); | ||||
| 			} | ||||
| 
 | ||||
| 			if (vertexDataLengthInBytes > 0 && indexDataLengthInBytes > 0) | ||||
| 			{ | ||||
| 				commandBuffer.SetBufferData(VertexBuffer, vertexDataPointer, 0, vertexDataLengthInBytes); | ||||
| 				commandBuffer.SetBufferData(IndexBuffer, indexDataPointer, 0, indexDataLengthInBytes); | ||||
| 				TransferBuffer.SetData(vertexSpan, true); | ||||
| 				TransferBuffer.SetData(indexSpan, (uint) vertexSpan.Length, false); | ||||
| 
 | ||||
| 				var copyPass = commandBuffer.BeginCopyPass(); | ||||
| 				copyPass.UploadToBuffer(TransferBuffer, VertexBuffer, new BufferCopy(0, 0, (uint) vertexSpan.Length), true); | ||||
| 				copyPass.UploadToBuffer(TransferBuffer, IndexBuffer, new BufferCopy((uint) vertexSpan.Length, 0, (uint) indexSpan.Length), true); | ||||
| 				commandBuffer.EndCopyPass(copyPass); | ||||
| 			} | ||||
| 
 | ||||
| 			PrimitiveCount = vertexCount / 2; | ||||
| 		} | ||||
| 
 | ||||
| 		// Call this AFTER binding your text pipeline! | ||||
| 		public void Render(CommandBuffer commandBuffer, Math.Float.Matrix4x4 transformMatrix) | ||||
| 		public void Render(RenderPass renderPass, Math.Float.Matrix4x4 transformMatrix) | ||||
| 		{ | ||||
| 			commandBuffer.BindFragmentSamplers(new TextureSamplerBinding( | ||||
| 			renderPass.BindFragmentSampler(new TextureSamplerBinding( | ||||
| 				CurrentFont.Texture, | ||||
| 				GraphicsDevice.LinearSampler | ||||
| 			)); | ||||
| 			commandBuffer.BindVertexBuffers(VertexBuffer); | ||||
| 			commandBuffer.BindIndexBuffer(IndexBuffer, IndexElementSize.ThirtyTwo); | ||||
| 			commandBuffer.DrawIndexedPrimitives( | ||||
| 			renderPass.BindVertexBuffer(VertexBuffer); | ||||
| 			renderPass.BindIndexBuffer(IndexBuffer, IndexElementSize.ThirtyTwo); | ||||
| 			renderPass.PushVertexUniformData(transformMatrix); | ||||
| 			renderPass.PushFragmentUniformData(CurrentFont.DistanceRange); | ||||
| 			renderPass.DrawIndexedPrimitives( | ||||
| 				0, | ||||
| 				0, | ||||
| 				PrimitiveCount, | ||||
| 				commandBuffer.PushVertexShaderUniforms(transformMatrix), | ||||
| 				commandBuffer.PushFragmentShaderUniforms(CurrentFont.DistanceRange) | ||||
| 				PrimitiveCount | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
|  |  | |||
|  | @ -4,7 +4,6 @@ using System.IO; | |||
| using System.Runtime.InteropServices; | ||||
| using MoonWorks.Video; | ||||
| using RefreshCS; | ||||
| using WellspringCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
|  | @ -14,17 +13,17 @@ namespace MoonWorks.Graphics | |||
| 	public class GraphicsDevice : IDisposable | ||||
| 	{ | ||||
| 		public IntPtr Handle { get; } | ||||
| 		public Backend Backend { get; } | ||||
| 
 | ||||
| 		private uint windowFlags; | ||||
| 		public SDL2.SDL.SDL_WindowFlags WindowFlags => (SDL2.SDL.SDL_WindowFlags) windowFlags; | ||||
| 		public BackendFlags Backend { get; } | ||||
| 		public bool DebugMode { get; } | ||||
| 
 | ||||
| 		// Built-in video pipeline | ||||
| 		internal GraphicsPipeline VideoPipeline { get; } | ||||
| 
 | ||||
| 		// Built-in text shader info | ||||
| 		public GraphicsShaderInfo TextVertexShaderInfo { get; } | ||||
| 		public GraphicsShaderInfo TextFragmentShaderInfo { get; } | ||||
| 		public Shader TextVertexShader; | ||||
| 		public Shader TextFragmentShader; | ||||
| 		public GraphicsPipelineResourceInfo TextVertexShaderInfo { get; } | ||||
| 		public GraphicsPipelineResourceInfo TextFragmentShaderInfo { get; } | ||||
| 		public VertexInputState TextVertexInputState { get; } | ||||
| 
 | ||||
| 		// Built-in samplers | ||||
|  | @ -34,73 +33,137 @@ namespace MoonWorks.Graphics | |||
| 		public bool IsDisposed { get; private set; } | ||||
| 
 | ||||
| 		private readonly HashSet<GCHandle> resources = new HashSet<GCHandle>(); | ||||
| 		private FencePool FencePool; | ||||
| 		private CommandBufferPool CommandBufferPool; | ||||
| 		private FencePool FencePool; | ||||
| 		internal RenderPassPool RenderPassPool = new RenderPassPool(); | ||||
| 		internal ComputePassPool ComputePassPool = new ComputePassPool(); | ||||
| 		internal CopyPassPool CopyPassPool = new CopyPassPool(); | ||||
| 
 | ||||
| 		internal GraphicsDevice( | ||||
| 			Backend preferredBackend, | ||||
| 		internal unsafe GraphicsDevice( | ||||
| 			BackendFlags preferredBackends, | ||||
| 			bool debugMode | ||||
| 		) { | ||||
| 			Backend = (Backend) Refresh.Refresh_SelectBackend((Refresh.Backend) preferredBackend, out windowFlags); | ||||
| 
 | ||||
| 			if (Backend == Backend.Invalid) | ||||
| 			if (preferredBackends == BackendFlags.Invalid) | ||||
| 			{ | ||||
| 				throw new System.Exception("Could not set graphics backend!"); | ||||
| 			} | ||||
| 
 | ||||
| 			Handle = Refresh.Refresh_CreateDevice( | ||||
| 				(Refresh.BackendFlags) preferredBackends, | ||||
| 				Conversions.BoolToByte(debugMode) | ||||
| 			); | ||||
| 
 | ||||
| 			DebugMode = debugMode; | ||||
| 			// TODO: check for CreateDevice fail | ||||
| 
 | ||||
| 			Backend = (BackendFlags) Refresh.Refresh_GetBackend(Handle); | ||||
| 
 | ||||
| 			// Check for replacement stock shaders | ||||
| 			string basePath = System.AppContext.BaseDirectory; | ||||
| 
 | ||||
| 			string videoVertPath = Path.Combine(basePath, "video_fullscreen.vert.refresh"); | ||||
| 			string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh"); | ||||
| 			string fullscreenVertPath = Path.Combine(basePath, "fullscreen.vert.refresh"); | ||||
| 
 | ||||
| 			string textVertPath = Path.Combine(basePath, "text_transform.vert.refresh"); | ||||
| 			string textFragPath = Path.Combine(basePath, "text_msdf.frag.refresh"); | ||||
| 
 | ||||
| 			ShaderModule videoVertShader; | ||||
| 			ShaderModule videoFragShader; | ||||
| 			string videoFragPath = Path.Combine(basePath, "video_yuv2rgba.frag.refresh"); | ||||
| 
 | ||||
| 			ShaderModule textVertShader; | ||||
| 			ShaderModule textFragShader; | ||||
| 			Shader fullscreenVertShader; | ||||
| 
 | ||||
| 			if (File.Exists(videoVertPath) && File.Exists(videoFragPath)) | ||||
| 			Shader textVertShader; | ||||
| 			Shader textFragShader; | ||||
| 
 | ||||
| 			Shader videoFragShader; | ||||
| 
 | ||||
| 			if (File.Exists(fullscreenVertPath)) | ||||
| 			{ | ||||
| 				videoVertShader = new ShaderModule(this, videoVertPath); | ||||
| 				videoFragShader = new ShaderModule(this, videoFragPath); | ||||
| 				fullscreenVertShader = new Shader( | ||||
| 					this, | ||||
| 					fullscreenVertPath, | ||||
| 					"main", | ||||
| 					ShaderStage.Vertex, | ||||
| 					ShaderFormat.SECRET | ||||
| 				); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				// use defaults | ||||
| 				var assembly = typeof(GraphicsDevice).Assembly; | ||||
| 				using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.Fullscreen.vert.spv"); | ||||
| 				fullscreenVertShader = new Shader( | ||||
| 					this, | ||||
| 					vertStream, | ||||
| 					"main", | ||||
| 					ShaderStage.Vertex, | ||||
| 					ShaderFormat.SPIRV | ||||
| 				); | ||||
| 			} | ||||
| 
 | ||||
| 				using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoFullscreen.vert.refresh"); | ||||
| 				using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.refresh"); | ||||
| 
 | ||||
| 				videoVertShader = new ShaderModule(this, vertStream); | ||||
| 				videoFragShader = new ShaderModule(this, fragStream); | ||||
| 			if (File.Exists(videoFragPath)) | ||||
| 			{ | ||||
| 				videoFragShader = new Shader( | ||||
| 					this, | ||||
| 					videoFragPath, | ||||
| 					"main", | ||||
| 					ShaderStage.Fragment, | ||||
| 					ShaderFormat.SECRET | ||||
| 				); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				// use defaults | ||||
| 				var assembly = typeof(GraphicsDevice).Assembly; | ||||
| 				using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.VideoYUV2RGBA.frag.spv"); | ||||
| 				videoFragShader = new Shader( | ||||
| 					this, | ||||
| 					fragStream, | ||||
| 					"main", | ||||
| 					ShaderStage.Fragment, | ||||
| 					ShaderFormat.SPIRV | ||||
| 				); | ||||
| 			} | ||||
| 
 | ||||
| 			if (File.Exists(textVertPath) && File.Exists(textFragPath)) | ||||
| 			{ | ||||
| 				textVertShader = new ShaderModule(this, textVertPath); | ||||
| 				textFragShader = new ShaderModule(this, textFragPath); | ||||
| 				textVertShader = new Shader( | ||||
| 					this, | ||||
| 					textVertPath, | ||||
| 					"main", | ||||
| 					ShaderStage.Vertex, | ||||
| 					ShaderFormat.SECRET | ||||
| 				); | ||||
| 
 | ||||
| 				textFragShader = new Shader( | ||||
| 					this, | ||||
| 					textFragPath, | ||||
| 					"main", | ||||
| 					ShaderStage.Fragment, | ||||
| 					ShaderFormat.SECRET | ||||
| 				); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				// use defaults | ||||
| 				var assembly = typeof(GraphicsDevice).Assembly; | ||||
| 
 | ||||
| 				using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextTransform.vert.refresh"); | ||||
| 				using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextMSDF.frag.refresh"); | ||||
| 				using var vertStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextTransform.vert.spv"); | ||||
| 				using var fragStream = assembly.GetManifestResourceStream("MoonWorks.Graphics.StockShaders.TextMSDF.frag.spv"); | ||||
| 
 | ||||
| 				textVertShader = new ShaderModule(this, vertStream); | ||||
| 				textFragShader = new ShaderModule(this, fragStream); | ||||
| 				textVertShader = new Shader( | ||||
| 					this, | ||||
| 					vertStream, | ||||
| 					"main", | ||||
| 					ShaderStage.Fragment, | ||||
| 					ShaderFormat.SPIRV | ||||
| 				); | ||||
| 
 | ||||
| 				textFragShader = new Shader( | ||||
| 					this, | ||||
| 					fragStream, | ||||
| 					"main", | ||||
| 					ShaderStage.Fragment, | ||||
| 					ShaderFormat.SPIRV | ||||
| 				); | ||||
| 			} | ||||
| 
 | ||||
| 			VideoPipeline = new GraphicsPipeline( | ||||
|  | @ -114,16 +177,12 @@ namespace MoonWorks.Graphics | |||
| 						) | ||||
| 					), | ||||
| 					DepthStencilState = DepthStencilState.Disable, | ||||
| 					VertexShaderInfo = GraphicsShaderInfo.Create( | ||||
| 						videoVertShader, | ||||
| 						"main", | ||||
| 						0 | ||||
| 					), | ||||
| 					FragmentShaderInfo = GraphicsShaderInfo.Create( | ||||
| 						videoFragShader, | ||||
| 						"main", | ||||
| 						3 | ||||
| 					), | ||||
| 					VertexShader = fullscreenVertShader, | ||||
| 					FragmentShader = videoFragShader, | ||||
| 					FragmentShaderResourceInfo = new GraphicsPipelineResourceInfo | ||||
| 					{ | ||||
| 						SamplerCount = 3 | ||||
| 					}, | ||||
| 					VertexInputState = VertexInputState.Empty, | ||||
| 					RasterizerState = RasterizerState.CCW_CullNone, | ||||
| 					PrimitiveType = PrimitiveType.TriangleList, | ||||
|  | @ -131,8 +190,15 @@ namespace MoonWorks.Graphics | |||
| 				} | ||||
| 			); | ||||
| 
 | ||||
| 			TextVertexShaderInfo = GraphicsShaderInfo.Create<Math.Float.Matrix4x4>(textVertShader, "main", 0); | ||||
| 			TextFragmentShaderInfo = GraphicsShaderInfo.Create<float>(textFragShader, "main", 1); | ||||
| 			TextVertexShader = textVertShader; | ||||
| 			TextVertexShaderInfo = new GraphicsPipelineResourceInfo(); | ||||
| 
 | ||||
| 			TextFragmentShader = textFragShader; | ||||
| 			TextFragmentShaderInfo = new GraphicsPipelineResourceInfo | ||||
| 			{ | ||||
| 				SamplerCount = 1 | ||||
| 			}; | ||||
| 
 | ||||
| 			TextVertexInputState = VertexInputState.CreateSingleBinding<Font.Vertex>(); | ||||
| 
 | ||||
| 			PointSampler = new Sampler(this, SamplerCreateInfo.PointClamp); | ||||
|  | @ -145,20 +211,25 @@ namespace MoonWorks.Graphics | |||
| 		/// <summary> | ||||
| 		/// Prepares a window so that frames can be presented to it. | ||||
| 		/// </summary> | ||||
| 		/// <param name="swapchainComposition">The desired composition of the swapchain. Ignore this unless you are using HDR or tonemapping.</param> | ||||
| 		/// <param name="presentMode">The desired presentation mode for the window. Roughly equivalent to V-Sync.</param> | ||||
| 		/// <returns>True if successfully claimed.</returns> | ||||
| 		public bool ClaimWindow(Window window, PresentMode presentMode) | ||||
| 		{ | ||||
| 		public bool ClaimWindow( | ||||
| 			Window window, | ||||
| 			SwapchainComposition swapchainComposition, | ||||
| 			PresentMode presentMode | ||||
| 		) { | ||||
| 			if (window.Claimed) | ||||
| 			{ | ||||
| 				Logger.LogError("Window already claimed!"); | ||||
| 				return false; | ||||
| 			} | ||||
| 
 | ||||
| 			var success = Conversions.ByteToBool( | ||||
| 			var success = Conversions.IntToBool( | ||||
| 				Refresh.Refresh_ClaimWindow( | ||||
| 					Handle, | ||||
| 					window.Handle, | ||||
| 					(Refresh.SwapchainComposition) swapchainComposition, | ||||
| 					(Refresh.PresentMode) presentMode | ||||
| 				) | ||||
| 			); | ||||
|  | @ -166,7 +237,9 @@ namespace MoonWorks.Graphics | |||
| 			if (success) | ||||
| 			{ | ||||
| 				window.Claimed = true; | ||||
| 				window.SwapchainComposition = swapchainComposition; | ||||
| 				window.SwapchainFormat = GetSwapchainFormat(window); | ||||
| 
 | ||||
| 				if (window.SwapchainTexture == null) | ||||
| 				{ | ||||
| 					window.SwapchainTexture = new Texture(this, window.SwapchainFormat); | ||||
|  | @ -201,17 +274,21 @@ namespace MoonWorks.Graphics | |||
| 		/// </summary> | ||||
| 		/// <param name="window"></param> | ||||
| 		/// <param name="presentMode"></param> | ||||
| 		public void SetPresentMode(Window window, PresentMode presentMode) | ||||
| 		{ | ||||
| 		public void SetSwapchainParameters( | ||||
| 			Window window, | ||||
| 			SwapchainComposition swapchainComposition, | ||||
| 			PresentMode presentMode | ||||
| 		) { | ||||
| 			if (!window.Claimed) | ||||
| 			{ | ||||
| 				Logger.LogError("Cannot set present mode on unclaimed window!"); | ||||
| 				return; | ||||
| 			} | ||||
| 
 | ||||
| 			Refresh.Refresh_SetSwapchainPresentMode( | ||||
| 			Refresh.Refresh_SetSwapchainParameters( | ||||
| 				Handle, | ||||
| 				window.Handle, | ||||
| 				(Refresh.SwapchainComposition) swapchainComposition, | ||||
| 				(Refresh.PresentMode) presentMode | ||||
| 			); | ||||
| 		} | ||||
|  | @ -244,7 +321,6 @@ namespace MoonWorks.Graphics | |||
| #endif | ||||
| 
 | ||||
| 			Refresh.Refresh_Submit( | ||||
| 				Handle, | ||||
| 				commandBuffer.Handle | ||||
| 			); | ||||
| 
 | ||||
|  | @ -262,7 +338,6 @@ namespace MoonWorks.Graphics | |||
| 		public Fence SubmitAndAcquireFence(CommandBuffer commandBuffer) | ||||
| 		{ | ||||
| 			var fenceHandle = Refresh.Refresh_SubmitAndAcquireFence( | ||||
| 				Handle, | ||||
| 				commandBuffer.Handle | ||||
| 			); | ||||
| 
 | ||||
|  | @ -283,16 +358,15 @@ namespace MoonWorks.Graphics | |||
| 		/// <summary> | ||||
| 		/// Waits for the given fence to become signaled. | ||||
| 		/// </summary> | ||||
| 		public unsafe void WaitForFences(Fence fence) | ||||
| 		public unsafe void WaitForFence(Fence fence) | ||||
| 		{ | ||||
| 			var handlePtr = stackalloc nint[1]; | ||||
| 			handlePtr[0] = fence.Handle; | ||||
| 			var fenceHandle = fence.Handle; | ||||
| 
 | ||||
| 			Refresh.Refresh_WaitForFences( | ||||
| 				Handle, | ||||
| 				1, | ||||
| 				1, | ||||
| 				(nint) handlePtr | ||||
| 				&fenceHandle, | ||||
| 				1 | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
|  | @ -300,76 +374,7 @@ namespace MoonWorks.Graphics | |||
| 		/// Wait for one or more fences to become signaled. | ||||
| 		/// </summary> | ||||
| 		/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param> | ||||
| 		public unsafe void WaitForFences( | ||||
| 			Fence fenceOne, | ||||
| 			Fence fenceTwo, | ||||
| 			bool waitAll | ||||
| 		) { | ||||
| 			var handlePtr = stackalloc nint[2]; | ||||
| 			handlePtr[0] = fenceOne.Handle; | ||||
| 			handlePtr[1] = fenceTwo.Handle; | ||||
| 
 | ||||
| 			Refresh.Refresh_WaitForFences( | ||||
| 				Handle, | ||||
| 				Conversions.BoolToByte(waitAll), | ||||
| 				2, | ||||
| 				(nint) handlePtr | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Wait for one or more fences to become signaled. | ||||
| 		/// </summary> | ||||
| 		/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param> | ||||
| 		public unsafe void WaitForFences( | ||||
| 			Fence fenceOne, | ||||
| 			Fence fenceTwo, | ||||
| 			Fence fenceThree, | ||||
| 			bool waitAll | ||||
| 		) { | ||||
| 			var handlePtr = stackalloc nint[3]; | ||||
| 			handlePtr[0] = fenceOne.Handle; | ||||
| 			handlePtr[1] = fenceTwo.Handle; | ||||
| 			handlePtr[2] = fenceThree.Handle; | ||||
| 
 | ||||
| 			Refresh.Refresh_WaitForFences( | ||||
| 				Handle, | ||||
| 				Conversions.BoolToByte(waitAll), | ||||
| 				3, | ||||
| 				(nint) handlePtr | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Wait for one or more fences to become signaled. | ||||
| 		/// </summary> | ||||
| 		/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param> | ||||
| 		public unsafe void WaitForFences( | ||||
| 			Fence fenceOne, | ||||
| 			Fence fenceTwo, | ||||
| 			Fence fenceThree, | ||||
| 			Fence fenceFour, | ||||
| 			bool waitAll | ||||
| 		) { | ||||
| 			var handlePtr = stackalloc nint[4]; | ||||
| 			handlePtr[0] = fenceOne.Handle; | ||||
| 			handlePtr[1] = fenceTwo.Handle; | ||||
| 			handlePtr[2] = fenceThree.Handle; | ||||
| 			handlePtr[3] = fenceFour.Handle; | ||||
| 
 | ||||
| 			Refresh.Refresh_WaitForFences( | ||||
| 				Handle, | ||||
| 				Conversions.BoolToByte(waitAll), | ||||
| 				4, | ||||
| 				(nint) handlePtr | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Wait for one or more fences to become signaled. | ||||
| 		/// </summary> | ||||
| 		/// <param name="waitAll">If true, will wait for all given fences to be signaled.</param> | ||||
| 		public unsafe void WaitForFences(Fence[] fences, bool waitAll) | ||||
| 		public unsafe void WaitForFences(Span<Fence> fences, bool waitAll) | ||||
| 		{ | ||||
| 			var handlePtr = stackalloc nint[fences.Length]; | ||||
| 
 | ||||
|  | @ -380,9 +385,9 @@ namespace MoonWorks.Graphics | |||
| 
 | ||||
| 			Refresh.Refresh_WaitForFences( | ||||
| 				Handle, | ||||
| 				Conversions.BoolToByte(waitAll), | ||||
| 				4, | ||||
| 				(nint) handlePtr | ||||
| 				Conversions.BoolToInt(waitAll), | ||||
| 				handlePtr, | ||||
| 				(uint) fences.Length | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
|  | @ -414,7 +419,12 @@ namespace MoonWorks.Graphics | |||
| 
 | ||||
| 		private TextureFormat GetSwapchainFormat(Window window) | ||||
| 		{ | ||||
| 			return (TextureFormat) Refresh.Refresh_GetSwapchainFormat(Handle, window.Handle); | ||||
| 			if (!window.Claimed) | ||||
| 			{ | ||||
| 				throw new System.ArgumentException("Cannot get swapchain format of unclaimed window!"); | ||||
| 			} | ||||
| 
 | ||||
| 			return (TextureFormat) Refresh.Refresh_GetSwapchainTextureFormat(Handle, window.Handle); | ||||
| 		} | ||||
| 
 | ||||
| 		internal void AddResourceReference(GCHandle resourceReference) | ||||
|  |  | |||
|  | @ -0,0 +1,456 @@ | |||
| using System; | ||||
| using System.IO; | ||||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	public static class ImageUtils | ||||
| 	{ | ||||
| 		/// <summary> | ||||
| 		/// Gets pointer to pixel data from compressed image byte data. | ||||
| 		/// | ||||
| 		/// The returned pointer must be freed by calling FreePixelData. | ||||
| 		/// </summary> | ||||
| 		public static unsafe byte* GetPixelDataFromBytes( | ||||
| 			Span<byte> data, | ||||
| 			out uint width, | ||||
| 			out uint height, | ||||
| 			out uint sizeInBytes | ||||
| 		) { | ||||
| 			fixed (byte* ptr = data) | ||||
| 			{ | ||||
| 				var pixelData = | ||||
| 					Refresh.Refresh_Image_Load( | ||||
| 					ptr, | ||||
| 					data.Length, | ||||
| 					out var w, | ||||
| 					out var h, | ||||
| 					out var len | ||||
| 				); | ||||
| 
 | ||||
| 				width = (uint) w; | ||||
| 				height = (uint) h; | ||||
| 				sizeInBytes = (uint) len; | ||||
| 
 | ||||
| 				return pixelData; | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Gets pointer to pixel data from a compressed image stream. | ||||
| 		/// | ||||
| 		/// The returned pointer must be freed by calling FreePixelData. | ||||
| 		/// </summary> | ||||
| 		public static unsafe byte* GetPixelDataFromStream( | ||||
| 			Stream stream, | ||||
| 			out uint width, | ||||
| 			out uint height, | ||||
| 			out uint sizeInBytes | ||||
| 		) { | ||||
| 			var length = stream.Length; | ||||
| 			var buffer = NativeMemory.Alloc((nuint) length); | ||||
| 			var span = new Span<byte>(buffer, (int) length); | ||||
| 			stream.ReadExactly(span); | ||||
| 
 | ||||
| 			var pixelData = GetPixelDataFromBytes(span, out width, out height, out sizeInBytes); | ||||
| 
 | ||||
| 			NativeMemory.Free(buffer); | ||||
| 
 | ||||
| 			return pixelData; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Gets pointer to pixel data from a compressed image file. | ||||
| 		/// | ||||
| 		/// The returned pointer must be freed by calling FreePixelData. | ||||
| 		/// </summary> | ||||
| 		public static unsafe byte* GetPixelDataFromFile( | ||||
| 			string path, | ||||
| 			out uint width, | ||||
| 			out uint height, | ||||
| 			out uint sizeInBytes | ||||
| 		) { | ||||
| 			var fileStream = new FileStream(path, FileMode.Open, FileAccess.Read); | ||||
| 			return GetPixelDataFromStream(fileStream, out width, out height, out sizeInBytes); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Get metadata from compressed image bytes. | ||||
| 		/// </summary> | ||||
| 		public static unsafe bool ImageInfoFromBytes( | ||||
| 			Span<byte> data, | ||||
| 			out uint width, | ||||
| 			out uint height, | ||||
| 			out uint sizeInBytes | ||||
| 		) { | ||||
| 			fixed (byte* ptr = data) | ||||
| 			{ | ||||
| 				var result = | ||||
| 					Refresh.Refresh_Image_Info( | ||||
| 					ptr, | ||||
| 					data.Length, | ||||
| 					out var w, | ||||
| 					out var h, | ||||
| 					out var len | ||||
| 				); | ||||
| 
 | ||||
| 				width = (uint) w; | ||||
| 				height = (uint) h; | ||||
| 				sizeInBytes = (uint) len; | ||||
| 
 | ||||
| 				return Conversions.IntToBool(result); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Get metadata from a compressed image stream. | ||||
| 		/// </summary> | ||||
| 		public static unsafe bool ImageInfoFromStream( | ||||
| 			Stream stream, | ||||
| 			out uint width, | ||||
| 			out uint height, | ||||
| 			out uint sizeInBytes | ||||
| 		) { | ||||
| 			var length = stream.Length; | ||||
| 			var buffer = NativeMemory.Alloc((nuint) length); | ||||
| 			var span = new Span<byte>(buffer, (int) length); | ||||
| 			stream.ReadExactly(span); | ||||
| 
 | ||||
| 			var result = ImageInfoFromBytes(span, out width, out height, out sizeInBytes); | ||||
| 
 | ||||
| 			NativeMemory.Free(buffer); | ||||
| 
 | ||||
| 			return result; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Get metadata from a compressed image file. | ||||
| 		/// </summary> | ||||
| 		public static bool ImageInfoFromFile( | ||||
| 			string path, | ||||
| 			out uint width, | ||||
| 			out uint height, | ||||
| 			out uint sizeInBytes | ||||
| 		) { | ||||
| 			var fileStream = new FileStream(path, FileMode.Open, FileAccess.Read); | ||||
| 			return ImageInfoFromStream(fileStream, out width, out height, out sizeInBytes); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Frees pixel data obtained from GetPixelData methods. | ||||
| 		/// </summary> | ||||
| 		public unsafe static void FreePixelData(byte* pixels) | ||||
| 		{ | ||||
| 			Refresh.Refresh_Image_Free(pixels); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Saves pixel data contained in a TransferBuffer to a PNG file. | ||||
| 		/// </summary> | ||||
| 		public static unsafe void SavePNG( | ||||
| 			string path, | ||||
| 			TransferBuffer transferBuffer, | ||||
| 			uint bufferOffsetInBytes, | ||||
| 			int width, | ||||
| 			int height, | ||||
| 			bool bgra | ||||
| 		) { | ||||
| 			var sizeInBytes = width * height * 4; | ||||
| 
 | ||||
| 			var pixelsPtr = (byte*) NativeMemory.Alloc((nuint) sizeInBytes); | ||||
| 			var pixelsSpan = new Span<byte>(pixelsPtr, sizeInBytes); | ||||
| 
 | ||||
| 			transferBuffer.GetData(pixelsSpan, bufferOffsetInBytes); | ||||
| 
 | ||||
| 			if (bgra) | ||||
| 			{ | ||||
| 				// if data is bgra, we have to swap the R and B channels | ||||
| 				var rgbaPtr = (byte*) NativeMemory.Alloc((nuint) sizeInBytes); | ||||
| 				var rgbaSpan = new Span<byte>(rgbaPtr, sizeInBytes); | ||||
| 
 | ||||
| 				for (var i = 0; i < sizeInBytes; i += 4) | ||||
| 				{ | ||||
| 					rgbaSpan[i] = pixelsSpan[i + 2]; | ||||
| 					rgbaSpan[i + 1] = pixelsSpan[i + 1]; | ||||
| 					rgbaSpan[i + 2] = pixelsSpan[i]; | ||||
| 					rgbaSpan[i + 3] = pixelsSpan[i + 3]; | ||||
| 				} | ||||
| 
 | ||||
| 				NativeMemory.Free(pixelsPtr); | ||||
| 				pixelsPtr = rgbaPtr; | ||||
| 			} | ||||
| 
 | ||||
| 			Refresh.Refresh_Image_SavePNG(path, pixelsPtr, width, height); | ||||
| 			NativeMemory.Free(pixelsPtr); | ||||
| 		} | ||||
| 
 | ||||
| 		// DDS loading extension, based on MojoDDS | ||||
| 		// Taken from https://github.com/FNA-XNA/FNA/blob/1e49f868f595f62bc6385db45949a03186a7cd7f/src/Graphics/Texture.cs#L194 | ||||
| 		public static void ParseDDS( | ||||
| 			BinaryReader reader, | ||||
| 			out TextureFormat format, | ||||
| 			out int width, | ||||
| 			out int height, | ||||
| 			out int levels, | ||||
| 			out bool isCube | ||||
| 		) { | ||||
| 			// A whole bunch of magic numbers, yay DDS! | ||||
| 			const uint DDS_MAGIC = 0x20534444; | ||||
| 			const uint DDS_HEADERSIZE = 124; | ||||
| 			const uint DDS_PIXFMTSIZE = 32; | ||||
| 			const uint DDSD_HEIGHT = 0x2; | ||||
| 			const uint DDSD_WIDTH = 0x4; | ||||
| 			const uint DDSD_PITCH = 0x8; | ||||
| 			const uint DDSD_LINEARSIZE = 0x80000; | ||||
| 			const uint DDSD_REQ = ( | ||||
| 				DDSD_HEIGHT | DDSD_WIDTH | ||||
| 			); | ||||
| 			const uint DDSCAPS_MIPMAP = 0x400000; | ||||
| 			const uint DDSCAPS_TEXTURE = 0x1000; | ||||
| 			const uint DDSCAPS2_CUBEMAP = 0x200; | ||||
| 			const uint DDPF_FOURCC = 0x4; | ||||
| 			const uint DDPF_RGB = 0x40; | ||||
| 			const uint FOURCC_DXT1 = 0x31545844; | ||||
| 			const uint FOURCC_DXT3 = 0x33545844; | ||||
| 			const uint FOURCC_DXT5 = 0x35545844; | ||||
| 			const uint FOURCC_DX10 = 0x30315844; | ||||
| 			const uint pitchAndLinear = ( | ||||
| 				DDSD_PITCH | DDSD_LINEARSIZE | ||||
| 			); | ||||
| 
 | ||||
| 			// File should start with 'DDS ' | ||||
| 			if (reader.ReadUInt32() != DDS_MAGIC) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Not a DDS!"); | ||||
| 			} | ||||
| 
 | ||||
| 			// Texture info | ||||
| 			uint size = reader.ReadUInt32(); | ||||
| 			if (size != DDS_HEADERSIZE) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Invalid DDS header!"); | ||||
| 			} | ||||
| 			uint flags = reader.ReadUInt32(); | ||||
| 			if ((flags & DDSD_REQ) != DDSD_REQ) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Invalid DDS flags!"); | ||||
| 			} | ||||
| 			if ((flags & pitchAndLinear) == pitchAndLinear) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Invalid DDS flags!"); | ||||
| 			} | ||||
| 			height = reader.ReadInt32(); | ||||
| 			width = reader.ReadInt32(); | ||||
| 			reader.ReadUInt32(); // dwPitchOrLinearSize, unused | ||||
| 			reader.ReadUInt32(); // dwDepth, unused | ||||
| 			levels = reader.ReadInt32(); | ||||
| 
 | ||||
| 			// "Reserved" | ||||
| 			reader.ReadBytes(4 * 11); | ||||
| 
 | ||||
| 			// Format info | ||||
| 			uint formatSize = reader.ReadUInt32(); | ||||
| 			if (formatSize != DDS_PIXFMTSIZE) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Bogus PIXFMTSIZE!"); | ||||
| 			} | ||||
| 			uint formatFlags = reader.ReadUInt32(); | ||||
| 			uint formatFourCC = reader.ReadUInt32(); | ||||
| 			uint formatRGBBitCount = reader.ReadUInt32(); | ||||
| 			uint formatRBitMask = reader.ReadUInt32(); | ||||
| 			uint formatGBitMask = reader.ReadUInt32(); | ||||
| 			uint formatBBitMask = reader.ReadUInt32(); | ||||
| 			uint formatABitMask = reader.ReadUInt32(); | ||||
| 
 | ||||
| 			// dwCaps "stuff" | ||||
| 			uint caps = reader.ReadUInt32(); | ||||
| 			if ((caps & DDSCAPS_TEXTURE) == 0) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Not a texture!"); | ||||
| 			} | ||||
| 
 | ||||
| 			isCube = false; | ||||
| 
 | ||||
| 			uint caps2 = reader.ReadUInt32(); | ||||
| 			if (caps2 != 0) | ||||
| 			{ | ||||
| 				if ((caps2 & DDSCAPS2_CUBEMAP) == DDSCAPS2_CUBEMAP) | ||||
| 				{ | ||||
| 					isCube = true; | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| 					throw new NotSupportedException("Invalid caps2!"); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			reader.ReadUInt32(); // dwCaps3, unused | ||||
| 			reader.ReadUInt32(); // dwCaps4, unused | ||||
| 
 | ||||
| 			// "Reserved" | ||||
| 			reader.ReadUInt32(); | ||||
| 
 | ||||
| 			// Mipmap sanity check | ||||
| 			if ((caps & DDSCAPS_MIPMAP) != DDSCAPS_MIPMAP) | ||||
| 			{ | ||||
| 				levels = 1; | ||||
| 			} | ||||
| 
 | ||||
| 			// Determine texture format | ||||
| 			if ((formatFlags & DDPF_FOURCC) == DDPF_FOURCC) | ||||
| 			{ | ||||
| 				switch (formatFourCC) | ||||
| 				{ | ||||
| 					case 0x71: // D3DFMT_A16B16G16R16F | ||||
| 						format = TextureFormat.R16G16B16A16_SFLOAT; | ||||
| 						break; | ||||
| 					case 0x74: // D3DFMT_A32B32G32R32F | ||||
| 						format = TextureFormat.R32G32B32A32_SFLOAT; | ||||
| 						break; | ||||
| 					case FOURCC_DXT1: | ||||
| 						format = TextureFormat.BC1; | ||||
| 						break; | ||||
| 					case FOURCC_DXT3: | ||||
| 						format = TextureFormat.BC2; | ||||
| 						break; | ||||
| 					case FOURCC_DXT5: | ||||
| 						format = TextureFormat.BC3; | ||||
| 						break; | ||||
| 					case FOURCC_DX10: | ||||
| 						// If the fourCC is DX10, there is an extra header with additional format information. | ||||
| 						uint dxgiFormat = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						// These values are taken from the DXGI_FORMAT enum. | ||||
| 						switch (dxgiFormat) | ||||
| 						{ | ||||
| 							case 2: | ||||
| 								format = TextureFormat.R32G32B32A32_SFLOAT; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 10: | ||||
| 								format = TextureFormat.R16G16B16A16_SFLOAT; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 71: | ||||
| 								format = TextureFormat.BC1; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 74: | ||||
| 								format = TextureFormat.BC2; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 77: | ||||
| 								format = TextureFormat.BC3; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 98: | ||||
| 								format = TextureFormat.BC7; | ||||
| 								break; | ||||
| 
 | ||||
| 							default: | ||||
| 								throw new NotSupportedException( | ||||
| 									"Unsupported DDS texture format" | ||||
| 								); | ||||
| 						} | ||||
| 
 | ||||
| 						uint resourceDimension = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						// These values are taken from the D3D10_RESOURCE_DIMENSION enum. | ||||
| 						switch (resourceDimension) | ||||
| 						{ | ||||
| 							case 0: // Unknown | ||||
| 							case 1: // Buffer | ||||
| 								throw new NotSupportedException( | ||||
| 									"Unsupported DDS texture format" | ||||
| 								); | ||||
| 							default: | ||||
| 								break; | ||||
| 						} | ||||
| 
 | ||||
| 						/* | ||||
| 						 * This flag seemingly only indicates if the texture is a cube map. | ||||
| 						 * This is already determined above. Cool! | ||||
| 						 */ | ||||
| 						uint miscFlag = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						/* | ||||
| 						 * Indicates the number of elements in the texture array. | ||||
| 						 * We don't support texture arrays so just throw if it's greater than 1. | ||||
| 						 */ | ||||
| 						uint arraySize = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						if (arraySize > 1) | ||||
| 						{ | ||||
| 							throw new NotSupportedException( | ||||
| 								"Unsupported DDS texture format" | ||||
| 							); | ||||
| 						} | ||||
| 
 | ||||
| 						reader.ReadUInt32(); // reserved | ||||
| 
 | ||||
| 						break; | ||||
| 					default: | ||||
| 						throw new NotSupportedException( | ||||
| 							"Unsupported DDS texture format" | ||||
| 						); | ||||
| 				} | ||||
| 			} | ||||
| 			else if ((formatFlags & DDPF_RGB) == DDPF_RGB) | ||||
| 			{ | ||||
| 				if (	formatRGBBitCount != 32 || | ||||
| 					formatRBitMask != 0x00FF0000 || | ||||
| 					formatGBitMask != 0x0000FF00 || | ||||
| 					formatBBitMask != 0x000000FF || | ||||
| 					formatABitMask != 0xFF000000	) | ||||
| 				{ | ||||
| 					throw new NotSupportedException( | ||||
| 						"Unsupported DDS texture format" | ||||
| 					); | ||||
| 				} | ||||
| 
 | ||||
| 				format = TextureFormat.B8G8R8A8; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				throw new NotSupportedException( | ||||
| 					"Unsupported DDS texture format" | ||||
| 				); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public static int CalculateDDSLevelSize( | ||||
| 			int width, | ||||
| 			int height, | ||||
| 			TextureFormat format | ||||
| 		) { | ||||
| 			if (format == TextureFormat.R8G8B8A8) | ||||
| 			{ | ||||
| 				return (((width * 32) + 7) / 8) * height; | ||||
| 			} | ||||
| 			else if (format == TextureFormat.R16G16B16A16_SFLOAT) | ||||
| 			{ | ||||
| 				return (((width * 64) + 7) / 8) * height; | ||||
| 			} | ||||
| 			else if (format == TextureFormat.R32G32B32A32_SFLOAT) | ||||
| 			{ | ||||
| 				return (((width * 128) + 7) / 8) * height; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				int blockSize = 16; | ||||
| 				if (format == TextureFormat.BC1) | ||||
| 				{ | ||||
| 					blockSize = 8; | ||||
| 				} | ||||
| 				width = System.Math.Max(width, 1); | ||||
| 				height = System.Math.Max(height, 1); | ||||
| 				return ( | ||||
| 					((width + 3) / 4) * | ||||
| 					((height + 3) / 4) * | ||||
| 					blockSize | ||||
| 				); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -1,307 +0,0 @@ | |||
| using System; | ||||
| 
 | ||||
| namespace MoonWorks | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Presentation mode for a window. | ||||
| 	/// </summary> | ||||
| 	public enum PresentMode | ||||
| 	{ | ||||
| 		/// <summary> | ||||
| 		/// Does not wait for v-blank to update the window. Can cause visible tearing. | ||||
| 		/// </summary> | ||||
| 		Immediate, | ||||
| 		/// <summary> | ||||
| 		/// Waits for v-blank and uses a queue to hold present requests. | ||||
| 		/// Allows for low latency while preventing tearing. | ||||
| 		/// May not be supported on non-Vulkan non-Linux systems or older hardware. | ||||
| 		/// </summary> | ||||
| 		Mailbox, | ||||
| 		/// <summary> | ||||
| 		/// Waits for v-blank and adds present requests to a queue. | ||||
| 		/// Will probably cause latency. | ||||
| 		/// Required to be supported by all compliant hardware. | ||||
| 		/// </summary> | ||||
| 		FIFO, | ||||
| 		/// <summary> | ||||
| 		/// Usually waits for v-blank, but if v-blank has passed since last update will update immediately. | ||||
| 		/// May cause visible tearing. | ||||
| 		/// </summary> | ||||
| 		FIFORelaxed | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| /* Recreate all the enums in here so we don't need to explicitly | ||||
|  * reference the RefreshCS namespace when using MoonWorks.Graphics | ||||
|  */ | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	public enum PrimitiveType | ||||
| 	{ | ||||
| 		PointList, | ||||
| 		LineList, | ||||
| 		LineStrip, | ||||
| 		TriangleList, | ||||
| 		TriangleStrip | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Describes the operation that a render pass will use when loading a render target. | ||||
| 	/// </summary> | ||||
| 	public enum LoadOp | ||||
| 	{ | ||||
| 		Load, | ||||
| 		Clear, | ||||
| 		DontCare | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Describes the operation that a render pass will use when storing a render target. | ||||
| 	/// </summary> | ||||
| 	public enum StoreOp | ||||
| 	{ | ||||
| 		Store, | ||||
| 		DontCare | ||||
| 	} | ||||
| 
 | ||||
| 	[Flags] | ||||
| 	public enum ClearOptionsFlags : uint | ||||
| 	{ | ||||
| 		Color = 1, | ||||
| 		Depth = 2, | ||||
| 		Stencil = 4, | ||||
| 		DepthStencil = Depth | Stencil, | ||||
| 		All = Color | Depth | Stencil | ||||
| 	} | ||||
| 
 | ||||
| 	public enum IndexElementSize | ||||
| 	{ | ||||
| 		Sixteen, | ||||
| 		ThirtyTwo | ||||
| 	} | ||||
| 
 | ||||
| 	public enum TextureFormat | ||||
| 	{ | ||||
| 		R8G8B8A8, | ||||
| 		B8G8R8A8, | ||||
| 		R5G6B5, | ||||
| 		A1R5G5B5, | ||||
| 		B4G4R4A4, | ||||
| 		A2R10G10B10, | ||||
| 		R16G16, | ||||
| 		R16G16B16A16, | ||||
| 		R8, | ||||
| 		BC1, | ||||
| 		BC2, | ||||
| 		BC3, | ||||
| 		BC7, | ||||
| 		R8G8_SNORM, | ||||
| 		R8G8B8A8_SNORM, | ||||
| 		R16_SFLOAT, | ||||
| 		R16G16_SFLOAT, | ||||
| 		R16G16B16A16_SFLOAT, | ||||
| 		R32_SFLOAT, | ||||
| 		R32G32_SFLOAT, | ||||
| 		R32G32B32A32_SFLOAT, | ||||
| 
 | ||||
| 		R8_UINT, | ||||
| 		R8G8_UINT, | ||||
| 		R8G8B8A8_UINT, | ||||
| 		R16_UINT, | ||||
| 		R16G16_UINT, | ||||
| 		R16G16B16A16_UINT, | ||||
| 		D16, | ||||
| 		D32, | ||||
| 		D16S8, | ||||
| 		D32S8 | ||||
| 	} | ||||
| 
 | ||||
| 	[Flags] | ||||
| 	public enum TextureUsageFlags : uint | ||||
| 	{ | ||||
| 		Sampler = 1, | ||||
| 		ColorTarget = 2, | ||||
| 		DepthStencilTarget = 4, | ||||
| 		Compute = 8 | ||||
| 	} | ||||
| 
 | ||||
| 	public enum SampleCount | ||||
| 	{ | ||||
| 		One, | ||||
| 		Two, | ||||
| 		Four, | ||||
| 		Eight | ||||
| 	} | ||||
| 
 | ||||
| 	public enum CubeMapFace : uint | ||||
| 	{ | ||||
| 		PositiveX, | ||||
| 		NegativeX, | ||||
| 		PositiveY, | ||||
| 		NegativeY, | ||||
| 		PositiveZ, | ||||
| 		NegativeZ | ||||
| 	} | ||||
| 
 | ||||
| 	[Flags] | ||||
| 	public enum BufferUsageFlags : uint | ||||
| 	{ | ||||
| 		Vertex = 1, | ||||
| 		Index = 2, | ||||
| 		Compute = 4, | ||||
| 		Indirect = 8 | ||||
| 	} | ||||
| 
 | ||||
| 	public enum VertexElementFormat | ||||
| 	{ | ||||
| 		UInt, | ||||
| 		Float, | ||||
| 		Vector2, | ||||
| 		Vector3, | ||||
| 		Vector4, | ||||
| 		Color, | ||||
| 		Byte4, | ||||
| 		Short2, | ||||
| 		Short4, | ||||
| 		NormalizedShort2, | ||||
| 		NormalizedShort4, | ||||
| 		HalfVector2, | ||||
| 		HalfVector4 | ||||
| 	} | ||||
| 
 | ||||
| 	public enum VertexInputRate | ||||
| 	{ | ||||
| 		Vertex, | ||||
| 		Instance | ||||
| 	} | ||||
| 
 | ||||
| 	public enum FillMode | ||||
| 	{ | ||||
| 		Fill, | ||||
| 		Line | ||||
| 	} | ||||
| 
 | ||||
| 	public enum CullMode | ||||
| 	{ | ||||
| 		None, | ||||
| 		Front, | ||||
| 		Back | ||||
| 	} | ||||
| 
 | ||||
| 	public enum FrontFace | ||||
| 	{ | ||||
| 		CounterClockwise, | ||||
| 		Clockwise | ||||
| 	} | ||||
| 
 | ||||
| 	public enum CompareOp | ||||
| 	{ | ||||
| 		Never, | ||||
| 		Less, | ||||
| 		Equal, | ||||
| 		LessOrEqual, | ||||
| 		Greater, | ||||
| 		NotEqual, | ||||
| 		GreaterOrEqual, | ||||
| 		Always | ||||
| 	} | ||||
| 
 | ||||
| 	public enum StencilOp | ||||
| 	{ | ||||
| 		Keep, | ||||
| 		Zero, | ||||
| 		Replace, | ||||
| 		IncrementAndClamp, | ||||
| 		DecrementAndClamp, | ||||
| 		Invert, | ||||
| 		IncrementAndWrap, | ||||
| 		DecrementAndWrap | ||||
| 	} | ||||
| 
 | ||||
| 	public enum BlendOp | ||||
| 	{ | ||||
| 		Add, | ||||
| 		Subtract, | ||||
| 		ReverseSubtract, | ||||
| 		Min, | ||||
| 		Max | ||||
| 	} | ||||
| 
 | ||||
| 	public enum BlendFactor | ||||
| 	{ | ||||
| 		Zero, | ||||
| 		One, | ||||
| 		SourceColor, | ||||
| 		OneMinusSourceColor, | ||||
| 		DestinationColor, | ||||
| 		OneMinusDestinationColor, | ||||
| 		SourceAlpha, | ||||
| 		OneMinusSourceAlpha, | ||||
| 		DestinationAlpha, | ||||
| 		OneMinusDestinationAlpha, | ||||
| 		ConstantColor, | ||||
| 		OneMinusConstantColor, | ||||
| 		SourceAlphaSaturate | ||||
| 	} | ||||
| 
 | ||||
| 	[Flags] | ||||
| 	public enum ColorComponentFlags : uint | ||||
| 	{ | ||||
| 		R = 1, | ||||
| 		G = 2, | ||||
| 		B = 4, | ||||
| 		A = 8, | ||||
| 
 | ||||
| 		RG = R | G, | ||||
| 		RB = R | B, | ||||
| 		RA = R | A, | ||||
| 		GB = G | B, | ||||
| 		GA = G | A, | ||||
| 		BA = B | A, | ||||
| 
 | ||||
| 		RGB = R | G | B, | ||||
| 		RGA = R | G | A, | ||||
| 		GBA = G | B | A, | ||||
| 
 | ||||
| 		RGBA = R | G | B | A, | ||||
| 		None = 0 | ||||
| 	} | ||||
| 
 | ||||
| 	public enum Filter | ||||
| 	{ | ||||
| 		Nearest, | ||||
| 		Linear | ||||
| 	} | ||||
| 
 | ||||
| 	public enum SamplerMipmapMode | ||||
| 	{ | ||||
| 		Nearest, | ||||
| 		Linear | ||||
| 	} | ||||
| 
 | ||||
| 	public enum SamplerAddressMode | ||||
| 	{ | ||||
| 		Repeat, | ||||
| 		MirroredRepeat, | ||||
| 		ClampToEdge, | ||||
| 		ClampToBorder | ||||
| 	} | ||||
| 
 | ||||
| 	public enum BorderColor | ||||
| 	{ | ||||
| 		FloatTransparentBlack, | ||||
| 		IntTransparentBlack, | ||||
| 		FloatOpaqueBlack, | ||||
| 		IntOpaqueBlack, | ||||
| 		FloatOpaqueWhite, | ||||
| 		IntOpaqueWhite | ||||
| 	} | ||||
| 
 | ||||
| 	public enum Backend | ||||
| 	{ | ||||
| 		DontCare, | ||||
| 		Vulkan, | ||||
| 		PS5, | ||||
| 		Invalid | ||||
| 	} | ||||
| } | ||||
|  | @ -1,5 +1,4 @@ | |||
| using System; | ||||
| using System.Runtime.InteropServices; | ||||
| using System.Threading; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
|  | @ -9,7 +8,7 @@ public abstract class RefreshResource : GraphicsResource | |||
| 	public IntPtr Handle { get => handle; internal set => handle = value; } | ||||
| 	private IntPtr handle; | ||||
| 
 | ||||
| 	protected abstract Action<IntPtr, IntPtr> QueueDestroyFunction { get; } | ||||
| 	protected abstract Action<IntPtr, IntPtr> ReleaseFunction { get; } | ||||
| 
 | ||||
| 	protected RefreshResource(GraphicsDevice device) : base(device) | ||||
| 	{ | ||||
|  | @ -19,11 +18,11 @@ public abstract class RefreshResource : GraphicsResource | |||
| 	{ | ||||
| 		if (!IsDisposed) | ||||
| 		{ | ||||
| 			// Atomically call destroy function in case this is called from the finalizer thread | ||||
| 			// Atomically call release function in case this is called from the finalizer thread | ||||
| 			var toDispose = Interlocked.Exchange(ref handle, IntPtr.Zero); | ||||
| 			if (toDispose != IntPtr.Zero) | ||||
| 			{ | ||||
| 				QueueDestroyFunction(Device.Handle, toDispose); | ||||
| 				ReleaseFunction(Device.Handle, toDispose); | ||||
| 			} | ||||
| 		} | ||||
| 		base.Dispose(disposing); | ||||
|  |  | |||
|  | @ -1,357 +0,0 @@ | |||
| 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; | ||||
| 
 | ||||
| 		public DepthStencilValue(float depth, uint stencil) | ||||
| 		{ | ||||
| 			Depth = depth; | ||||
| 			Stencil = 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; | ||||
| 		} | ||||
| 
 | ||||
| 		public Refresh.Viewport ToRefresh() | ||||
| 		{ | ||||
| 			return new Refresh.Viewport | ||||
| 			{ | ||||
| 				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; | ||||
| 
 | ||||
| 		public static VertexBinding Create<T>(uint binding = 0, VertexInputRate inputRate = VertexInputRate.Vertex) where T : unmanaged | ||||
| 		{ | ||||
| 			return new VertexBinding | ||||
| 			{ | ||||
| 				Binding = binding, | ||||
| 				InputRate = inputRate, | ||||
| 				Stride = (uint) Marshal.SizeOf<T>() | ||||
| 			}; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	[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 Color ClearColor; | ||||
| 		public LoadOp LoadOp; | ||||
| 		public StoreOp StoreOp; | ||||
| 
 | ||||
| 		public ColorAttachmentInfo( | ||||
| 			Texture texture, | ||||
| 			Color clearColor, | ||||
| 			StoreOp storeOp = StoreOp.Store | ||||
| 		) { | ||||
| 			Texture = texture; | ||||
| 			Depth = 0; | ||||
| 			Layer = 0; | ||||
| 			Level = 0; | ||||
| 			ClearColor = clearColor; | ||||
| 			LoadOp = LoadOp.Clear; | ||||
| 			StoreOp = storeOp; | ||||
| 		} | ||||
| 
 | ||||
| 		public ColorAttachmentInfo( | ||||
| 			Texture texture, | ||||
| 			LoadOp loadOp = LoadOp.DontCare, | ||||
| 			StoreOp storeOp = StoreOp.Store | ||||
| 		) { | ||||
| 			Texture = texture; | ||||
| 			Depth = 0; | ||||
| 			Layer = 0; | ||||
| 			Level = 0; | ||||
| 			ClearColor = Color.White; | ||||
| 			LoadOp = loadOp; | ||||
| 			StoreOp = storeOp; | ||||
| 		} | ||||
| 
 | ||||
| 		public Refresh.ColorAttachmentInfo ToRefresh() | ||||
| 		{ | ||||
| 			return new Refresh.ColorAttachmentInfo | ||||
| 			{ | ||||
| 				texture = Texture.Handle, | ||||
| 				depth = Depth, | ||||
| 				layer = Layer, | ||||
| 				level = Level, | ||||
| 				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 DepthStencilAttachmentInfo( | ||||
| 			Texture texture, | ||||
| 			DepthStencilValue clearValue, | ||||
| 			StoreOp depthStoreOp = StoreOp.Store, | ||||
| 			StoreOp stencilStoreOp = StoreOp.Store | ||||
| 		) | ||||
| 		{ | ||||
| 			Texture = texture; | ||||
| 			Depth = 0; | ||||
| 			Layer = 0; | ||||
| 			Level = 0; | ||||
| 			DepthStencilClearValue = clearValue; | ||||
| 			LoadOp = LoadOp.Clear; | ||||
| 			StoreOp = depthStoreOp; | ||||
| 			StencilLoadOp = LoadOp.Clear; | ||||
| 			StencilStoreOp = stencilStoreOp; | ||||
| 		} | ||||
| 
 | ||||
| 		public DepthStencilAttachmentInfo( | ||||
| 			Texture texture, | ||||
| 			LoadOp loadOp = LoadOp.DontCare, | ||||
| 			StoreOp storeOp = StoreOp.Store, | ||||
| 			LoadOp stencilLoadOp = LoadOp.DontCare, | ||||
| 			StoreOp stencilStoreOp = StoreOp.Store | ||||
| 		) { | ||||
| 			Texture = texture; | ||||
| 			Depth = 0; | ||||
| 			Layer = 0; | ||||
| 			Level = 0; | ||||
| 			DepthStencilClearValue = new DepthStencilValue(); | ||||
| 			LoadOp = loadOp; | ||||
| 			StoreOp = storeOp; | ||||
| 			StencilLoadOp = stencilLoadOp; | ||||
| 			StencilStoreOp = stencilStoreOp; | ||||
| 		} | ||||
| 
 | ||||
| 		public DepthStencilAttachmentInfo( | ||||
| 			Texture texture, | ||||
| 			DepthStencilValue depthStencilValue, | ||||
| 			LoadOp loadOp, | ||||
| 			StoreOp storeOp, | ||||
| 			LoadOp stencilLoadOp, | ||||
| 			StoreOp stencilStoreOp | ||||
| 		) { | ||||
| 			Texture = texture; | ||||
| 			Depth = 0; | ||||
| 			Layer = 0; | ||||
| 			Level = 0; | ||||
| 			DepthStencilClearValue = depthStencilValue; | ||||
| 			LoadOp = loadOp; | ||||
| 			StoreOp = storeOp; | ||||
| 			StencilLoadOp = stencilLoadOp; | ||||
| 			StencilStoreOp = 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 ColorAttachmentBlendState BlendState; | ||||
| 
 | ||||
| 		public ColorAttachmentDescription( | ||||
| 			TextureFormat format, | ||||
| 			ColorAttachmentBlendState blendState | ||||
| 		) { | ||||
| 			Format = format; | ||||
| 			BlendState = blendState; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	[StructLayout(LayoutKind.Sequential)] | ||||
| 	public struct IndirectDrawCommand | ||||
| 	{ | ||||
| 		public uint VertexCount; | ||||
| 		public uint InstanceCount; | ||||
| 		public uint FirstVertex; | ||||
| 		public uint FirstInstance; | ||||
| 
 | ||||
| 		public IndirectDrawCommand( | ||||
| 			uint vertexCount, | ||||
| 			uint instanceCount, | ||||
| 			uint firstVertex, | ||||
| 			uint firstInstance | ||||
| 		) { | ||||
| 			VertexCount = vertexCount; | ||||
| 			InstanceCount = instanceCount; | ||||
| 			FirstVertex = firstVertex; | ||||
| 			FirstInstance = firstInstance; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,941 @@ | |||
| using System; | ||||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| // Recreate certain types in here so we can hide the Refresh namespace | ||||
| 
 | ||||
| public enum PrimitiveType | ||||
| { | ||||
| 	PointList, | ||||
| 	LineList, | ||||
| 	LineStrip, | ||||
| 	TriangleList, | ||||
| 	TriangleStrip | ||||
| } | ||||
| 
 | ||||
| public enum LoadOp | ||||
| { | ||||
| 	Load, | ||||
| 	Clear, | ||||
| 	DontCare | ||||
| } | ||||
| 
 | ||||
| public enum StoreOp | ||||
| { | ||||
| 	Store, | ||||
| 	DontCare | ||||
| } | ||||
| 
 | ||||
| public enum IndexElementSize | ||||
| { | ||||
| 	Sixteen, | ||||
| 	ThirtyTwo | ||||
| } | ||||
| 
 | ||||
| public enum TextureFormat | ||||
| { | ||||
| 	/* Unsigned Normalized Float Color Formats */ | ||||
| 	R8G8B8A8, | ||||
| 	B8G8R8A8, | ||||
| 	R5G6B5, | ||||
| 	A1R5G5B5, | ||||
| 	B4G4R4A4, | ||||
| 	A2R10G10B10, | ||||
| 	A2B10G10R10, | ||||
| 	R16G16, | ||||
| 	R16G16B16A16, | ||||
| 	R8, | ||||
| 	A8, | ||||
| 	/* Compressed Unsigned Normalized Float Color Formats */ | ||||
| 	BC1, | ||||
| 	BC2, | ||||
| 	BC3, | ||||
| 	BC7, | ||||
| 	/* Signed Normalized Float Color Formats  */ | ||||
| 	R8G8_SNORM, | ||||
| 	R8G8B8A8_SNORM, | ||||
| 	/* Signed Float Color Formats */ | ||||
| 	R16_SFLOAT, | ||||
| 	R16G16_SFLOAT, | ||||
| 	R16G16B16A16_SFLOAT, | ||||
| 	R32_SFLOAT, | ||||
| 	R32G32_SFLOAT, | ||||
| 	R32G32B32A32_SFLOAT, | ||||
| 	/* Unsigned Integer Color Formats */ | ||||
| 	R8_UINT, | ||||
| 	R8G8_UINT, | ||||
| 	R8G8B8A8_UINT, | ||||
| 	R16_UINT, | ||||
| 	R16G16_UINT, | ||||
| 	R16G16B16A16_UINT, | ||||
| 	/* SRGB Color Formats */ | ||||
| 	R8G8B8A8_SRGB, | ||||
| 	B8G8R8A8_SRGB, | ||||
| 	/* Compressed SRGB Color Formats */ | ||||
| 	BC3_SRGB, | ||||
| 	BC7_SRGB, | ||||
| 	/* Depth Formats */ | ||||
| 	D16_UNORM, | ||||
| 	D24_UNORM, | ||||
| 	D32_SFLOAT, | ||||
| 	D24_UNORM_S8_UINT, | ||||
| 	D32_SFLOAT_S8_UINT | ||||
| } | ||||
| 
 | ||||
| [Flags] | ||||
| public enum TextureUsageFlags | ||||
| { | ||||
| 	Sampler = 0x1, | ||||
| 	ColorTarget = 0x2, | ||||
| 	DepthStencil = 0x4, | ||||
| 	GraphicsStorage = 0x8, | ||||
| 	ComputeStorageRead = 0x20, | ||||
| 	ComputeStorageWrite = 0x40 | ||||
| } | ||||
| 
 | ||||
| public enum TextureType | ||||
| { | ||||
| 	TwoD, | ||||
| 	ThreeD, | ||||
| 	Cube | ||||
| } | ||||
| 
 | ||||
| public enum SampleCount | ||||
| { | ||||
| 	One, | ||||
| 	Two, | ||||
| 	Four, | ||||
| 	Eight | ||||
| } | ||||
| 
 | ||||
| public enum CubeMapFace | ||||
| { | ||||
| 	PositiveX, | ||||
| 	NegativeX, | ||||
| 	PositiveY, | ||||
| 	NegativeY, | ||||
| 	PositiveZ, | ||||
| 	NegativeZ | ||||
| } | ||||
| 
 | ||||
| [Flags] | ||||
| public enum BufferUsageFlags | ||||
| { | ||||
| 	Vertex = 0x1, | ||||
| 	Index = 0x2, | ||||
| 	Indirect = 0x4, | ||||
| 	GraphicsStorage = 0x8, | ||||
| 	ComputeStorageRead = 0x20, | ||||
| 	ComputeStorageWrite = 0x40 | ||||
| } | ||||
| 
 | ||||
| [Flags] | ||||
| public enum TransferBufferMapFlags | ||||
| { | ||||
| 	Read = 0x1, | ||||
| 	Write = 0x2 | ||||
| } | ||||
| 
 | ||||
| public enum ShaderStage | ||||
| { | ||||
| 	Vertex, | ||||
| 	Fragment, | ||||
| 	Compute | ||||
| } | ||||
| 
 | ||||
| public enum ShaderFormat | ||||
| { | ||||
| 	Invalid, | ||||
| 	SPIRV, | ||||
| 	DXBC, | ||||
| 	DXIL, | ||||
| 	MSL, | ||||
| 	METALLIB, | ||||
| 	SECRET | ||||
| } | ||||
| 
 | ||||
| public enum VertexElementFormat | ||||
| { | ||||
| 	Uint, | ||||
| 	Float, | ||||
| 	Vector2, | ||||
| 	Vector3, | ||||
| 	Vector4, | ||||
| 	Color, | ||||
| 	Byte4, | ||||
| 	Short2, | ||||
| 	Short4, | ||||
| 	NormalizedShort2, | ||||
| 	NormalizedShort4, | ||||
| 	HalfVector2, | ||||
| 	HalfVector4 | ||||
| } | ||||
| 
 | ||||
| public enum VertexInputRate | ||||
| { | ||||
| 	Vertex, | ||||
| 	Instance | ||||
| } | ||||
| 
 | ||||
| public enum FillMode | ||||
| { | ||||
| 	Fill, | ||||
| 	Line | ||||
| } | ||||
| 
 | ||||
| public enum CullMode | ||||
| { | ||||
| 	None, | ||||
| 	Front, | ||||
| 	Back | ||||
| } | ||||
| 
 | ||||
| public enum FrontFace | ||||
| { | ||||
| 	CounterClockwise, | ||||
| 	Clockwise | ||||
| } | ||||
| 
 | ||||
| public enum CompareOp | ||||
| { | ||||
| 	Never, | ||||
| 	Less, | ||||
| 	Equal, | ||||
| 	LessOrEqual, | ||||
| 	Greater, | ||||
| 	NotEqual, | ||||
| 	GreaterOrEqual, | ||||
| 	Always | ||||
| } | ||||
| 
 | ||||
| public enum StencilOp | ||||
| { | ||||
| 	Keep, | ||||
| 	Zero, | ||||
| 	Replace, | ||||
| 	IncrementAndClamp, | ||||
| 	DecrementAndClamp, | ||||
| 	Invert, | ||||
| 	IncrementAndWrap, | ||||
| 	DecrementAndWrap | ||||
| } | ||||
| 
 | ||||
| public enum BlendOp | ||||
| { | ||||
| 	Add, | ||||
| 	Subtract, | ||||
| 	ReverseSubtract, | ||||
| 	Min, | ||||
| 	Max | ||||
| } | ||||
| 
 | ||||
| public enum BlendFactor | ||||
| { | ||||
| 	Zero, | ||||
| 	One, | ||||
| 	SourceColor, | ||||
| 	OneMinusSourceColor, | ||||
| 	DestinationColor, | ||||
| 	OneMinusDestinationColor, | ||||
| 	SourceAlpha, | ||||
| 	OneMinusSourceAlpha, | ||||
| 	DestinationAlpha, | ||||
| 	OneMinusDestinationAlpha, | ||||
| 	ConstantColor, | ||||
| 	OneMinusConstantColor, | ||||
| 	SourceAlphaSaturate | ||||
| } | ||||
| 
 | ||||
| [Flags] | ||||
| public enum ColorComponentFlags | ||||
| { | ||||
| 	None = 0x0, | ||||
| 	R = 0x1, | ||||
| 	G = 0x2, | ||||
| 	B = 0x4, | ||||
| 	A = 0x8, | ||||
| 	RGB = R | G | B, | ||||
| 	RGBA = R | G| B | A | ||||
| } | ||||
| 
 | ||||
| public enum Filter | ||||
| { | ||||
| 	Nearest, | ||||
| 	Linear | ||||
| } | ||||
| 
 | ||||
| public enum SamplerMipmapMode | ||||
| { | ||||
| 	Nearest, | ||||
| 	Linear | ||||
| } | ||||
| 
 | ||||
| public enum SamplerAddressMode | ||||
| { | ||||
| 	Repeat, | ||||
| 	MirroredRepeat, | ||||
| 	ClampToEdge, | ||||
| 	ClampToBorder | ||||
| } | ||||
| 
 | ||||
| public enum BorderColor | ||||
| { | ||||
| 	FloatTransparentBlack, | ||||
| 	IntTransparentBlack, | ||||
| 	FloatOpaqueBlack, | ||||
| 	IntOpaqueBlack, | ||||
| 	FloatOpaqueWhite, | ||||
| 	IntOpaqueWhite | ||||
| } | ||||
| 
 | ||||
| public enum TransferUsage | ||||
| { | ||||
| 	Buffer, | ||||
| 	Texture | ||||
| } | ||||
| 
 | ||||
| public enum PresentMode | ||||
| { | ||||
| 	VSync, | ||||
| 	Immediate, | ||||
| 	Mailbox | ||||
| } | ||||
| 
 | ||||
| public enum SwapchainComposition | ||||
| { | ||||
| 	SDR, | ||||
| 	SDRLinear, | ||||
| 	HDRExtendedLinear, | ||||
| 	HDR10_ST2084 | ||||
| } | ||||
| 
 | ||||
| [Flags] | ||||
| public enum BackendFlags | ||||
| { | ||||
| 	Invalid = 0x0, | ||||
| 	Vulkan = 0x1, | ||||
| 	D3D11 = 0x2, | ||||
| 	Metal = 0x4, | ||||
| 	All = Vulkan | D3D11 | Metal | ||||
| } | ||||
| 
 | ||||
| [StructLayout(LayoutKind.Sequential)] | ||||
| public struct DepthStencilValue | ||||
| { | ||||
| 	public float Depth; | ||||
| 	public uint Stencil; | ||||
| 
 | ||||
| 	public DepthStencilValue(float depth, uint stencil) | ||||
| 	{ | ||||
| 		Depth = depth; | ||||
| 		Stencil = 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; | ||||
| 	} | ||||
| 
 | ||||
| 	public Refresh.Viewport ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.Viewport | ||||
| 		{ | ||||
| 			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; | ||||
| 
 | ||||
| 	public static VertexBinding Create<T>(uint binding = 0, VertexInputRate inputRate = VertexInputRate.Vertex) where T : unmanaged | ||||
| 	{ | ||||
| 		return new VertexBinding | ||||
| 		{ | ||||
| 			Binding = binding, | ||||
| 			InputRate = inputRate, | ||||
| 			Stride = (uint) Marshal.SizeOf<T>() | ||||
| 		}; | ||||
| 	} | ||||
| 
 | ||||
| 	public Refresh.VertexBinding ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.VertexBinding | ||||
| 		{ | ||||
| 			Binding = Binding, | ||||
| 			Stride = Stride, | ||||
| 			InputRate = (Refresh.VertexInputRate) InputRate | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| [StructLayout(LayoutKind.Sequential)] | ||||
| public struct VertexAttribute | ||||
| { | ||||
| 	public uint Location; | ||||
| 	public uint Binding; | ||||
| 	public VertexElementFormat Format; | ||||
| 	public uint Offset; | ||||
| 
 | ||||
| 	public Refresh.VertexAttribute ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.VertexAttribute | ||||
| 		{ | ||||
| 			Location = Location, | ||||
| 			Binding = Binding, | ||||
| 			Format = (Refresh.VertexElementFormat) Format, | ||||
| 			Offset = Offset | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| [StructLayout(LayoutKind.Sequential)] | ||||
| public struct StencilOpState | ||||
| { | ||||
| 	public StencilOp FailOp; | ||||
| 	public StencilOp PassOp; | ||||
| 	public StencilOp DepthFailOp; | ||||
| 	public CompareOp CompareOp; | ||||
| 
 | ||||
| 	public Refresh.StencilOpState ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.StencilOpState | ||||
| 		{ | ||||
| 			FailOp = (Refresh.StencilOp) FailOp, | ||||
| 			PassOp = (Refresh.StencilOp) PassOp, | ||||
| 			DepthFailOp = (Refresh.StencilOp) DepthFailOp, | ||||
| 			CompareOp = (Refresh.CompareOp) CompareOp | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| /// <summary> | ||||
| /// Determines how a color texture will be read/written in a render pass. | ||||
| /// </summary> | ||||
| public struct ColorAttachmentInfo | ||||
| { | ||||
| 	public TextureSlice TextureSlice; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// If LoadOp is set to Clear, the texture slice will be cleared to this color. | ||||
| 	/// </summary> | ||||
| 	public Color ClearColor; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Determines what is done with the texture slice memory | ||||
| 	/// at the beginning of the render pass. <br/> | ||||
| 	/// | ||||
| 	///   Load: | ||||
| 	///     Loads the data currently in the texture slice. <br/> | ||||
| 	/// | ||||
| 	///   Clear: | ||||
| 	///     Clears the texture slice to a single color. <br/> | ||||
| 	/// | ||||
| 	///   DontCare: | ||||
| 	///     The driver will do whatever it wants with the texture slice data. | ||||
| 	///     This is a good option if you know that every single pixel will be written in the render pass. | ||||
| 	/// </summary> | ||||
| 	public LoadOp LoadOp; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Determines what is done with the texture slice memory | ||||
| 	/// at the end of the render pass. <br/> | ||||
| 	/// | ||||
| 	///   Store: | ||||
| 	///     Stores the results of the render pass in the texture slice memory. <br/> | ||||
| 	/// | ||||
| 	///   DontCare: | ||||
| 	///     The driver will do whatever it wants with the texture slice memory. | ||||
| 	/// </summary> | ||||
| 	public StoreOp StoreOp; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// If true, cycles the texture if it is bound. | ||||
| 	/// </summary> | ||||
| 	public bool Cycle; | ||||
| 
 | ||||
| 	public ColorAttachmentInfo( | ||||
| 		TextureSlice textureSlice, | ||||
| 		bool cycle, | ||||
| 		Color clearColor, | ||||
| 		StoreOp storeOp = StoreOp.Store | ||||
| 	) { | ||||
| 		TextureSlice = textureSlice; | ||||
| 		ClearColor = clearColor; | ||||
| 		LoadOp = LoadOp.Clear; | ||||
| 		StoreOp = storeOp; | ||||
| 		Cycle = cycle; | ||||
| 	} | ||||
| 
 | ||||
| 	public ColorAttachmentInfo( | ||||
| 		TextureSlice textureSlice, | ||||
| 		bool cycle, | ||||
| 		LoadOp loadOp = LoadOp.DontCare, | ||||
| 		StoreOp storeOp = StoreOp.Store | ||||
| 	) { | ||||
| 		TextureSlice = textureSlice; | ||||
| 		ClearColor = Color.White; | ||||
| 		LoadOp = loadOp; | ||||
| 		StoreOp = storeOp; | ||||
| 		Cycle = cycle; | ||||
| 	} | ||||
| 
 | ||||
| 	public Refresh.ColorAttachmentInfo ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.ColorAttachmentInfo | ||||
| 		{ | ||||
| 			TextureSlice = TextureSlice.ToRefresh(), | ||||
| 			ClearColor = new Refresh.Color | ||||
| 			{ | ||||
| 				R = ClearColor.R / 255f, | ||||
| 				G = ClearColor.G / 255f, | ||||
| 				B = ClearColor.B / 255f, | ||||
| 				A = ClearColor.A / 255f | ||||
| 			}, | ||||
| 			LoadOp = (Refresh.LoadOp) LoadOp, | ||||
| 			StoreOp = (Refresh.StoreOp) StoreOp, | ||||
| 			Cycle = Conversions.BoolToInt(Cycle) | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| /// <summary> | ||||
| /// Determines how a depth/stencil texture will be read/written in a render pass. | ||||
| /// </summary> | ||||
| public struct DepthStencilAttachmentInfo | ||||
| { | ||||
| 	public TextureSlice TextureSlice; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// If LoadOp is set to Clear, the texture slice depth will be cleared to this depth value. <br/> | ||||
| 	/// If StencilLoadOp is set to Clear, the texture slice stencil value will be cleared to this stencil value. | ||||
| 	/// </summary> | ||||
| 	public DepthStencilValue DepthStencilClearValue; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Determines what is done with the texture slice depth values | ||||
| 	/// at the beginning of the render pass. <br/> | ||||
| 	/// | ||||
| 	///   Load: | ||||
| 	///     Loads the data currently in the texture slice. <br/> | ||||
| 	/// | ||||
| 	///   Clear: | ||||
| 	///     Clears the texture slice to a single depth value. <br/> | ||||
| 	/// | ||||
| 	///   DontCare: | ||||
| 	///     The driver will do whatever it wants with the texture slice data. | ||||
| 	///     This is a good option if you know that every single pixel will be written in the render pass. | ||||
| 	/// </summary> | ||||
| 	public LoadOp LoadOp; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Determines what is done with the texture slice depth values | ||||
| 	/// at the end of the render pass. <br/> | ||||
| 	/// | ||||
| 	///   Store: | ||||
| 	///     Stores the results of the render pass in the texture slice memory. <br/> | ||||
| 	/// | ||||
| 	///   DontCare: | ||||
| 	///     The driver will do whatever it wants with the texture slice memory. | ||||
| 	///     This is usually a good option for depth textures that don't need to be reused. | ||||
| 	/// </summary> | ||||
| 	public StoreOp StoreOp; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Determines what is done with the texture slice stencil values | ||||
| 	/// at the beginning of the render pass. <br/> | ||||
| 	/// | ||||
| 	///   Load: | ||||
| 	///     Loads the data currently in the texture slice. <br/> | ||||
| 	/// | ||||
| 	///   Clear: | ||||
| 	///     Clears the texture slice to a single stencil value. <br/> | ||||
| 	/// | ||||
| 	///   DontCare: | ||||
| 	///     The driver will do whatever it wants with the texture slice data. | ||||
| 	///     This is a good option if you know that every single pixel will be written in the render pass. | ||||
| 	/// </summary> | ||||
| 	public LoadOp StencilLoadOp; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Determines what is done with the texture slice stencil values | ||||
| 	/// at the end of the render pass. <br/> | ||||
| 	/// | ||||
| 	///   Store: | ||||
| 	///     Stores the results of the render pass in the texture slice memory. <br/> | ||||
| 	/// | ||||
| 	///   DontCare: | ||||
| 	///     The driver will do whatever it wants with the texture slice memory. | ||||
| 	///     This is usually a good option for stencil textures that don't need to be reused. | ||||
| 	/// </summary> | ||||
| 	public StoreOp StencilStoreOp; | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// If true, cycles the texture if it is bound. | ||||
| 	/// </summary> | ||||
| 	public bool Cycle; | ||||
| 
 | ||||
| 	public DepthStencilAttachmentInfo( | ||||
| 		TextureSlice textureSlice, | ||||
| 		bool cycle, | ||||
| 		DepthStencilValue clearValue, | ||||
| 		StoreOp depthStoreOp = StoreOp.DontCare, | ||||
| 		StoreOp stencilStoreOp = StoreOp.DontCare | ||||
| 	){ | ||||
| 		TextureSlice = textureSlice; | ||||
| 		DepthStencilClearValue = clearValue; | ||||
| 		LoadOp = LoadOp.Clear; | ||||
| 		StoreOp = depthStoreOp; | ||||
| 		StencilLoadOp = LoadOp.Clear; | ||||
| 		StencilStoreOp = stencilStoreOp; | ||||
| 		Cycle = cycle; | ||||
| 	} | ||||
| 
 | ||||
| 	public DepthStencilAttachmentInfo( | ||||
| 		TextureSlice textureSlice, | ||||
| 		bool cycle, | ||||
| 		LoadOp loadOp = LoadOp.DontCare, | ||||
| 		StoreOp storeOp = StoreOp.DontCare, | ||||
| 		LoadOp stencilLoadOp = LoadOp.DontCare, | ||||
| 		StoreOp stencilStoreOp = StoreOp.DontCare | ||||
| 	) { | ||||
| 		TextureSlice = textureSlice; | ||||
| 		DepthStencilClearValue = new DepthStencilValue(); | ||||
| 		LoadOp = loadOp; | ||||
| 		StoreOp = storeOp; | ||||
| 		StencilLoadOp = stencilLoadOp; | ||||
| 		StencilStoreOp = stencilStoreOp; | ||||
| 		Cycle = cycle; | ||||
| 	} | ||||
| 
 | ||||
| 	public DepthStencilAttachmentInfo( | ||||
| 		TextureSlice textureSlice, | ||||
| 		bool cycle, | ||||
| 		DepthStencilValue clearValue, | ||||
| 		LoadOp loadOp, | ||||
| 		StoreOp storeOp, | ||||
| 		LoadOp stencilLoadOp, | ||||
| 		StoreOp stencilStoreOp | ||||
| 	) { | ||||
| 		TextureSlice = textureSlice; | ||||
| 		DepthStencilClearValue = clearValue; | ||||
| 		LoadOp = loadOp; | ||||
| 		StoreOp = storeOp; | ||||
| 		StencilLoadOp = stencilLoadOp; | ||||
| 		StencilStoreOp = stencilStoreOp; | ||||
| 		Cycle = cycle; | ||||
| 	} | ||||
| 
 | ||||
| 	public Refresh.DepthStencilAttachmentInfo ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.DepthStencilAttachmentInfo | ||||
| 		{ | ||||
| 			TextureSlice = TextureSlice.ToRefresh(), | ||||
| 			DepthStencilClearValue = DepthStencilClearValue.ToRefresh(), | ||||
| 			LoadOp = (Refresh.LoadOp) LoadOp, | ||||
| 			StoreOp = (Refresh.StoreOp) StoreOp, | ||||
| 			StencilLoadOp = (Refresh.LoadOp) StencilLoadOp, | ||||
| 			StencilStoreOp = (Refresh.StoreOp) StencilStoreOp, | ||||
| 			Cycle = Conversions.BoolToInt(Cycle) | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| [StructLayout(LayoutKind.Sequential)] | ||||
| public struct ColorAttachmentDescription | ||||
| { | ||||
| 	public TextureFormat Format; | ||||
| 	public ColorAttachmentBlendState BlendState; | ||||
| 
 | ||||
| 	public ColorAttachmentDescription( | ||||
| 		TextureFormat format, | ||||
| 		ColorAttachmentBlendState blendState | ||||
| 	) { | ||||
| 		Format = format; | ||||
| 		BlendState = blendState; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| [StructLayout(LayoutKind.Sequential)] | ||||
| public struct IndirectDrawCommand | ||||
| { | ||||
| 	public uint VertexCount; | ||||
| 	public uint InstanceCount; | ||||
| 	public uint FirstVertex; | ||||
| 	public uint FirstInstance; | ||||
| 
 | ||||
| 	public IndirectDrawCommand( | ||||
| 		uint vertexCount, | ||||
| 		uint instanceCount, | ||||
| 		uint firstVertex, | ||||
| 		uint firstInstance | ||||
| 	) { | ||||
| 		VertexCount = vertexCount; | ||||
| 		InstanceCount = instanceCount; | ||||
| 		FirstVertex = firstVertex; | ||||
| 		FirstInstance = firstInstance; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| [StructLayout(LayoutKind.Sequential)] | ||||
| public struct BufferCopy | ||||
| { | ||||
| 	public uint SrcOffset; | ||||
| 	public uint DstOffset; | ||||
| 	public uint Size; | ||||
| 
 | ||||
| 	public BufferCopy( | ||||
| 		uint srcOffset, | ||||
| 		uint dstOffset, | ||||
| 		uint size | ||||
| 	) { | ||||
| 		SrcOffset = srcOffset; | ||||
| 		DstOffset = dstOffset; | ||||
| 		Size = size; | ||||
| 	} | ||||
| 
 | ||||
| 	public Refresh.BufferCopy ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.BufferCopy | ||||
| 		{ | ||||
| 			SourceOffset = SrcOffset, | ||||
| 			DestinationOffset = DstOffset, | ||||
| 			Size = Size | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| /// <summary> | ||||
| /// Parameters for a copy between buffer and image. | ||||
| /// </summary> | ||||
| /// <param name="BufferOffset">The offset into the buffer.</param> | ||||
| /// <param name="BufferStride">If 0, image data is assumed tightly packed.</param> | ||||
| /// <param name="BufferImageHeight">If 0, image data is assumed tightly packed.</param> | ||||
| [StructLayout(LayoutKind.Sequential)] | ||||
| public readonly record struct BufferImageCopy( | ||||
| 	uint BufferOffset, | ||||
| 	uint BufferStride, | ||||
| 	uint BufferImageHeight | ||||
| ) { | ||||
| 	public Refresh.BufferImageCopy ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.BufferImageCopy | ||||
| 		{ | ||||
| 			BufferOffset = BufferOffset, | ||||
| 			BufferStride = BufferStride, | ||||
| 			BufferImageHeight = BufferImageHeight | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| public readonly record struct GraphicsPipelineResourceInfo( | ||||
| 	uint SamplerCount, | ||||
| 	uint StorageBufferCount, | ||||
| 	uint StorageTextureCount, | ||||
| 	uint UniformBufferCount | ||||
| ) { | ||||
| 	public Refresh.GraphicsPipelineResourceInfo ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.GraphicsPipelineResourceInfo | ||||
| 		{ | ||||
| 			SamplerCount = SamplerCount, | ||||
| 			StorageBufferCount = StorageBufferCount, | ||||
| 			StorageTextureCount = StorageTextureCount, | ||||
| 			UniformBufferCount = UniformBufferCount | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| public readonly record struct ComputePipelineResourceInfo( | ||||
| 	uint ReadOnlyStorageTextureCount, | ||||
| 	uint ReadOnlyStorageBufferCount, | ||||
| 	uint ReadWriteStorageTextureCount, | ||||
| 	uint ReadWriteStorageBufferCount, | ||||
| 	uint UniformBufferCount | ||||
| ) { | ||||
| 	public Refresh.ComputePipelineResourceInfo ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.ComputePipelineResourceInfo | ||||
| 		{ | ||||
| 			ReadOnlyStorageTextureCount = ReadOnlyStorageTextureCount, | ||||
| 			ReadOnlyStorageBufferCount = ReadOnlyStorageBufferCount, | ||||
| 			ReadWriteStorageTextureCount = ReadWriteStorageTextureCount, | ||||
| 			ReadWriteStorageBufferCount = ReadWriteStorageBufferCount, | ||||
| 			UniformBufferCount = UniformBufferCount | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| /// <summary> | ||||
| /// A buffer-offset pair to be used when binding buffers. | ||||
| /// </summary> | ||||
| public readonly record struct BufferBinding( | ||||
| 	GpuBuffer Buffer, | ||||
| 	uint Offset | ||||
| ) { | ||||
| 	public Refresh.BufferBinding ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.BufferBinding | ||||
| 		{ | ||||
| 			Buffer = Buffer.Handle, | ||||
| 			Offset = Offset | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| /// <summary> | ||||
| /// A texture-sampler pair to be used when binding samplers. | ||||
| /// </summary> | ||||
| public readonly record struct TextureSamplerBinding( | ||||
| 	Texture Texture, | ||||
| 	Sampler Sampler | ||||
| ) { | ||||
| 	public Refresh.TextureSamplerBinding ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.TextureSamplerBinding | ||||
| 		{ | ||||
| 			Texture = Texture.Handle, | ||||
| 			Sampler = Sampler.Handle | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| public readonly record struct StorageBufferReadWriteBinding( | ||||
| 	GpuBuffer Buffer, | ||||
| 	bool Cycle | ||||
| ) { | ||||
| 	public Refresh.StorageBufferReadWriteBinding ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.StorageBufferReadWriteBinding | ||||
| 		{ | ||||
| 			Buffer = Buffer.Handle, | ||||
| 			Cycle = Conversions.BoolToInt(Cycle) | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| public readonly record struct StorageTextureReadWriteBinding( | ||||
| 	in TextureSlice TextureSlice, | ||||
| 	bool Cycle | ||||
| ) { | ||||
| 	public Refresh.StorageTextureReadWriteBinding ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.StorageTextureReadWriteBinding | ||||
| 		{ | ||||
| 			TextureSlice = TextureSlice.ToRefresh(), | ||||
| 			Cycle = Conversions.BoolToInt(Cycle) | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| 
 | ||||
| /// <summary> | ||||
| /// All of the information that is used to create a GraphicsPipeline. | ||||
| /// </summary> | ||||
| public struct GraphicsPipelineCreateInfo | ||||
| { | ||||
| 	public Shader VertexShader; | ||||
| 	public Shader FragmentShader; | ||||
| 	public VertexInputState VertexInputState; | ||||
| 	public PrimitiveType PrimitiveType; | ||||
| 	public RasterizerState RasterizerState; | ||||
| 	public MultisampleState MultisampleState; | ||||
| 	public DepthStencilState DepthStencilState; | ||||
| 	public GraphicsPipelineAttachmentInfo AttachmentInfo; | ||||
| 	public GraphicsPipelineResourceInfo VertexShaderResourceInfo; | ||||
| 	public GraphicsPipelineResourceInfo FragmentShaderResourceInfo; | ||||
| 	public BlendConstants BlendConstants; | ||||
| } | ||||
|  | @ -0,0 +1,543 @@ | |||
| using System; | ||||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| /// <summary> | ||||
| /// Render passes are begun in command buffers and are used to apply render state and issue draw calls. | ||||
| /// Render passes are pooled and should not be referenced after calling EndRenderPass. | ||||
| /// </summary> | ||||
| public class RenderPass | ||||
| { | ||||
| 	public nint Handle { get; private set; } | ||||
| 
 | ||||
| #if DEBUG | ||||
| 	internal uint colorAttachmentCount; | ||||
| 	internal SampleCount colorAttachmentSampleCount; | ||||
| 	internal TextureFormat colorFormatOne; | ||||
| 	internal TextureFormat colorFormatTwo; | ||||
| 	internal TextureFormat colorFormatThree; | ||||
| 	internal TextureFormat colorFormatFour; | ||||
| 	internal bool hasDepthStencilAttachment; | ||||
| 	internal SampleCount depthStencilAttachmentSampleCount; | ||||
| 	internal TextureFormat depthStencilFormat; | ||||
| 
 | ||||
| 	GraphicsPipeline currentGraphicsPipeline; | ||||
| #endif | ||||
| 
 | ||||
| 	internal void SetHandle(nint handle) | ||||
| 	{ | ||||
| 		Handle = handle; | ||||
| 	} | ||||
| 
 | ||||
| 	/// <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 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertRenderPassPipelineFormatMatch(graphicsPipeline); | ||||
| 
 | ||||
| 		if (colorAttachmentCount > 0) | ||||
| 		{ | ||||
| 			if (graphicsPipeline.SampleCount != colorAttachmentSampleCount) | ||||
| 			{ | ||||
| 				throw new System.InvalidOperationException($"Sample count mismatch! Graphics pipeline sample count: {graphicsPipeline.SampleCount}, Color attachment sample count: {colorAttachmentSampleCount}"); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		if (hasDepthStencilAttachment) | ||||
| 		{ | ||||
| 			if (graphicsPipeline.SampleCount != depthStencilAttachmentSampleCount) | ||||
| 			{ | ||||
| 				throw new System.InvalidOperationException($"Sample count mismatch! Graphics pipeline sample count: {graphicsPipeline.SampleCount}, Depth stencil attachment sample count: {depthStencilAttachmentSampleCount}"); | ||||
| 			} | ||||
| 		} | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_BindGraphicsPipeline( | ||||
| 			Handle, | ||||
| 			graphicsPipeline.Handle | ||||
| 		); | ||||
| 
 | ||||
| #if DEBUG | ||||
| 		currentGraphicsPipeline = graphicsPipeline; | ||||
| #endif | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Sets the viewport. | ||||
| 	/// </summary> | ||||
| 	public void SetViewport(in Viewport viewport) | ||||
| 	{ | ||||
| 		Refresh.Refresh_SetViewport( | ||||
| 			Handle, | ||||
| 			viewport.ToRefresh() | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Sets the scissor area. | ||||
| 	/// </summary> | ||||
| 	public void SetScissor(in Rect scissor) | ||||
| 	{ | ||||
| #if DEBUG | ||||
| 		if (scissor.X < 0 || scissor.Y < 0 || scissor.W <= 0 || scissor.H <= 0) | ||||
| 		{ | ||||
| 			throw new System.ArgumentOutOfRangeException("Scissor position cannot be negative and dimensions must be positive!"); | ||||
| 		} | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_SetScissor( | ||||
| 			Handle, | ||||
| 			scissor.ToRefresh() | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Binds vertex buffers to be used by subsequent draw calls. | ||||
| 	/// </summary> | ||||
| 	/// <param name="bufferBinding">Buffer to bind and associated offset.</param> | ||||
| 	/// <param name="firstBinding">The index of the first vertex input binding whose state is updated by the command.</param> | ||||
| 	public unsafe void BindVertexBuffer( | ||||
| 		in BufferBinding bufferBinding, | ||||
| 		uint firstBinding = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| #endif | ||||
| 
 | ||||
| 		var refreshBufferBinding = bufferBinding.ToRefresh(); | ||||
| 
 | ||||
| 		Refresh.Refresh_BindVertexBuffers( | ||||
| 			Handle, | ||||
| 			firstBinding, | ||||
| 			&refreshBufferBinding, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <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( | ||||
| 		BufferBinding bufferBinding, | ||||
| 		IndexElementSize indexElementSize | ||||
| 	) | ||||
| 	{ | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_BindIndexBuffer( | ||||
| 			Handle, | ||||
| 			bufferBinding.ToRefresh(), | ||||
| 			(Refresh.IndexElementSize) indexElementSize | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Binds samplers to be used by the vertex shader. | ||||
| 	/// </summary> | ||||
| 	/// <param name="textureSamplerBindings">The texture-sampler to bind.</param> | ||||
| 	public unsafe void BindVertexSampler( | ||||
| 		in TextureSamplerBinding textureSamplerBinding, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 		AssertTextureSamplerBindingNonNull(textureSamplerBinding); | ||||
| 		AssertTextureHasSamplerFlag(textureSamplerBinding.Texture); | ||||
| #endif | ||||
| 
 | ||||
| 		var refreshTextureSamplerBinding = textureSamplerBinding.ToRefresh(); | ||||
| 
 | ||||
| 		Refresh.Refresh_BindVertexSamplers( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&refreshTextureSamplerBinding, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void BindVertexStorageTexture( | ||||
| 		in TextureSlice textureSlice, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 		AssertTextureNonNull(textureSlice.Texture); | ||||
| 		AssertTextureHasGraphicsStorageFlag(textureSlice.Texture); | ||||
| #endif | ||||
| 
 | ||||
| 		var refreshTextureSlice = textureSlice.ToRefresh(); | ||||
| 
 | ||||
| 		Refresh.Refresh_BindVertexStorageTextures( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&refreshTextureSlice, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void BindVertexStorageBuffer( | ||||
| 		GpuBuffer buffer, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 		AssertBufferNonNull(buffer); | ||||
| 		AssertBufferHasGraphicsStorageFlag(buffer); | ||||
| #endif | ||||
| 
 | ||||
| 		var bufferHandle = buffer.Handle; | ||||
| 
 | ||||
| 		Refresh.Refresh_BindVertexStorageBuffers( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&bufferHandle, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void BindFragmentSampler( | ||||
| 		in TextureSamplerBinding textureSamplerBinding, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 		AssertTextureSamplerBindingNonNull(textureSamplerBinding); | ||||
| 		AssertTextureHasSamplerFlag(textureSamplerBinding.Texture); | ||||
| #endif | ||||
| 
 | ||||
| 		var refreshTextureSamplerBinding = textureSamplerBinding.ToRefresh(); | ||||
| 
 | ||||
| 		Refresh.Refresh_BindFragmentSamplers( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&refreshTextureSamplerBinding, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void BindFragmentStorageTexture( | ||||
| 		in TextureSlice textureSlice, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 		AssertTextureNonNull(textureSlice.Texture); | ||||
| 		AssertTextureHasGraphicsStorageFlag(textureSlice.Texture); | ||||
| #endif | ||||
| 
 | ||||
| 		var refreshTextureSlice = textureSlice.ToRefresh(); | ||||
| 
 | ||||
| 		Refresh.Refresh_BindFragmentStorageTextures( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&refreshTextureSlice, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void BindFragmentStorageBuffer( | ||||
| 		GpuBuffer buffer, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 		AssertBufferNonNull(buffer); | ||||
| 		AssertBufferHasGraphicsStorageFlag(buffer); | ||||
| #endif | ||||
| 
 | ||||
| 		var bufferHandle = buffer.Handle; | ||||
| 
 | ||||
| 		Refresh.Refresh_BindFragmentStorageBuffers( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			&bufferHandle, | ||||
| 			1 | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void PushVertexUniformData( | ||||
| 		void* uniformsPtr, | ||||
| 		uint size, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 
 | ||||
| 		if (slot >= currentGraphicsPipeline.VertexShaderResourceInfo.UniformBufferCount) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException($"Slot {slot} given, but {currentGraphicsPipeline.VertexShaderResourceInfo.UniformBufferCount} uniform buffers are used on the shader!"); | ||||
| 		} | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_PushVertexUniformData( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			(nint) uniformsPtr, | ||||
| 			size | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void PushVertexUniformData<T>( | ||||
| 		in T uniforms, | ||||
| 		uint slot = 0 | ||||
| 	) where T : unmanaged | ||||
| 	{ | ||||
| 		fixed (T* uniformsPtr = &uniforms) | ||||
| 		{ | ||||
| 			PushVertexUniformData(uniformsPtr, (uint) Marshal.SizeOf<T>(), slot); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void PushFragmentUniformData( | ||||
| 		void* uniformsPtr, | ||||
| 		uint size, | ||||
| 		uint slot = 0 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| 
 | ||||
| 		if (slot >= currentGraphicsPipeline.FragmentShaderResourceInfo.UniformBufferCount) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException($"Slot {slot} given, but {currentGraphicsPipeline.FragmentShaderResourceInfo.UniformBufferCount} uniform buffers are used on the shader!"); | ||||
| 		} | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_PushFragmentUniformData( | ||||
| 			Handle, | ||||
| 			slot, | ||||
| 			(nint) uniformsPtr, | ||||
| 			size | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	public unsafe void PushFragmentUniformData<T>( | ||||
| 		in T uniforms, | ||||
| 		uint slot = 0 | ||||
| 	) where T : unmanaged | ||||
| 	{ | ||||
| 		fixed (T* uniformsPtr = &uniforms) | ||||
| 		{ | ||||
| 			PushFragmentUniformData(uniformsPtr, (uint) Marshal.SizeOf<T>(), slot); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Draws using a vertex buffer and an index buffer, and an optional instance count. | ||||
| 	/// </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> | ||||
| 	public void DrawIndexedPrimitives( | ||||
| 		uint baseVertex, | ||||
| 		uint startIndex, | ||||
| 		uint primitiveCount, | ||||
| 		uint instanceCount = 1 | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_DrawIndexedPrimitives( | ||||
| 			Handle, | ||||
| 			baseVertex, | ||||
| 			startIndex, | ||||
| 			primitiveCount, | ||||
| 			instanceCount | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <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> | ||||
| 	public void DrawPrimitives( | ||||
| 		uint vertexStart, | ||||
| 		uint primitiveCount | ||||
| 	) | ||||
| 	{ | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_DrawPrimitives( | ||||
| 			Handle, | ||||
| 			vertexStart, | ||||
| 			primitiveCount | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Similar to DrawPrimitives, but parameters are set from a buffer. | ||||
| 	/// The buffer must have the Indirect usage flag set. | ||||
| 	/// </summary> | ||||
| 	/// <param name="buffer">The draw parameters buffer.</param> | ||||
| 	/// <param name="offsetInBytes">The offset to start reading from the draw parameters buffer.</param> | ||||
| 	/// <param name="drawCount">The number of draw parameter sets that should be read from the buffer.</param> | ||||
| 	/// <param name="stride">The byte stride between sets of draw parameters.</param> | ||||
| 	public void DrawPrimitivesIndirect( | ||||
| 		GpuBuffer buffer, | ||||
| 		uint offsetInBytes, | ||||
| 		uint drawCount, | ||||
| 		uint stride | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_DrawPrimitivesIndirect( | ||||
| 			Handle, | ||||
| 			buffer.Handle, | ||||
| 			offsetInBytes, | ||||
| 			drawCount, | ||||
| 			stride | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Similar to DrawIndexedPrimitives, but parameters are set from a buffer. | ||||
| 	/// The buffer must have the Indirect usage flag set. | ||||
| 	/// </summary> | ||||
| 	/// <param name="buffer">The draw parameters buffer.</param> | ||||
| 	/// <param name="offsetInBytes">The offset to start reading from the draw parameters buffer.</param> | ||||
| 	/// <param name="drawCount">The number of draw parameter sets that should be read from the buffer.</param> | ||||
| 	/// <param name="stride">The byte stride between sets of draw parameters.</param> | ||||
| 	public void DrawIndexedPrimitivesIndirect( | ||||
| 		GpuBuffer buffer, | ||||
| 		uint offsetInBytes, | ||||
| 		uint drawCount, | ||||
| 		uint stride | ||||
| 	) { | ||||
| #if DEBUG | ||||
| 		AssertGraphicsPipelineBound(); | ||||
| #endif | ||||
| 
 | ||||
| 		Refresh.Refresh_DrawIndexedPrimitivesIndirect( | ||||
| 			Handle, | ||||
| 			buffer.Handle, | ||||
| 			offsetInBytes, | ||||
| 			drawCount, | ||||
| 			stride | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| #if DEBUG | ||||
| 	private void AssertRenderPassPipelineFormatMatch(GraphicsPipeline graphicsPipeline) | ||||
| 	{ | ||||
| 		for (var i = 0; i < graphicsPipeline.AttachmentInfo.ColorAttachmentDescriptions.Length; i += 1) | ||||
| 		{ | ||||
| 			TextureFormat format; | ||||
| 			if (i == 0) | ||||
| 			{ | ||||
| 				format = colorFormatOne; | ||||
| 			} | ||||
| 			else if (i == 1) | ||||
| 			{ | ||||
| 				format = colorFormatTwo; | ||||
| 			} | ||||
| 			else if (i == 2) | ||||
| 			{ | ||||
| 				format = colorFormatThree; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				format = colorFormatFour; | ||||
| 			} | ||||
| 
 | ||||
| 			var pipelineFormat = graphicsPipeline.AttachmentInfo.ColorAttachmentDescriptions[i].Format; | ||||
| 			if (pipelineFormat != format) | ||||
| 			{ | ||||
| 				throw new System.InvalidOperationException($"Color texture format mismatch! Pipeline expects {pipelineFormat}, render pass attachment is {format}"); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		if (graphicsPipeline.AttachmentInfo.HasDepthStencilAttachment) | ||||
| 		{ | ||||
| 			var pipelineDepthFormat = graphicsPipeline.AttachmentInfo.DepthStencilFormat; | ||||
| 
 | ||||
| 			if (!hasDepthStencilAttachment) | ||||
| 			{ | ||||
| 				throw new System.InvalidOperationException("Pipeline expects depth attachment!"); | ||||
| 			} | ||||
| 
 | ||||
| 			if (pipelineDepthFormat != depthStencilFormat) | ||||
| 			{ | ||||
| 				throw new System.InvalidOperationException($"Depth texture format mismatch! Pipeline expects {pipelineDepthFormat}, render pass attachment is {depthStencilFormat}"); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertGraphicsPipelineBound(string message = "No graphics pipeline is bound!") | ||||
| 	{ | ||||
| 		if (currentGraphicsPipeline == null) | ||||
| 		{ | ||||
| 			throw new System.InvalidOperationException(message); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertTextureNonNull(in TextureSlice textureSlice) | ||||
| 	{ | ||||
| 		if (textureSlice.Texture == null) | ||||
| 		{ | ||||
| 			throw new NullReferenceException("Texture must not be null!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertTextureSamplerBindingNonNull(in TextureSamplerBinding binding) | ||||
| 	{ | ||||
| 		if (binding.Texture == null || binding.Texture.Handle == IntPtr.Zero) | ||||
| 		{ | ||||
| 			throw new NullReferenceException("Texture binding must not be null!"); | ||||
| 		} | ||||
| 
 | ||||
| 		if (binding.Sampler == null || binding.Sampler.Handle == IntPtr.Zero) | ||||
| 		{ | ||||
| 			throw new NullReferenceException("Sampler binding must not be null!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertTextureHasSamplerFlag(Texture texture) | ||||
| 	{ | ||||
| 		if ((texture.UsageFlags & TextureUsageFlags.Sampler) == 0) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException("The bound Texture's UsageFlags must include TextureUsageFlags.Sampler!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertTextureHasGraphicsStorageFlag(Texture texture) | ||||
| 	{ | ||||
| 		if ((texture.UsageFlags & TextureUsageFlags.GraphicsStorage) == 0) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException("The bound Texture's UsageFlags must include TextureUsageFlags.GraphicsStorage!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertBufferNonNull(GpuBuffer buffer) | ||||
| 	{ | ||||
| 		if (buffer == null || buffer.Handle == IntPtr.Zero) | ||||
| 		{ | ||||
| 			throw new System.NullReferenceException("Buffer must not be null!"); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	private void AssertBufferHasGraphicsStorageFlag(GpuBuffer buffer) | ||||
| 	{ | ||||
| 		if ((buffer.UsageFlags & BufferUsageFlags.GraphicsStorage) == 0) | ||||
| 		{ | ||||
| 			throw new System.ArgumentException("The bound Buffer's UsageFlags must include BufferUsageFlag.GraphicsStorage!"); | ||||
| 		} | ||||
| 	} | ||||
| #endif | ||||
| } | ||||
|  | @ -0,0 +1,25 @@ | |||
| using System.Collections.Concurrent; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| internal class RenderPassPool | ||||
| { | ||||
| 	private ConcurrentQueue<RenderPass> RenderPasses = new ConcurrentQueue<RenderPass>(); | ||||
| 
 | ||||
| 	public RenderPass Obtain() | ||||
| 	{ | ||||
| 		if (RenderPasses.TryDequeue(out var renderPass)) | ||||
| 		{ | ||||
| 			return renderPass; | ||||
| 		} | ||||
| 		else | ||||
| 		{ | ||||
| 			return new RenderPass(); | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	public void Return(RenderPass renderPass) | ||||
| 	{ | ||||
| 		RenderPasses.Enqueue(renderPass); | ||||
| 	} | ||||
| } | ||||
|  | @ -0,0 +1,381 @@ | |||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| using System.Runtime.InteropServices; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A convenience structure for creating resources and uploading their data. | ||||
| 	/// | ||||
| 	/// Note that Upload or UploadAndWait must be called after the Create methods for the data to actually be uploaded. | ||||
| 	/// | ||||
| 	/// Note that this structure does not magically keep memory usage down - | ||||
| 	/// you may want to stagger uploads over multiple submissions to minimize memory usage. | ||||
| 	/// </summary> | ||||
| 	public unsafe class ResourceUploader : GraphicsResource | ||||
| 	{ | ||||
| 		TransferBuffer BufferTransferBuffer; | ||||
| 		TransferBuffer TextureTransferBuffer; | ||||
| 
 | ||||
| 		byte* bufferData; | ||||
| 		uint bufferDataOffset = 0; | ||||
| 		uint bufferDataSize = 1024; | ||||
| 
 | ||||
| 		byte* textureData; | ||||
| 		uint textureDataOffset = 0; | ||||
| 		uint textureDataSize = 1024; | ||||
| 
 | ||||
| 		List<(GpuBuffer, BufferCopy, bool)> BufferUploads = new List<(GpuBuffer, BufferCopy, bool)>(); | ||||
| 		List<(TextureRegion, uint, bool)> TextureUploads = new List<(TextureRegion, uint, bool)>(); | ||||
| 
 | ||||
| 		public ResourceUploader(GraphicsDevice device) : base(device) | ||||
| 		{ | ||||
| 			bufferData = (byte*) NativeMemory.Alloc(bufferDataSize); | ||||
| 			textureData = (byte*) NativeMemory.Alloc(textureDataSize); | ||||
| 		} | ||||
| 
 | ||||
| 		// Buffers | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a GpuBuffer with data to be uploaded. | ||||
| 		/// </summary> | ||||
| 		public GpuBuffer CreateBuffer<T>(Span<T> data, BufferUsageFlags usageFlags) where T : unmanaged | ||||
| 		{ | ||||
| 			var lengthInBytes = (uint) (Marshal.SizeOf<T>() * data.Length); | ||||
| 			var gpuBuffer = new GpuBuffer(Device, usageFlags, lengthInBytes); | ||||
| 
 | ||||
| 			SetBufferData(gpuBuffer, 0, data, false); | ||||
| 
 | ||||
| 			return gpuBuffer; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Prepares upload of data into a GpuBuffer. | ||||
| 		/// </summary> | ||||
| 		public void SetBufferData<T>(GpuBuffer buffer, uint bufferOffsetInElements, Span<T> data, bool cycle) where T : unmanaged | ||||
| 		{ | ||||
| 			uint elementSize = (uint) Marshal.SizeOf<T>(); | ||||
| 			uint offsetInBytes = elementSize * bufferOffsetInElements; | ||||
| 			uint lengthInBytes = (uint) (elementSize * data.Length); | ||||
| 
 | ||||
| 			uint resourceOffset; | ||||
| 			fixed (void* spanPtr = data) | ||||
| 			{ | ||||
| 				resourceOffset = CopyBufferData(spanPtr, lengthInBytes); | ||||
| 			} | ||||
| 
 | ||||
| 			var bufferCopyParams = new BufferCopy(resourceOffset, offsetInBytes, lengthInBytes); | ||||
| 			BufferUploads.Add((buffer, bufferCopyParams, cycle)); | ||||
| 		} | ||||
| 
 | ||||
| 		// Textures | ||||
| 
 | ||||
| 		public Texture CreateTexture2D<T>(Span<T> pixelData, uint width, uint height) where T : unmanaged | ||||
| 		{ | ||||
| 			var texture = Texture.CreateTexture2D(Device, width, height, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler); | ||||
| 			SetTextureData(texture, pixelData, false); | ||||
| 			return texture; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 2D Texture from compressed image data to be uploaded. | ||||
| 		/// </summary> | ||||
| 		public Texture CreateTexture2DFromCompressed(Span<byte> compressedImageData) | ||||
| 		{ | ||||
| 			ImageUtils.ImageInfoFromBytes(compressedImageData, out var width, out var height, out var _); | ||||
| 			var texture = Texture.CreateTexture2D(Device, width, height, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler); | ||||
| 			SetTextureDataFromCompressed(texture, compressedImageData); | ||||
| 			return texture; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 2D Texture from a compressed image stream to be uploaded. | ||||
| 		/// </summary> | ||||
| 		public Texture CreateTexture2DFromCompressed(Stream compressedImageStream) | ||||
| 		{ | ||||
| 			var length = compressedImageStream.Length; | ||||
| 			var buffer = NativeMemory.Alloc((nuint) length); | ||||
| 			var span = new Span<byte>(buffer, (int) length); | ||||
| 			compressedImageStream.ReadExactly(span); | ||||
| 
 | ||||
| 			var texture = CreateTexture2DFromCompressed(span); | ||||
| 
 | ||||
| 			NativeMemory.Free(buffer); | ||||
| 
 | ||||
| 			return texture; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 2D Texture from a compressed image file to be uploaded. | ||||
| 		/// </summary> | ||||
| 		public Texture CreateTexture2DFromCompressed(string compressedImageFilePath) | ||||
| 		{ | ||||
| 			var fileStream = new FileStream(compressedImageFilePath, FileMode.Open, FileAccess.Read); | ||||
| 			return CreateTexture2DFromCompressed(fileStream); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a texture from a DDS stream. | ||||
| 		/// </summary> | ||||
| 		public Texture CreateTextureFromDDS(Stream stream) | ||||
| 		{ | ||||
| 			using var reader = new BinaryReader(stream); | ||||
| 			Texture texture; | ||||
| 			int faces; | ||||
| 			ImageUtils.ParseDDS(reader, out var format, out var width, out var height, out var levels, out var isCube); | ||||
| 
 | ||||
| 			if (isCube) | ||||
| 			{ | ||||
| 				texture = Texture.CreateTextureCube(Device, (uint) width, format, TextureUsageFlags.Sampler, (uint) levels); | ||||
| 				faces = 6; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				texture = Texture.CreateTexture2D(Device, (uint) width, (uint) height, format, TextureUsageFlags.Sampler, (uint) levels); | ||||
| 				faces = 1; | ||||
| 			} | ||||
| 
 | ||||
| 			for (int face = 0; face < faces; face += 1) | ||||
| 			{ | ||||
| 				for (int level = 0; level < levels; level += 1) | ||||
| 				{ | ||||
| 					var levelWidth = width >> level; | ||||
| 					var levelHeight = height >> level; | ||||
| 
 | ||||
| 					var levelSize = ImageUtils.CalculateDDSLevelSize(levelWidth, levelHeight, format); | ||||
| 					var byteBuffer = NativeMemory.Alloc((nuint) levelSize); | ||||
| 					var byteSpan = new Span<byte>(byteBuffer, levelSize); | ||||
| 					stream.ReadExactly(byteSpan); | ||||
| 
 | ||||
| 					var textureRegion = new TextureRegion | ||||
| 					{ | ||||
| 						TextureSlice = new TextureSlice | ||||
| 						{ | ||||
| 							Texture = texture, | ||||
| 							Layer = (uint) face, | ||||
| 							MipLevel = (uint) level | ||||
| 						}, | ||||
| 						X = 0, | ||||
| 						Y = 0, | ||||
| 						Z = 0, | ||||
| 						Width = (uint) levelWidth, | ||||
| 						Height = (uint) levelHeight, | ||||
| 						Depth = 1 | ||||
| 					}; | ||||
| 
 | ||||
| 					SetTextureData(textureRegion, byteSpan, false); | ||||
| 
 | ||||
| 					NativeMemory.Free(byteBuffer); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			return texture; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a texture from a DDS file. | ||||
| 		/// </summary> | ||||
| 		public Texture CreateTextureFromDDS(string path) | ||||
| 		{ | ||||
| 			var stream = new FileStream(path, FileMode.Open, FileAccess.Read); | ||||
| 			return CreateTextureFromDDS(stream); | ||||
| 		} | ||||
| 
 | ||||
| 		public void SetTextureDataFromCompressed(TextureRegion textureRegion, Span<byte> compressedImageData) | ||||
| 		{ | ||||
| 			var pixelData = ImageUtils.GetPixelDataFromBytes(compressedImageData, out var _, out var _, out var sizeInBytes); | ||||
| 			var pixelSpan = new Span<byte>((void*) pixelData, (int) sizeInBytes); | ||||
| 
 | ||||
| 			SetTextureData(textureRegion, pixelSpan, false); | ||||
| 
 | ||||
| 			ImageUtils.FreePixelData(pixelData); | ||||
| 		} | ||||
| 
 | ||||
| 		public void SetTextureDataFromCompressed(TextureRegion textureRegion, Stream compressedImageStream) | ||||
| 		{ | ||||
| 			var length = compressedImageStream.Length; | ||||
| 			var buffer = NativeMemory.Alloc((nuint) length); | ||||
| 			var span = new Span<byte>(buffer, (int) length); | ||||
| 			compressedImageStream.ReadExactly(span); | ||||
| 			SetTextureDataFromCompressed(textureRegion, span); | ||||
| 			NativeMemory.Free(buffer); | ||||
| 		} | ||||
| 
 | ||||
| 		public void SetTextureDataFromCompressed(TextureRegion textureRegion, string compressedImageFilePath) | ||||
| 		{ | ||||
| 			var fileStream = new FileStream(compressedImageFilePath, FileMode.Open, FileAccess.Read); | ||||
| 			SetTextureDataFromCompressed(textureRegion, fileStream); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Prepares upload of pixel data into a TextureSlice. | ||||
| 		/// </summary> | ||||
| 		public void SetTextureData<T>(TextureRegion textureRegion, Span<T> data, bool cycle) where T : unmanaged | ||||
| 		{ | ||||
| 			var elementSize = Marshal.SizeOf<T>(); | ||||
| 			var dataLengthInBytes = (uint) (elementSize * data.Length); | ||||
| 
 | ||||
| 			uint resourceOffset; | ||||
| 			fixed (T* dataPtr = data) | ||||
| 			{ | ||||
| 				resourceOffset = CopyTextureData(dataPtr, dataLengthInBytes, Texture.BytesPerPixel(textureRegion.TextureSlice.Texture.Format)); | ||||
| 			} | ||||
| 
 | ||||
| 			TextureUploads.Add((textureRegion, resourceOffset, cycle)); | ||||
| 		} | ||||
| 
 | ||||
| 		// Upload | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Uploads all the data corresponding to the created resources. | ||||
| 		/// </summary> | ||||
| 		public void Upload() | ||||
| 		{ | ||||
| 			CopyToTransferBuffer(); | ||||
| 
 | ||||
| 			var commandBuffer = Device.AcquireCommandBuffer(); | ||||
| 			RecordUploadCommands(commandBuffer); | ||||
| 			Device.Submit(commandBuffer); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Uploads and then blocks until the upload is finished. | ||||
| 		/// This is useful for keeping memory usage down during threaded upload. | ||||
| 		/// </summary> | ||||
| 		public void UploadAndWait() | ||||
| 		{ | ||||
| 			CopyToTransferBuffer(); | ||||
| 
 | ||||
| 			var commandBuffer = Device.AcquireCommandBuffer(); | ||||
| 			RecordUploadCommands(commandBuffer); | ||||
| 			var fence = Device.SubmitAndAcquireFence(commandBuffer); | ||||
| 			Device.WaitForFence(fence); | ||||
| 			Device.ReleaseFence(fence); | ||||
| 		} | ||||
| 
 | ||||
| 		// Helper methods | ||||
| 
 | ||||
| 		private void CopyToTransferBuffer() | ||||
| 		{ | ||||
| 			if (BufferUploads.Count > 0) | ||||
| 			{ | ||||
| 				if (BufferTransferBuffer == null || BufferTransferBuffer.Size < bufferDataSize) | ||||
| 				{ | ||||
| 					BufferTransferBuffer?.Dispose(); | ||||
| 					BufferTransferBuffer = new TransferBuffer(Device, TransferUsage.Buffer, TransferBufferMapFlags.Write, bufferDataSize); | ||||
| 				} | ||||
| 
 | ||||
| 				var dataSpan = new Span<byte>(bufferData, (int) bufferDataSize); | ||||
| 				BufferTransferBuffer.SetData(dataSpan, true); | ||||
| 			} | ||||
| 
 | ||||
| 
 | ||||
| 			if (TextureUploads.Count > 0) | ||||
| 			{ | ||||
| 				if (TextureTransferBuffer == null || TextureTransferBuffer.Size < textureDataSize) | ||||
| 				{ | ||||
| 					TextureTransferBuffer?.Dispose(); | ||||
| 					TextureTransferBuffer = new TransferBuffer(Device, TransferUsage.Texture, TransferBufferMapFlags.Write, textureDataSize); | ||||
| 				} | ||||
| 
 | ||||
| 				var dataSpan = new Span<byte>(textureData, (int) textureDataSize); | ||||
| 				TextureTransferBuffer.SetData(dataSpan, true); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		private void RecordUploadCommands(CommandBuffer commandBuffer) | ||||
| 		{ | ||||
| 			var copyPass = commandBuffer.BeginCopyPass(); | ||||
| 
 | ||||
| 			foreach (var (gpuBuffer, bufferCopyParams, option) in BufferUploads) | ||||
| 			{ | ||||
| 				copyPass.UploadToBuffer( | ||||
| 					BufferTransferBuffer, | ||||
| 					gpuBuffer, | ||||
| 					bufferCopyParams, | ||||
| 					option | ||||
| 				); | ||||
| 			} | ||||
| 
 | ||||
| 			foreach (var (textureRegion, offset, option) in TextureUploads) | ||||
| 			{ | ||||
| 				copyPass.UploadToTexture( | ||||
| 					TextureTransferBuffer, | ||||
| 					textureRegion, | ||||
| 					new BufferImageCopy( | ||||
| 						offset, | ||||
| 						0, | ||||
| 						0 | ||||
| 					), | ||||
| 					option | ||||
| 				); | ||||
| 			} | ||||
| 
 | ||||
| 			commandBuffer.EndCopyPass(copyPass); | ||||
| 
 | ||||
| 			BufferUploads.Clear(); | ||||
| 			TextureUploads.Clear(); | ||||
| 			bufferDataOffset = 0; | ||||
| 		} | ||||
| 
 | ||||
| 		private uint CopyBufferData(void* ptr, uint lengthInBytes) | ||||
| 		{ | ||||
| 			if (bufferDataOffset + lengthInBytes >= bufferDataSize) | ||||
| 			{ | ||||
| 				bufferDataSize = bufferDataOffset + lengthInBytes; | ||||
| 				bufferData = (byte*) NativeMemory.Realloc(bufferData, bufferDataSize); | ||||
| 			} | ||||
| 
 | ||||
| 			var resourceOffset = bufferDataOffset; | ||||
| 
 | ||||
| 			NativeMemory.Copy(ptr, bufferData + bufferDataOffset, lengthInBytes); | ||||
| 			bufferDataOffset += lengthInBytes; | ||||
| 
 | ||||
| 			return resourceOffset; | ||||
| 		} | ||||
| 
 | ||||
| 		private uint CopyTextureData(void* ptr, uint lengthInBytes, uint alignment) | ||||
| 		{ | ||||
| 			textureDataOffset = RoundToAlignment(textureDataOffset, alignment); | ||||
| 
 | ||||
| 			if (textureDataOffset + lengthInBytes >= textureDataSize) | ||||
| 			{ | ||||
| 				textureDataSize = textureDataOffset + lengthInBytes; | ||||
| 				textureData = (byte*) NativeMemory.Realloc(textureData, textureDataSize); | ||||
| 			} | ||||
| 
 | ||||
| 			var resourceOffset = textureDataOffset; | ||||
| 
 | ||||
| 			NativeMemory.Copy(ptr, textureData + textureDataOffset, lengthInBytes); | ||||
| 			textureDataOffset += lengthInBytes; | ||||
| 
 | ||||
| 			return resourceOffset; | ||||
| 		} | ||||
| 
 | ||||
| 		private uint RoundToAlignment(uint value, uint alignment) | ||||
| 		{ | ||||
| 			return alignment * ((value + alignment - 1) / alignment); | ||||
| 		} | ||||
| 
 | ||||
| 		// Dispose | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// It is valid to immediately call Dispose after calling Upload. | ||||
| 		/// </summary> | ||||
| 		protected override void Dispose(bool disposing) | ||||
| 		{ | ||||
| 			if (!IsDisposed) | ||||
| 			{ | ||||
| 				if (disposing) | ||||
| 				{ | ||||
| 					BufferTransferBuffer?.Dispose(); | ||||
| 					TextureTransferBuffer?.Dispose(); | ||||
| 				} | ||||
| 
 | ||||
| 				NativeMemory.Free(bufferData); | ||||
| 			} | ||||
| 			base.Dispose(disposing); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -1,141 +0,0 @@ | |||
| using System; | ||||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Buffers are generic data containers that can be used by the GPU. | ||||
| 	/// </summary> | ||||
| 	public class Buffer : RefreshResource | ||||
| 	{ | ||||
| 		protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyBuffer; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Size in bytes. | ||||
| 		/// </summary> | ||||
| 		public uint Size { get; } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a buffer of appropriate size given a type and element count. | ||||
| 		/// </summary> | ||||
| 		/// <typeparam name="T">The type that the buffer will contain.</typeparam> | ||||
| 		/// <param name="device">The GraphicsDevice.</param> | ||||
| 		/// <param name="usageFlags">Specifies how the buffer will be used.</param> | ||||
| 		/// <param name="elementCount">How many elements of type T the buffer will contain.</param> | ||||
| 		/// <returns></returns> | ||||
| 		public unsafe static Buffer Create<T>( | ||||
| 			GraphicsDevice device, | ||||
| 			BufferUsageFlags usageFlags, | ||||
| 			uint elementCount | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			return new Buffer( | ||||
| 				device, | ||||
| 				usageFlags, | ||||
| 				(uint) Marshal.SizeOf<T>() * elementCount | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a buffer. | ||||
| 		/// </summary> | ||||
| 		/// <param name="device">An initialized GraphicsDevice.</param> | ||||
| 		/// <param name="usageFlags">Specifies how the buffer will be used.</param> | ||||
| 		/// <param name="sizeInBytes">The length of the array. Cannot be resized.</param> | ||||
| 		public Buffer( | ||||
| 			GraphicsDevice device, | ||||
| 			BufferUsageFlags usageFlags, | ||||
| 			uint sizeInBytes | ||||
| 		) : base(device) | ||||
| 		{ | ||||
| 			Handle = Refresh.Refresh_CreateBuffer( | ||||
| 				device.Handle, | ||||
| 				(Refresh.BufferUsageFlags) usageFlags, | ||||
| 				sizeInBytes | ||||
| 			); | ||||
| 			Size = sizeInBytes; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Reads data out of a buffer and into a span. | ||||
| 		/// This operation is only guaranteed to read up-to-date data if GraphicsDevice.Wait or GraphicsDevice.WaitForFences is called first. | ||||
| 		/// </summary> | ||||
| 		/// <param name="data">The span that data will be copied to.</param> | ||||
| 		/// <param name="dataLengthInBytes">The length of the data to read.</param> | ||||
| 		public unsafe void GetData<T>( | ||||
| 			Span<T> data, | ||||
| 			uint dataLengthInBytes | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| #if DEBUG | ||||
| 			if (dataLengthInBytes > Size) | ||||
| 			{ | ||||
| 				Logger.LogWarn("Requested too many bytes from buffer!"); | ||||
| 			} | ||||
| 
 | ||||
| 			if (dataLengthInBytes > data.Length * Marshal.SizeOf<T>()) | ||||
| 			{ | ||||
| 				Logger.LogWarn("Data length is larger than the provided Span!"); | ||||
| 			} | ||||
| #endif | ||||
| 
 | ||||
| 			fixed (T* ptr = data) | ||||
| 			{ | ||||
| 				Refresh.Refresh_GetBufferData( | ||||
| 					Device.Handle, | ||||
| 					Handle, | ||||
| 					(IntPtr) ptr, | ||||
| 					dataLengthInBytes | ||||
| 				); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Reads data out of a buffer and into an array. | ||||
| 		/// This operation is only guaranteed to read up-to-date data if GraphicsDevice.Wait or GraphicsDevice.WaitForFences is called first. | ||||
| 		/// </summary> | ||||
| 		/// <param name="data">The span that data will be copied to.</param> | ||||
| 		/// <param name="dataLengthInBytes">The length of the data to read.</param> | ||||
| 		public unsafe void GetData<T>( | ||||
| 			T[] data, | ||||
| 			uint dataLengthInBytes | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			GetData(new Span<T>(data), dataLengthInBytes); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Reads data out of a buffer and into a span. | ||||
| 		/// This operation is only guaranteed to read up-to-date data if GraphicsDevice.Wait or GraphicsDevice.WaitForFences is called first. | ||||
| 		/// Fills the span with as much data from the buffer as it can. | ||||
| 		/// </summary> | ||||
| 		/// <param name="data">The span that data will be copied to.</param> | ||||
| 		public unsafe void GetData<T>( | ||||
| 			Span<T> data | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			var lengthInBytes = System.Math.Min(data.Length * Marshal.SizeOf<T>(), Size); | ||||
| 			GetData(data, (uint) lengthInBytes); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Reads data out of a buffer and into an array. | ||||
| 		/// This operation is only guaranteed to read up-to-date data if GraphicsDevice.Wait or GraphicsDevice.WaitForFences is called first. | ||||
| 		/// Fills the array with as much data from the buffer as it can. | ||||
| 		/// </summary> | ||||
| 		/// <param name="data">The span that data will be copied to.</param> | ||||
| 		public unsafe void GetData<T>( | ||||
| 			T[] data | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			var lengthInBytes = System.Math.Min(data.Length * Marshal.SizeOf<T>(), Size); | ||||
| 			GetData(new Span<T>(data), (uint) lengthInBytes); | ||||
| 		} | ||||
| 
 | ||||
| 		public static implicit operator BufferBinding(Buffer b) | ||||
| 		{ | ||||
| 			return new BufferBinding(b, 0); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -8,34 +8,33 @@ namespace MoonWorks.Graphics | |||
| 	/// </summary> | ||||
| 	public class ComputePipeline : RefreshResource | ||||
| 	{ | ||||
| 		protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyComputePipeline; | ||||
| 		protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseComputePipeline; | ||||
| 
 | ||||
| 		public ComputeShaderInfo ComputeShaderInfo { get; } | ||||
| 		public ComputePipelineResourceInfo ResourceInfo { get; } | ||||
| 
 | ||||
| 		public unsafe ComputePipeline( | ||||
| 			GraphicsDevice device, | ||||
| 			ComputeShaderInfo computeShaderInfo | ||||
| 			Shader computeShader, | ||||
| 			ComputePipelineResourceInfo resourceInfo | ||||
| 		) : base(device) | ||||
| 		{ | ||||
| 			var refreshComputeShaderInfo = new Refresh.ComputeShaderInfo | ||||
| 			var refreshComputePipelineCreateInfo = new Refresh.ComputePipelineCreateInfo | ||||
| 			{ | ||||
| 				entryPointName = computeShaderInfo.EntryPointName, | ||||
| 				shaderModule = computeShaderInfo.ShaderModule.Handle, | ||||
| 				uniformBufferSize = computeShaderInfo.UniformBufferSize, | ||||
| 				bufferBindingCount = computeShaderInfo.BufferBindingCount, | ||||
| 				imageBindingCount = computeShaderInfo.ImageBindingCount | ||||
| 				ComputeShader = computeShader.Handle, | ||||
| 				PipelineResourceInfo = resourceInfo.ToRefresh() | ||||
| 			}; | ||||
| 
 | ||||
| 			Handle = Refresh.Refresh_CreateComputePipeline( | ||||
| 				device.Handle, | ||||
| 				refreshComputeShaderInfo | ||||
| 				refreshComputePipelineCreateInfo | ||||
| 			); | ||||
| 
 | ||||
| 			if (Handle == IntPtr.Zero) | ||||
| 			{ | ||||
| 				throw new Exception("Could not create compute pipeline!"); | ||||
| 			} | ||||
| 
 | ||||
| 			ComputeShaderInfo = computeShaderInfo; | ||||
| 			ResourceInfo = resourceInfo; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -1,8 +1,8 @@ | |||
| using System; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| /// <summary> | ||||
| /// Fences allow you to track the status of a submitted command buffer. <br/> | ||||
| /// You should only acquire a Fence if you will need to track the command buffer. <br/> | ||||
|  | @ -12,7 +12,7 @@ namespace MoonWorks.Graphics | |||
| /// </summary> | ||||
| public class Fence : RefreshResource | ||||
| { | ||||
| 		protected override Action<nint, nint> QueueDestroyFunction => Refresh.Refresh_ReleaseFence; | ||||
| 	protected override Action<nint, nint> ReleaseFunction => Refresh.Refresh_ReleaseFence; | ||||
| 
 | ||||
| 	internal Fence(GraphicsDevice device) : base(device) | ||||
| 	{ | ||||
|  | @ -23,4 +23,3 @@ namespace MoonWorks.Graphics | |||
| 		Handle = handle; | ||||
| 	} | ||||
| } | ||||
| } | ||||
|  |  | |||
|  | @ -0,0 +1,88 @@ | |||
| using System; | ||||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| /// <summary> | ||||
| /// GpuBuffers are generic data containers that can be used by the GPU. | ||||
| /// </summary> | ||||
| public class GpuBuffer : RefreshResource | ||||
| { | ||||
| 	protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseBuffer; | ||||
| 
 | ||||
| 	public BufferUsageFlags UsageFlags { get; } | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Size in bytes. | ||||
| 	/// </summary> | ||||
| 	public uint Size { get; } | ||||
| 
 | ||||
| 	private string name; | ||||
| 	public string Name | ||||
| 	{ | ||||
| 		get => name; | ||||
| 
 | ||||
| 		set | ||||
| 		{ | ||||
| 			if (Device.DebugMode) | ||||
| 			{ | ||||
| 				Refresh.Refresh_SetBufferName( | ||||
| 					Device.Handle, | ||||
| 					Handle, | ||||
| 					value | ||||
| 				); | ||||
| 			} | ||||
| 
 | ||||
| 			name = value; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Creates a buffer of appropriate size given a type and element count. | ||||
| 	/// </summary> | ||||
| 	/// <typeparam name="T">The type that the buffer will contain.</typeparam> | ||||
| 	/// <param name="device">The GraphicsDevice.</param> | ||||
| 	/// <param name="usageFlags">Specifies how the buffer will be used.</param> | ||||
| 	/// <param name="elementCount">How many elements of type T the buffer will contain.</param> | ||||
| 	/// <returns></returns> | ||||
| 	public unsafe static GpuBuffer Create<T>( | ||||
| 		GraphicsDevice device, | ||||
| 		BufferUsageFlags usageFlags, | ||||
| 		uint elementCount | ||||
| 	) where T : unmanaged | ||||
| 	{ | ||||
| 		return new GpuBuffer( | ||||
| 			device, | ||||
| 			usageFlags, | ||||
| 			(uint) Marshal.SizeOf<T>() * elementCount | ||||
| 		); | ||||
| 	} | ||||
| 
 | ||||
| 	/// <summary> | ||||
| 	/// Creates a buffer. | ||||
| 	/// </summary> | ||||
| 	/// <param name="device">An initialized GraphicsDevice.</param> | ||||
| 	/// <param name="usageFlags">Specifies how the buffer will be used.</param> | ||||
| 	/// <param name="sizeInBytes">The length of the array. Cannot be resized.</param> | ||||
| 	public GpuBuffer( | ||||
| 		GraphicsDevice device, | ||||
| 		BufferUsageFlags usageFlags, | ||||
| 		uint sizeInBytes | ||||
| 	) : base(device) | ||||
| 	{ | ||||
| 		Handle = Refresh.Refresh_CreateBuffer( | ||||
| 			device.Handle, | ||||
| 			(Refresh.BufferUsageFlags) usageFlags, | ||||
| 			sizeInBytes | ||||
| 		); | ||||
| 		UsageFlags = usageFlags; | ||||
| 		Size = sizeInBytes; | ||||
| 		name = ""; | ||||
| 	} | ||||
| 
 | ||||
| 	public static implicit operator BufferBinding(GpuBuffer b) | ||||
| 	{ | ||||
| 		return new BufferBinding(b, 0); | ||||
| 	} | ||||
| } | ||||
|  | @ -10,10 +10,10 @@ namespace MoonWorks.Graphics | |||
| 	/// </summary> | ||||
| 	public class GraphicsPipeline : RefreshResource | ||||
| 	{ | ||||
| 		protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyGraphicsPipeline; | ||||
| 		protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseGraphicsPipeline; | ||||
| 
 | ||||
| 		public GraphicsShaderInfo VertexShaderInfo { get; } | ||||
| 		public GraphicsShaderInfo FragmentShaderInfo { get; } | ||||
| 		public GraphicsPipelineResourceInfo VertexShaderResourceInfo { get; } | ||||
| 		public GraphicsPipelineResourceInfo FragmentShaderResourceInfo { get; } | ||||
| 		public SampleCount SampleCount { get; } | ||||
| 
 | ||||
| #if DEBUG | ||||
|  | @ -25,84 +25,62 @@ namespace MoonWorks.Graphics | |||
| 			in GraphicsPipelineCreateInfo graphicsPipelineCreateInfo | ||||
| 		) : base(device) | ||||
| 		{ | ||||
| 			DepthStencilState depthStencilState = graphicsPipelineCreateInfo.DepthStencilState; | ||||
| 			GraphicsShaderInfo vertexShaderInfo = graphicsPipelineCreateInfo.VertexShaderInfo; | ||||
| 			GraphicsShaderInfo fragmentShaderInfo = graphicsPipelineCreateInfo.FragmentShaderInfo; | ||||
| 			MultisampleState multisampleState = graphicsPipelineCreateInfo.MultisampleState; | ||||
| 			RasterizerState rasterizerState = graphicsPipelineCreateInfo.RasterizerState; | ||||
| 			PrimitiveType primitiveType = graphicsPipelineCreateInfo.PrimitiveType; | ||||
| 			VertexInputState vertexInputState = graphicsPipelineCreateInfo.VertexInputState; | ||||
| 			GraphicsPipelineAttachmentInfo attachmentInfo = graphicsPipelineCreateInfo.AttachmentInfo; | ||||
| 			BlendConstants blendConstants = graphicsPipelineCreateInfo.BlendConstants; | ||||
| 
 | ||||
| 			var vertexAttributesHandle = GCHandle.Alloc( | ||||
| 				vertexInputState.VertexAttributes, | ||||
| 				GCHandleType.Pinned | ||||
| 			); | ||||
| 			var vertexBindingsHandle = GCHandle.Alloc( | ||||
| 				vertexInputState.VertexBindings, | ||||
| 				GCHandleType.Pinned | ||||
| 			); | ||||
| 
 | ||||
| 			var colorAttachmentDescriptions = stackalloc Refresh.ColorAttachmentDescription[ | ||||
| 				(int) attachmentInfo.ColorAttachmentDescriptions.Length | ||||
| 			]; | ||||
| 
 | ||||
| 			for (var i = 0; i < attachmentInfo.ColorAttachmentDescriptions.Length; i += 1) | ||||
| 			{ | ||||
| 				colorAttachmentDescriptions[i].format = (Refresh.TextureFormat) attachmentInfo.ColorAttachmentDescriptions[i].Format; | ||||
| 				colorAttachmentDescriptions[i].blendState = attachmentInfo.ColorAttachmentDescriptions[i].BlendState.ToRefresh(); | ||||
| 			} | ||||
| 
 | ||||
| 			Refresh.GraphicsPipelineCreateInfo refreshGraphicsPipelineCreateInfo; | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.blendConstants[0] = blendConstants.R; | ||||
| 			refreshGraphicsPipelineCreateInfo.blendConstants[1] = blendConstants.G; | ||||
| 			refreshGraphicsPipelineCreateInfo.blendConstants[2] = blendConstants.B; | ||||
| 			refreshGraphicsPipelineCreateInfo.blendConstants[3] = blendConstants.A; | ||||
| 			var vertexAttributes = (Refresh.VertexAttribute*) NativeMemory.Alloc( | ||||
| 				(nuint) (graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length * Marshal.SizeOf<Refresh.VertexAttribute>()) | ||||
| 			); | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.backStencilState = depthStencilState.BackStencilState.ToRefresh(); | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.compareOp = (Refresh.CompareOp) depthStencilState.CompareOp; | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.depthBoundsTestEnable = Conversions.BoolToByte(depthStencilState.DepthBoundsTestEnable); | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.depthTestEnable = Conversions.BoolToByte(depthStencilState.DepthTestEnable); | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.depthWriteEnable = Conversions.BoolToByte(depthStencilState.DepthWriteEnable); | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.frontStencilState = depthStencilState.FrontStencilState.ToRefresh(); | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.maxDepthBounds = depthStencilState.MaxDepthBounds; | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.minDepthBounds = depthStencilState.MinDepthBounds; | ||||
| 			refreshGraphicsPipelineCreateInfo.depthStencilState.stencilTestEnable = Conversions.BoolToByte(depthStencilState.StencilTestEnable); | ||||
| 			for (var i = 0; i < graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length; i += 1) | ||||
| 			{ | ||||
| 				vertexAttributes[i] = graphicsPipelineCreateInfo.VertexInputState.VertexAttributes[i].ToRefresh(); | ||||
| 			} | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexShaderInfo.entryPointName = vertexShaderInfo.EntryPointName; | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexShaderInfo.shaderModule = vertexShaderInfo.ShaderModule.Handle; | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexShaderInfo.uniformBufferSize = vertexShaderInfo.UniformBufferSize; | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexShaderInfo.samplerBindingCount = vertexShaderInfo.SamplerBindingCount; | ||||
| 			var vertexBindings = (Refresh.VertexBinding*) NativeMemory.Alloc( | ||||
| 				(nuint) (graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length * Marshal.SizeOf<Refresh.VertexBinding>()) | ||||
| 			); | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.entryPointName = fragmentShaderInfo.EntryPointName; | ||||
| 			refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.shaderModule = fragmentShaderInfo.ShaderModule.Handle; | ||||
| 			refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.uniformBufferSize = fragmentShaderInfo.UniformBufferSize; | ||||
| 			refreshGraphicsPipelineCreateInfo.fragmentShaderInfo.samplerBindingCount = fragmentShaderInfo.SamplerBindingCount; | ||||
| 			for (var i = 0; i < graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length; i += 1) | ||||
| 			{ | ||||
| 				vertexBindings[i] = graphicsPipelineCreateInfo.VertexInputState.VertexBindings[i].ToRefresh(); | ||||
| 			} | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.multisampleState.multisampleCount = (Refresh.SampleCount) multisampleState.MultisampleCount; | ||||
| 			refreshGraphicsPipelineCreateInfo.multisampleState.sampleMask = multisampleState.SampleMask; | ||||
| 			var colorAttachmentDescriptions = stackalloc Refresh.ColorAttachmentDescription[ | ||||
| 				graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length | ||||
| 			]; | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.rasterizerState.cullMode = (Refresh.CullMode) rasterizerState.CullMode; | ||||
| 			refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasClamp = rasterizerState.DepthBiasClamp; | ||||
| 			refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasConstantFactor = rasterizerState.DepthBiasConstantFactor; | ||||
| 			refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasEnable = Conversions.BoolToByte(rasterizerState.DepthBiasEnable); | ||||
| 			refreshGraphicsPipelineCreateInfo.rasterizerState.depthBiasSlopeFactor = rasterizerState.DepthBiasSlopeFactor; | ||||
| 			refreshGraphicsPipelineCreateInfo.rasterizerState.fillMode = (Refresh.FillMode) rasterizerState.FillMode; | ||||
| 			refreshGraphicsPipelineCreateInfo.rasterizerState.frontFace = (Refresh.FrontFace) rasterizerState.FrontFace; | ||||
| 			for (var i = 0; i < graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length; i += 1) | ||||
| 			{ | ||||
| 				colorAttachmentDescriptions[i].Format = (Refresh.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[i].Format; | ||||
| 				colorAttachmentDescriptions[i].BlendState = graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[i].BlendState.ToRefresh(); | ||||
| 			} | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexInputState.vertexAttributes = vertexAttributesHandle.AddrOfPinnedObject(); | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexInputState.vertexAttributeCount = (uint) vertexInputState.VertexAttributes.Length; | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexInputState.vertexBindings = vertexBindingsHandle.AddrOfPinnedObject(); | ||||
| 			refreshGraphicsPipelineCreateInfo.vertexInputState.vertexBindingCount = (uint) vertexInputState.VertexBindings.Length; | ||||
| 			refreshGraphicsPipelineCreateInfo.VertexShader = graphicsPipelineCreateInfo.VertexShader.Handle; | ||||
| 			refreshGraphicsPipelineCreateInfo.FragmentShader = graphicsPipelineCreateInfo.FragmentShader.Handle; | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.primitiveType = (Refresh.PrimitiveType) primitiveType; | ||||
| 			refreshGraphicsPipelineCreateInfo.VertexInputState.VertexAttributes = vertexAttributes; | ||||
| 			refreshGraphicsPipelineCreateInfo.VertexInputState.VertexAttributeCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length; | ||||
| 			refreshGraphicsPipelineCreateInfo.VertexInputState.VertexBindings = vertexBindings; | ||||
| 			refreshGraphicsPipelineCreateInfo.VertexInputState.VertexBindingCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length; | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.attachmentInfo.colorAttachmentCount = (uint) attachmentInfo.ColorAttachmentDescriptions.Length; | ||||
| 			refreshGraphicsPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = (IntPtr) colorAttachmentDescriptions; | ||||
| 			refreshGraphicsPipelineCreateInfo.attachmentInfo.depthStencilFormat = (Refresh.TextureFormat) attachmentInfo.DepthStencilFormat; | ||||
| 			refreshGraphicsPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = Conversions.BoolToByte(attachmentInfo.HasDepthStencilAttachment); | ||||
| 			refreshGraphicsPipelineCreateInfo.PrimitiveType = (Refresh.PrimitiveType) graphicsPipelineCreateInfo.PrimitiveType; | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.RasterizerState = graphicsPipelineCreateInfo.RasterizerState.ToRefresh(); | ||||
| 			refreshGraphicsPipelineCreateInfo.MultisampleState = graphicsPipelineCreateInfo.MultisampleState.ToRefresh(); | ||||
| 			refreshGraphicsPipelineCreateInfo.DepthStencilState = graphicsPipelineCreateInfo.DepthStencilState.ToRefresh(); | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentCount = (uint) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length; | ||||
| 			refreshGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions = colorAttachmentDescriptions; | ||||
| 			refreshGraphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat = (Refresh.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat; | ||||
| 			refreshGraphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = Conversions.BoolToInt(graphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment); | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.VertexResourceInfo = graphicsPipelineCreateInfo.VertexShaderResourceInfo.ToRefresh(); | ||||
| 			refreshGraphicsPipelineCreateInfo.FragmentResourceInfo = graphicsPipelineCreateInfo.FragmentShaderResourceInfo.ToRefresh(); | ||||
| 
 | ||||
| 			refreshGraphicsPipelineCreateInfo.BlendConstants[0] = graphicsPipelineCreateInfo.BlendConstants.R; | ||||
| 			refreshGraphicsPipelineCreateInfo.BlendConstants[1] = graphicsPipelineCreateInfo.BlendConstants.G; | ||||
| 			refreshGraphicsPipelineCreateInfo.BlendConstants[2] = graphicsPipelineCreateInfo.BlendConstants.B; | ||||
| 			refreshGraphicsPipelineCreateInfo.BlendConstants[3] = graphicsPipelineCreateInfo.BlendConstants.A; | ||||
| 
 | ||||
| 			Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, refreshGraphicsPipelineCreateInfo); | ||||
| 			if (Handle == IntPtr.Zero) | ||||
|  | @ -110,15 +88,15 @@ namespace MoonWorks.Graphics | |||
| 				throw new Exception("Could not create graphics pipeline!"); | ||||
| 			} | ||||
| 
 | ||||
| 			vertexAttributesHandle.Free(); | ||||
| 			vertexBindingsHandle.Free(); | ||||
| 			NativeMemory.Free(vertexAttributes); | ||||
| 			NativeMemory.Free(vertexBindings); | ||||
| 
 | ||||
| 			VertexShaderInfo = vertexShaderInfo; | ||||
| 			FragmentShaderInfo = fragmentShaderInfo; | ||||
| 			SampleCount = multisampleState.MultisampleCount; | ||||
| 			VertexShaderResourceInfo = graphicsPipelineCreateInfo.VertexShaderResourceInfo; | ||||
| 			FragmentShaderResourceInfo = graphicsPipelineCreateInfo.FragmentShaderResourceInfo; | ||||
| 			SampleCount = graphicsPipelineCreateInfo.MultisampleState.MultisampleCount; | ||||
| 
 | ||||
| #if DEBUG | ||||
| 			AttachmentInfo = attachmentInfo; | ||||
| 			AttachmentInfo = graphicsPipelineCreateInfo.AttachmentInfo; | ||||
| #endif | ||||
| 		} | ||||
| 	} | ||||
|  |  | |||
|  | @ -1,14 +1,14 @@ | |||
| using System; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| /// <summary> | ||||
| /// A sampler specifies how a texture will be sampled in a shader. | ||||
| /// </summary> | ||||
| public class Sampler : RefreshResource | ||||
| { | ||||
| 		protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroySampler; | ||||
| 	protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseSampler; | ||||
| 
 | ||||
| 	public Sampler( | ||||
| 		GraphicsDevice device, | ||||
|  | @ -17,8 +17,7 @@ namespace MoonWorks.Graphics | |||
| 	{ | ||||
| 		Handle = Refresh.Refresh_CreateSampler( | ||||
| 			device.Handle, | ||||
| 				samplerCreateInfo.ToRefreshSamplerStateCreateInfo() | ||||
| 			samplerCreateInfo.ToRefresh() | ||||
| 		); | ||||
| 	} | ||||
| } | ||||
| } | ||||
|  |  | |||
|  | @ -0,0 +1,65 @@ | |||
| using RefreshCS; | ||||
| using System; | ||||
| using System.IO; | ||||
| using System.Runtime.InteropServices; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Shader modules expect input in Refresh bytecode format. | ||||
| 	/// </summary> | ||||
| 	public class Shader : RefreshResource | ||||
| 	{ | ||||
| 		protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseShader; | ||||
| 
 | ||||
| 		public unsafe Shader( | ||||
| 			GraphicsDevice device, | ||||
| 			string filePath, | ||||
| 			string entryPointName, | ||||
| 			ShaderStage shaderStage, | ||||
| 			ShaderFormat shaderFormat | ||||
| 		) : base(device) | ||||
| 		{ | ||||
| 			using var stream = new FileStream(filePath, FileMode.Open, FileAccess.Read); | ||||
| 			Handle = CreateFromStream(device, stream, entryPointName, shaderStage, shaderFormat); | ||||
| 		} | ||||
| 
 | ||||
| 		public unsafe Shader( | ||||
| 			GraphicsDevice device, | ||||
| 			Stream stream, | ||||
| 			string entryPointName, | ||||
| 			ShaderStage shaderStage, | ||||
| 			ShaderFormat shaderFormat | ||||
| 		) : base(device) | ||||
| 		{ | ||||
| 			Handle = CreateFromStream(device, stream, entryPointName, shaderStage, shaderFormat); | ||||
| 		} | ||||
| 
 | ||||
| 		private static unsafe IntPtr CreateFromStream( | ||||
| 			GraphicsDevice device, | ||||
| 			Stream stream, | ||||
| 			string entryPointName, | ||||
| 			ShaderStage shaderStage, | ||||
| 			ShaderFormat shaderFormat | ||||
| 		) { | ||||
| 			var bytecodeBuffer = NativeMemory.Alloc((nuint) stream.Length); | ||||
| 			var bytecodeSpan = new Span<byte>(bytecodeBuffer, (int) stream.Length); | ||||
| 			stream.ReadExactly(bytecodeSpan); | ||||
| 
 | ||||
| 			Refresh.ShaderCreateInfo shaderCreateInfo; | ||||
| 			shaderCreateInfo.CodeSize = (nuint) stream.Length; | ||||
| 			shaderCreateInfo.Code = (byte*) bytecodeBuffer; | ||||
| 			shaderCreateInfo.EntryPointName = entryPointName; | ||||
| 			shaderCreateInfo.Stage = (Refresh.ShaderStage) shaderStage; | ||||
| 			shaderCreateInfo.Format = (Refresh.ShaderFormat) shaderFormat; | ||||
| 
 | ||||
| 			var shaderModule = Refresh.Refresh_CreateShader( | ||||
| 				device.Handle, | ||||
| 				shaderCreateInfo | ||||
| 			); | ||||
| 
 | ||||
| 			NativeMemory.Free(bytecodeBuffer); | ||||
| 			return shaderModule; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -1,42 +0,0 @@ | |||
| using RefreshCS; | ||||
| using System; | ||||
| using System.IO; | ||||
| using System.Runtime.InteropServices; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Shader modules expect input in Refresh bytecode format. | ||||
| 	/// </summary> | ||||
| 	public class ShaderModule : RefreshResource | ||||
| 	{ | ||||
| 		protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyShaderModule; | ||||
| 
 | ||||
| 		public unsafe ShaderModule(GraphicsDevice device, string filePath) : base(device) | ||||
| 		{ | ||||
| 			using var stream = new FileStream(filePath, FileMode.Open, FileAccess.Read); | ||||
| 			Handle = CreateFromStream(device, stream); | ||||
| 		} | ||||
| 
 | ||||
| 		public unsafe ShaderModule(GraphicsDevice device, Stream stream) : base(device) | ||||
| 		{ | ||||
| 			Handle = CreateFromStream(device, stream); | ||||
| 		} | ||||
| 
 | ||||
| 		private static unsafe IntPtr CreateFromStream(GraphicsDevice device, Stream stream) | ||||
| 		{ | ||||
| 			var bytecodeBuffer = NativeMemory.Alloc((nuint) stream.Length); | ||||
| 			var bytecodeSpan = new Span<byte>(bytecodeBuffer, (int) stream.Length); | ||||
| 			stream.ReadExactly(bytecodeSpan); | ||||
| 
 | ||||
| 			Refresh.ShaderModuleCreateInfo shaderModuleCreateInfo; | ||||
| 			shaderModuleCreateInfo.codeSize = (nuint) stream.Length; | ||||
| 			shaderModuleCreateInfo.byteCode = (nint) bytecodeBuffer; | ||||
| 
 | ||||
| 			var shaderModule = Refresh.Refresh_CreateShaderModule(device.Handle, shaderModuleCreateInfo); | ||||
| 
 | ||||
| 			NativeMemory.Free(bytecodeBuffer); | ||||
| 			return shaderModule; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -1,6 +1,4 @@ | |||
| using System; | ||||
| using System.IO; | ||||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
|  | @ -15,169 +13,34 @@ namespace MoonWorks.Graphics | |||
| 		public uint Depth { get; } | ||||
| 		public TextureFormat Format { get; internal set; } | ||||
| 		public bool IsCube { get; } | ||||
| 		public uint LayerCount { get; } | ||||
| 		public uint LevelCount { get; } | ||||
| 		public SampleCount SampleCount { get; } | ||||
| 		public TextureUsageFlags UsageFlags { get; } | ||||
| 		public uint Size { get; } | ||||
| 
 | ||||
| 		// FIXME: this allocates a delegate instance | ||||
| 		protected override Action<IntPtr, IntPtr> QueueDestroyFunction => Refresh.Refresh_QueueDestroyTexture; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 2D Texture using PNG or QOI data from raw byte data. | ||||
| 		/// </summary> | ||||
| 		public static unsafe Texture FromImageBytes( | ||||
| 			GraphicsDevice device, | ||||
| 			CommandBuffer commandBuffer, | ||||
| 			Span<byte> data | ||||
| 		) { | ||||
| 			Texture texture; | ||||
| 
 | ||||
| 			fixed (byte *dataPtr = data) | ||||
| 		private string name; | ||||
| 		public string Name | ||||
| 		{ | ||||
| 				var pixels = Refresh.Refresh_Image_Load((nint) dataPtr, data.Length, out var width, out var height, out var len); | ||||
| 			get => name; | ||||
| 
 | ||||
| 				TextureCreateInfo textureCreateInfo = new TextureCreateInfo(); | ||||
| 				textureCreateInfo.Width = (uint) width; | ||||
| 				textureCreateInfo.Height = (uint) height; | ||||
| 				textureCreateInfo.Depth = 1; | ||||
| 				textureCreateInfo.Format = TextureFormat.R8G8B8A8; | ||||
| 				textureCreateInfo.IsCube = false; | ||||
| 				textureCreateInfo.LevelCount = 1; | ||||
| 				textureCreateInfo.SampleCount = SampleCount.One; | ||||
| 				textureCreateInfo.UsageFlags = TextureUsageFlags.Sampler; | ||||
| 
 | ||||
| 				texture = new Texture(device, textureCreateInfo); | ||||
| 				commandBuffer.SetTextureData(texture, pixels, (uint) len); | ||||
| 
 | ||||
| 				Refresh.Refresh_Image_Free(pixels); | ||||
| 			} | ||||
| 
 | ||||
| 			return texture; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 2D Texture using PNG or QOI data from a stream. | ||||
| 		/// </summary> | ||||
| 		public static unsafe Texture FromImageStream( | ||||
| 			GraphicsDevice device, | ||||
| 			CommandBuffer commandBuffer, | ||||
| 			Stream stream | ||||
| 		) { | ||||
| 			var length = stream.Length; | ||||
| 			var buffer = NativeMemory.Alloc((nuint) length); | ||||
| 			var span = new Span<byte>(buffer, (int) length); | ||||
| 			stream.ReadExactly(span); | ||||
| 
 | ||||
| 			var texture = FromImageBytes(device, commandBuffer, span); | ||||
| 
 | ||||
| 			NativeMemory.Free((void*) buffer); | ||||
| 
 | ||||
| 			return texture; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 2D Texture using PNG or QOI data from a file. | ||||
| 		/// </summary> | ||||
| 		public static Texture FromImageFile( | ||||
| 			GraphicsDevice device, | ||||
| 			CommandBuffer commandBuffer, | ||||
| 			string path | ||||
| 		) { | ||||
| 			var fileStream = new FileStream(path, FileMode.Open, FileAccess.Read); | ||||
| 			return FromImageStream(device, commandBuffer, fileStream); | ||||
| 		} | ||||
| 
 | ||||
| 		public static unsafe void SetDataFromImageBytes( | ||||
| 			CommandBuffer commandBuffer, | ||||
| 			TextureSlice textureSlice, | ||||
| 			Span<byte> data | ||||
| 		) { | ||||
| 			fixed (byte* ptr = data) | ||||
| 			set | ||||
| 			{ | ||||
| 				var pixels = Refresh.Refresh_Image_Load( | ||||
| 					(nint) ptr, | ||||
| 					(int) data.Length, | ||||
| 					out var w, | ||||
| 					out var h, | ||||
| 					out var len | ||||
| 				if (Device.DebugMode) | ||||
| 				{ | ||||
| 					Refresh.Refresh_SetTextureName( | ||||
| 						Device.Handle, | ||||
| 						Handle, | ||||
| 						value | ||||
| 					); | ||||
| 				} | ||||
| 
 | ||||
| 				commandBuffer.SetTextureData(textureSlice, pixels, (uint) len); | ||||
| 
 | ||||
| 				Refresh.Refresh_Image_Free(pixels); | ||||
| 				name = value; | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Sets data for a texture slice using PNG or QOI data from a stream. | ||||
| 		/// </summary> | ||||
| 		public static unsafe void SetDataFromImageStream( | ||||
| 			CommandBuffer commandBuffer, | ||||
| 			TextureSlice textureSlice, | ||||
| 			Stream stream | ||||
| 		) { | ||||
| 			var length = stream.Length; | ||||
| 			var buffer = NativeMemory.Alloc((nuint) length); | ||||
| 			var span = new Span<byte>(buffer, (int) length); | ||||
| 			stream.ReadExactly(span); | ||||
| 
 | ||||
| 			SetDataFromImageBytes(commandBuffer, textureSlice, span); | ||||
| 
 | ||||
| 			NativeMemory.Free((void*) buffer); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Sets data for a texture slice using PNG or QOI data from a file. | ||||
| 		/// </summary> | ||||
| 		public static void SetDataFromImageFile( | ||||
| 			CommandBuffer commandBuffer, | ||||
| 			TextureSlice textureSlice, | ||||
| 			string path | ||||
| 		) { | ||||
| 			var fileStream = new FileStream(path, FileMode.Open, FileAccess.Read); | ||||
| 			SetDataFromImageStream(commandBuffer, textureSlice, fileStream); | ||||
| 		} | ||||
| 
 | ||||
| 		public unsafe static Texture LoadDDS(GraphicsDevice graphicsDevice, CommandBuffer commandBuffer, System.IO.Stream stream) | ||||
| 		{ | ||||
| 			using var reader = new BinaryReader(stream); | ||||
| 			Texture texture; | ||||
| 			int faces; | ||||
| 			ParseDDS(reader, out var format, out var width, out var height, out var levels, out var isCube); | ||||
| 
 | ||||
| 			if (isCube) | ||||
| 			{ | ||||
| 				texture = CreateTextureCube(graphicsDevice, (uint) width, format, TextureUsageFlags.Sampler, (uint) levels); | ||||
| 				faces = 6; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				texture = CreateTexture2D(graphicsDevice, (uint) width, (uint) height, format, TextureUsageFlags.Sampler, (uint) levels); | ||||
| 				faces = 1; | ||||
| 			} | ||||
| 
 | ||||
| 			for (int i = 0; i < faces; i += 1) | ||||
| 			{ | ||||
| 				for (int j = 0; j < levels; j += 1) | ||||
| 				{ | ||||
| 					var levelWidth = width >> j; | ||||
| 					var levelHeight = height >> j; | ||||
| 
 | ||||
| 					var levelSize = CalculateDDSLevelSize(levelWidth, levelHeight, format); | ||||
| 					var byteBuffer = NativeMemory.Alloc((nuint) levelSize); | ||||
| 					var byteSpan = new Span<byte>(byteBuffer, levelSize); | ||||
| 					stream.ReadExactly(byteSpan); | ||||
| 
 | ||||
| 					var textureSlice = new TextureSlice(texture, new Rect(0, 0, levelWidth, levelHeight), 0, (uint) i, (uint) j); | ||||
| 					commandBuffer.SetTextureData(textureSlice, (nint) byteBuffer, (uint) levelSize); | ||||
| 
 | ||||
| 					NativeMemory.Free(byteBuffer); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			return texture; | ||||
| 		} | ||||
| 		// FIXME: this allocates a delegate instance | ||||
| 		protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseTexture; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 2D texture. | ||||
|  | @ -203,6 +66,7 @@ namespace MoonWorks.Graphics | |||
| 				Height = height, | ||||
| 				Depth = 1, | ||||
| 				IsCube = false, | ||||
| 				LayerCount = 1, | ||||
| 				LevelCount = levelCount, | ||||
| 				SampleCount = sampleCount, | ||||
| 				Format = format, | ||||
|  | @ -213,15 +77,43 @@ namespace MoonWorks.Graphics | |||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 3D texture. | ||||
| 		/// Creates a 2D texture array. | ||||
| 		/// </summary> | ||||
| 		/// <param name="device">An initialized GraphicsDevice.</param> | ||||
| 		/// <param name="width">The width of the texture.</param> | ||||
| 		/// <param name="height">The height of the texture.</param> | ||||
| 		/// <param name="depth">The depth of the texture.</param> | ||||
| 		/// <param name="layerCount">The layer count of the texture.</param> | ||||
| 		/// <param name="format">The format of the texture.</param> | ||||
| 		/// <param name="usageFlags">Specifies how the texture will be used.</param> | ||||
| 		/// <param name="levelCount">Specifies the number of mip levels.</param> | ||||
| 		public static Texture CreateTexture2DArray( | ||||
| 			GraphicsDevice device, | ||||
| 			uint width, | ||||
| 			uint height, | ||||
| 			uint layerCount, | ||||
| 			TextureFormat format, | ||||
| 			TextureUsageFlags usageFlags, | ||||
| 			uint levelCount = 1 | ||||
| 		) { | ||||
| 			var textureCreateInfo = new TextureCreateInfo | ||||
| 			{ | ||||
| 				Width = width, | ||||
| 				Height = height, | ||||
| 				Depth = 1, | ||||
| 				IsCube = false, | ||||
| 				LayerCount = layerCount, | ||||
| 				LevelCount = levelCount, | ||||
| 				Format = format, | ||||
| 				UsageFlags = usageFlags | ||||
| 			}; | ||||
| 
 | ||||
| 			return new Texture(device, textureCreateInfo); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a 3D texture. | ||||
| 		/// Note that the width, height and depth all form one slice and cannot be subdivided in a texture slice. | ||||
| 		/// </summary> | ||||
| 		public static Texture CreateTexture3D( | ||||
| 			GraphicsDevice device, | ||||
| 			uint width, | ||||
|  | @ -237,6 +129,7 @@ namespace MoonWorks.Graphics | |||
| 				Height = height, | ||||
| 				Depth = depth, | ||||
| 				IsCube = false, | ||||
| 				LayerCount = 1, | ||||
| 				LevelCount = levelCount, | ||||
| 				Format = format, | ||||
| 				UsageFlags = usageFlags | ||||
|  | @ -266,6 +159,7 @@ namespace MoonWorks.Graphics | |||
| 				Height = size, | ||||
| 				Depth = 1, | ||||
| 				IsCube = true, | ||||
| 				LayerCount = 6, | ||||
| 				LevelCount = levelCount, | ||||
| 				Format = format, | ||||
| 				UsageFlags = usageFlags | ||||
|  | @ -286,7 +180,7 @@ namespace MoonWorks.Graphics | |||
| 		{ | ||||
| 			Handle = Refresh.Refresh_CreateTexture( | ||||
| 				device.Handle, | ||||
| 				textureCreateInfo.ToRefreshTextureCreateInfo() | ||||
| 				textureCreateInfo.ToRefresh() | ||||
| 			); | ||||
| 
 | ||||
| 			Format = textureCreateInfo.Format; | ||||
|  | @ -294,16 +188,15 @@ namespace MoonWorks.Graphics | |||
| 			Height = textureCreateInfo.Height; | ||||
| 			Depth = textureCreateInfo.Depth; | ||||
| 			IsCube = textureCreateInfo.IsCube; | ||||
| 			LayerCount = textureCreateInfo.LayerCount; | ||||
| 			LevelCount = textureCreateInfo.LevelCount; | ||||
| 			SampleCount = textureCreateInfo.SampleCount; | ||||
| 			UsageFlags = textureCreateInfo.UsageFlags; | ||||
| 			Size = Width * Height * BytesPerPixel(Format) / BlockSizeSquared(Format); | ||||
| 			name = ""; | ||||
| 		} | ||||
| 
 | ||||
| 		public static implicit operator TextureSlice(Texture t) => new TextureSlice(t); | ||||
| 
 | ||||
| 		// Used by AcquireSwapchainTexture. | ||||
| 		// Should not be tracked, because swapchain textures are managed by Vulkan. | ||||
| 		// Used by Window. Swapchain texture handles are managed by the driver backend. | ||||
| 		internal Texture( | ||||
| 			GraphicsDevice device, | ||||
| 			TextureFormat format | ||||
|  | @ -322,333 +215,6 @@ namespace MoonWorks.Graphics | |||
| 			Size = Width * Height * BytesPerPixel(Format) / BlockSizeSquared(Format); | ||||
| 		} | ||||
| 
 | ||||
| 		// DDS loading extension, based on MojoDDS | ||||
| 		// Taken from https://github.com/FNA-XNA/FNA/blob/1e49f868f595f62bc6385db45949a03186a7cd7f/src/Graphics/Texture.cs#L194 | ||||
| 		private static void ParseDDS( | ||||
| 			BinaryReader reader, | ||||
| 			out TextureFormat format, | ||||
| 			out int width, | ||||
| 			out int height, | ||||
| 			out int levels, | ||||
| 			out bool isCube | ||||
| 		) { | ||||
| 			// A whole bunch of magic numbers, yay DDS! | ||||
| 			const uint DDS_MAGIC = 0x20534444; | ||||
| 			const uint DDS_HEADERSIZE = 124; | ||||
| 			const uint DDS_PIXFMTSIZE = 32; | ||||
| 			const uint DDSD_HEIGHT = 0x2; | ||||
| 			const uint DDSD_WIDTH = 0x4; | ||||
| 			const uint DDSD_PITCH = 0x8; | ||||
| 			const uint DDSD_LINEARSIZE = 0x80000; | ||||
| 			const uint DDSD_REQ = ( | ||||
| 				DDSD_HEIGHT | DDSD_WIDTH | ||||
| 			); | ||||
| 			const uint DDSCAPS_MIPMAP = 0x400000; | ||||
| 			const uint DDSCAPS_TEXTURE = 0x1000; | ||||
| 			const uint DDSCAPS2_CUBEMAP = 0x200; | ||||
| 			const uint DDPF_FOURCC = 0x4; | ||||
| 			const uint DDPF_RGB = 0x40; | ||||
| 			const uint FOURCC_DXT1 = 0x31545844; | ||||
| 			const uint FOURCC_DXT3 = 0x33545844; | ||||
| 			const uint FOURCC_DXT5 = 0x35545844; | ||||
| 			const uint FOURCC_DX10 = 0x30315844; | ||||
| 			const uint pitchAndLinear = ( | ||||
| 				DDSD_PITCH | DDSD_LINEARSIZE | ||||
| 			); | ||||
| 
 | ||||
| 			// File should start with 'DDS ' | ||||
| 			if (reader.ReadUInt32() != DDS_MAGIC) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Not a DDS!"); | ||||
| 			} | ||||
| 
 | ||||
| 			// Texture info | ||||
| 			uint size = reader.ReadUInt32(); | ||||
| 			if (size != DDS_HEADERSIZE) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Invalid DDS header!"); | ||||
| 			} | ||||
| 			uint flags = reader.ReadUInt32(); | ||||
| 			if ((flags & DDSD_REQ) != DDSD_REQ) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Invalid DDS flags!"); | ||||
| 			} | ||||
| 			if ((flags & pitchAndLinear) == pitchAndLinear) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Invalid DDS flags!"); | ||||
| 			} | ||||
| 			height = reader.ReadInt32(); | ||||
| 			width = reader.ReadInt32(); | ||||
| 			reader.ReadUInt32(); // dwPitchOrLinearSize, unused | ||||
| 			reader.ReadUInt32(); // dwDepth, unused | ||||
| 			levels = reader.ReadInt32(); | ||||
| 
 | ||||
| 			// "Reserved" | ||||
| 			reader.ReadBytes(4 * 11); | ||||
| 
 | ||||
| 			// Format info | ||||
| 			uint formatSize = reader.ReadUInt32(); | ||||
| 			if (formatSize != DDS_PIXFMTSIZE) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Bogus PIXFMTSIZE!"); | ||||
| 			} | ||||
| 			uint formatFlags = reader.ReadUInt32(); | ||||
| 			uint formatFourCC = reader.ReadUInt32(); | ||||
| 			uint formatRGBBitCount = reader.ReadUInt32(); | ||||
| 			uint formatRBitMask = reader.ReadUInt32(); | ||||
| 			uint formatGBitMask = reader.ReadUInt32(); | ||||
| 			uint formatBBitMask = reader.ReadUInt32(); | ||||
| 			uint formatABitMask = reader.ReadUInt32(); | ||||
| 
 | ||||
| 			// dwCaps "stuff" | ||||
| 			uint caps = reader.ReadUInt32(); | ||||
| 			if ((caps & DDSCAPS_TEXTURE) == 0) | ||||
| 			{ | ||||
| 				throw new NotSupportedException("Not a texture!"); | ||||
| 			} | ||||
| 
 | ||||
| 			isCube = false; | ||||
| 
 | ||||
| 			uint caps2 = reader.ReadUInt32(); | ||||
| 			if (caps2 != 0) | ||||
| 			{ | ||||
| 				if ((caps2 & DDSCAPS2_CUBEMAP) == DDSCAPS2_CUBEMAP) | ||||
| 				{ | ||||
| 					isCube = true; | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| 					throw new NotSupportedException("Invalid caps2!"); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			reader.ReadUInt32(); // dwCaps3, unused | ||||
| 			reader.ReadUInt32(); // dwCaps4, unused | ||||
| 
 | ||||
| 			// "Reserved" | ||||
| 			reader.ReadUInt32(); | ||||
| 
 | ||||
| 			// Mipmap sanity check | ||||
| 			if ((caps & DDSCAPS_MIPMAP) != DDSCAPS_MIPMAP) | ||||
| 			{ | ||||
| 				levels = 1; | ||||
| 			} | ||||
| 
 | ||||
| 			// Determine texture format | ||||
| 			if ((formatFlags & DDPF_FOURCC) == DDPF_FOURCC) | ||||
| 			{ | ||||
| 				switch (formatFourCC) | ||||
| 				{ | ||||
| 					case 0x71: // D3DFMT_A16B16G16R16F | ||||
| 						format = TextureFormat.R16G16B16A16_SFLOAT; | ||||
| 						break; | ||||
| 					case 0x74: // D3DFMT_A32B32G32R32F | ||||
| 						format = TextureFormat.R32G32B32A32_SFLOAT; | ||||
| 						break; | ||||
| 					case FOURCC_DXT1: | ||||
| 						format = TextureFormat.BC1; | ||||
| 						break; | ||||
| 					case FOURCC_DXT3: | ||||
| 						format = TextureFormat.BC2; | ||||
| 						break; | ||||
| 					case FOURCC_DXT5: | ||||
| 						format = TextureFormat.BC3; | ||||
| 						break; | ||||
| 					case FOURCC_DX10: | ||||
| 						// If the fourCC is DX10, there is an extra header with additional format information. | ||||
| 						uint dxgiFormat = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						// These values are taken from the DXGI_FORMAT enum. | ||||
| 						switch (dxgiFormat) | ||||
| 						{ | ||||
| 							case 2: | ||||
| 								format = TextureFormat.R32G32B32A32_SFLOAT; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 10: | ||||
| 								format = TextureFormat.R16G16B16A16_SFLOAT; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 71: | ||||
| 								format = TextureFormat.BC1; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 74: | ||||
| 								format = TextureFormat.BC2; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 77: | ||||
| 								format = TextureFormat.BC3; | ||||
| 								break; | ||||
| 
 | ||||
| 							case 98: | ||||
| 								format = TextureFormat.BC7; | ||||
| 								break; | ||||
| 
 | ||||
| 							default: | ||||
| 								throw new NotSupportedException( | ||||
| 									"Unsupported DDS texture format" | ||||
| 								); | ||||
| 						} | ||||
| 
 | ||||
| 						uint resourceDimension = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						// These values are taken from the D3D10_RESOURCE_DIMENSION enum. | ||||
| 						switch (resourceDimension) | ||||
| 						{ | ||||
| 							case 0: // Unknown | ||||
| 							case 1: // Buffer | ||||
| 								throw new NotSupportedException( | ||||
| 									"Unsupported DDS texture format" | ||||
| 								); | ||||
| 							default: | ||||
| 								break; | ||||
| 						} | ||||
| 
 | ||||
| 						/* | ||||
| 						 * This flag seemingly only indicates if the texture is a cube map. | ||||
| 						 * This is already determined above. Cool! | ||||
| 						 */ | ||||
| 						uint miscFlag = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						/* | ||||
| 						 * Indicates the number of elements in the texture array. | ||||
| 						 * We don't support texture arrays so just throw if it's greater than 1. | ||||
| 						 */ | ||||
| 						uint arraySize = reader.ReadUInt32(); | ||||
| 
 | ||||
| 						if (arraySize > 1) | ||||
| 						{ | ||||
| 							throw new NotSupportedException( | ||||
| 								"Unsupported DDS texture format" | ||||
| 							); | ||||
| 						} | ||||
| 
 | ||||
| 						reader.ReadUInt32(); // reserved | ||||
| 
 | ||||
| 						break; | ||||
| 					default: | ||||
| 						throw new NotSupportedException( | ||||
| 							"Unsupported DDS texture format" | ||||
| 						); | ||||
| 				} | ||||
| 			} | ||||
| 			else if ((formatFlags & DDPF_RGB) == DDPF_RGB) | ||||
| 			{ | ||||
| 				if (	formatRGBBitCount != 32 || | ||||
| 					formatRBitMask != 0x00FF0000 || | ||||
| 					formatGBitMask != 0x0000FF00 || | ||||
| 					formatBBitMask != 0x000000FF || | ||||
| 					formatABitMask != 0xFF000000	) | ||||
| 				{ | ||||
| 					throw new NotSupportedException( | ||||
| 						"Unsupported DDS texture format" | ||||
| 					); | ||||
| 				} | ||||
| 
 | ||||
| 				format = TextureFormat.B8G8R8A8; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				throw new NotSupportedException( | ||||
| 					"Unsupported DDS texture format" | ||||
| 				); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		private static int CalculateDDSLevelSize( | ||||
| 			int width, | ||||
| 			int height, | ||||
| 			TextureFormat format | ||||
| 		) { | ||||
| 			if (format == TextureFormat.R8G8B8A8) | ||||
| 			{ | ||||
| 				return (((width * 32) + 7) / 8) * height; | ||||
| 			} | ||||
| 			else if (format == TextureFormat.R16G16B16A16_SFLOAT) | ||||
| 			{ | ||||
| 				return (((width * 64) + 7) / 8) * height; | ||||
| 			} | ||||
| 			else if (format == TextureFormat.R32G32B32A32_SFLOAT) | ||||
| 			{ | ||||
| 				return (((width * 128) + 7) / 8) * height; | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				int blockSize = 16; | ||||
| 				if (format == TextureFormat.BC1) | ||||
| 				{ | ||||
| 					blockSize = 8; | ||||
| 				} | ||||
| 				width = System.Math.Max(width, 1); | ||||
| 				height = System.Math.Max(height, 1); | ||||
| 				return ( | ||||
| 					((width + 3) / 4) * | ||||
| 					((height + 3) / 4) * | ||||
| 					blockSize | ||||
| 				); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Asynchronously saves RGBA or BGRA pixel data to a file in PNG format. <br/> | ||||
| 		/// Warning: this is expensive and will block to wait for data download from GPU! <br/> | ||||
| 		/// You can avoid blocking by calling this method from a thread. | ||||
| 		/// </summary> | ||||
| 		public unsafe void SavePNG(string path) | ||||
| 		{ | ||||
| #if DEBUG | ||||
| 			if (Format != TextureFormat.R8G8B8A8 && Format != TextureFormat.B8G8R8A8) | ||||
| 			{ | ||||
| 				throw new ArgumentException("Texture format must be RGBA or BGRA!", "format"); | ||||
| 			} | ||||
| #endif | ||||
| 
 | ||||
| 			var buffer = new Buffer(Device, 0, Width * Height * 4); // this creates garbage... oh well | ||||
| 
 | ||||
| 			// immediately request the data copy | ||||
| 			var commandBuffer = Device.AcquireCommandBuffer(); | ||||
| 			commandBuffer.CopyTextureToBuffer(this, buffer); | ||||
| 			var fence = Device.SubmitAndAcquireFence(commandBuffer); | ||||
| 
 | ||||
| 			var byteCount = buffer.Size; | ||||
| 
 | ||||
| 			var pixelsPtr = NativeMemory.Alloc((nuint) byteCount); | ||||
| 			var pixelsSpan = new Span<byte>(pixelsPtr, (int) byteCount); | ||||
| 
 | ||||
| 			Device.WaitForFences(fence); // make sure the data transfer is done... | ||||
| 			Device.ReleaseFence(fence); // and then release the fence | ||||
| 
 | ||||
| 			buffer.GetData(pixelsSpan); | ||||
| 
 | ||||
| 			if (Format == TextureFormat.B8G8R8A8) | ||||
| 			{ | ||||
| 				var rgbaPtr = NativeMemory.Alloc((nuint) byteCount); | ||||
| 				var rgbaSpan = new Span<byte>(rgbaPtr, (int) byteCount); | ||||
| 
 | ||||
| 				for (var i = 0; i < byteCount; i += 4) | ||||
| 				{ | ||||
| 					rgbaSpan[i] = pixelsSpan[i + 2]; | ||||
| 					rgbaSpan[i + 1] = pixelsSpan[i + 1]; | ||||
| 					rgbaSpan[i + 2] = pixelsSpan[i]; | ||||
| 					rgbaSpan[i + 3] = pixelsSpan[i + 3]; | ||||
| 				} | ||||
| 
 | ||||
| 				Refresh.Refresh_Image_SavePNG(path, (nint) rgbaPtr, (int) Width, (int) Height); | ||||
| 
 | ||||
| 				NativeMemory.Free((void*) rgbaPtr); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				fixed (byte* ptr = pixelsSpan) | ||||
| 				{ | ||||
| 					Refresh.Refresh_Image_SavePNG(path, (nint) ptr, (int) Width, (int) Height); | ||||
| 				} | ||||
| 			} | ||||
| 
 | ||||
| 			NativeMemory.Free(pixelsPtr); | ||||
| 		} | ||||
| 
 | ||||
| 		public static uint BytesPerPixel(TextureFormat format) | ||||
| 		{ | ||||
| 			switch (format) | ||||
|  | @ -663,10 +229,8 @@ namespace MoonWorks.Graphics | |||
| 				case TextureFormat.R8G8_SNORM: | ||||
| 				case TextureFormat.R8G8_UINT: | ||||
| 				case TextureFormat.R16_UINT: | ||||
| 				case TextureFormat.D16: | ||||
| 				case TextureFormat.D16_UNORM: | ||||
| 					return 2; | ||||
| 				case TextureFormat.D16S8: | ||||
| 					return 3; | ||||
| 				case TextureFormat.R8G8B8A8: | ||||
| 				case TextureFormat.B8G8R8A8: | ||||
| 				case TextureFormat.R32_SFLOAT: | ||||
|  | @ -676,9 +240,10 @@ namespace MoonWorks.Graphics | |||
| 				case TextureFormat.A2R10G10B10: | ||||
| 				case TextureFormat.R8G8B8A8_UINT: | ||||
| 				case TextureFormat.R16G16_UINT: | ||||
| 				case TextureFormat.D32: | ||||
| 				case TextureFormat.D24_UNORM_S8_UINT: | ||||
| 				case TextureFormat.D32_SFLOAT: | ||||
| 					return 4; | ||||
| 				case TextureFormat.D32S8: | ||||
| 				case TextureFormat.D32_SFLOAT_S8_UINT: | ||||
| 					return 5; | ||||
| 				case TextureFormat.R16G16B16A16_SFLOAT: | ||||
| 				case TextureFormat.R16G16B16A16: | ||||
|  | @ -697,6 +262,21 @@ namespace MoonWorks.Graphics | |||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public static uint TexelSize(TextureFormat format) | ||||
| 		{ | ||||
| 			switch (format) | ||||
| 			{ | ||||
| 				case TextureFormat.BC2: | ||||
| 				case TextureFormat.BC3: | ||||
| 				case TextureFormat.BC7: | ||||
| 					return 16; | ||||
| 				case TextureFormat.BC1: | ||||
| 					return 8; | ||||
| 				default: | ||||
| 					return 1; | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public static uint BlockSizeSquared(TextureFormat format) | ||||
| 		{ | ||||
| 			switch (format) | ||||
|  | @ -729,15 +309,19 @@ namespace MoonWorks.Graphics | |||
| 				case TextureFormat.R16_UINT: | ||||
| 				case TextureFormat.R16G16_UINT: | ||||
| 				case TextureFormat.R16G16B16A16_UINT: | ||||
| 				case TextureFormat.D16: | ||||
| 				case TextureFormat.D32: | ||||
| 				case TextureFormat.D16S8: | ||||
| 				case TextureFormat.D32S8: | ||||
| 				case TextureFormat.D16_UNORM: | ||||
| 				case TextureFormat.D24_UNORM: | ||||
| 				case TextureFormat.D24_UNORM_S8_UINT: | ||||
| 				case TextureFormat.D32_SFLOAT: | ||||
| 				case TextureFormat.D32_SFLOAT_S8_UINT: | ||||
| 					return 1; | ||||
| 				default: | ||||
| 					Logger.LogError("Texture format not recognized!"); | ||||
| 					return 0; | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public static implicit operator TextureSlice(Texture t) => new TextureSlice(t); | ||||
| 		public static implicit operator TextureRegion(Texture t) => new TextureRegion(t); | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -0,0 +1,161 @@ | |||
| using System; | ||||
| using System.Runtime.InteropServices; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	public unsafe class TransferBuffer : RefreshResource | ||||
| 	{ | ||||
| 		protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseTransferBuffer; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Size in bytes. | ||||
| 		/// </summary> | ||||
| 		public uint Size { get; } | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a buffer of requested size given a type and element count. | ||||
| 		/// </summary> | ||||
| 		/// <typeparam name="T">The type that the buffer will contain.</typeparam> | ||||
| 		/// <param name="device">The GraphicsDevice.</param> | ||||
| 		/// <param name="elementCount">How many elements of type T the buffer will contain.</param> | ||||
| 		/// <returns></returns> | ||||
| 		public unsafe static TransferBuffer Create<T>( | ||||
| 			GraphicsDevice device, | ||||
| 			TransferUsage usage, | ||||
| 			TransferBufferMapFlags mapFlags, | ||||
| 			uint elementCount | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			return new TransferBuffer( | ||||
| 				device, | ||||
| 				usage, | ||||
| 				mapFlags, | ||||
| 				(uint) Marshal.SizeOf<T>() * elementCount | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Creates a TransferBuffer. | ||||
| 		/// </summary> | ||||
| 		/// <param name="device">An initialized GraphicsDevice.</param> | ||||
| 		/// <param name="sizeInBytes">The length of the buffer. Cannot be resized.</param> | ||||
| 		/// <param name="usage">Whether this will be used to upload buffers or textures.</param> | ||||
| 		public TransferBuffer( | ||||
| 			GraphicsDevice device, | ||||
| 			TransferUsage usage, | ||||
| 			TransferBufferMapFlags mapFlags, | ||||
| 			uint sizeInBytes | ||||
| 		) : base(device) | ||||
| 		{ | ||||
| 			Handle = Refresh.Refresh_CreateTransferBuffer( | ||||
| 				device.Handle, | ||||
| 				(Refresh.TransferUsage) usage, | ||||
| 				(Refresh.TransferBufferMapFlags) mapFlags, | ||||
| 				sizeInBytes | ||||
| 			); | ||||
| 			Size = sizeInBytes; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Immediately copies data from a Span to the TransferBuffer. | ||||
| 		/// Returns the length of the copy in bytes. | ||||
| 		/// | ||||
| 		/// If cycle is set to true and this TransferBuffer was used in an Upload command, | ||||
| 		/// that command will still use the corret data at the cost of increased memory usage. | ||||
| 		/// | ||||
| 		/// If cycle is set to false, the data will be overwritten immediately, | ||||
| 		/// which could cause a data race. | ||||
| 		/// </summary> | ||||
| 		public unsafe uint SetData<T>( | ||||
| 			Span<T> data, | ||||
| 			uint bufferOffsetInBytes, | ||||
| 			bool cycle | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			var elementSize = Marshal.SizeOf<T>(); | ||||
| 			var dataLengthInBytes = (uint) (elementSize * data.Length); | ||||
| 
 | ||||
| #if DEBUG | ||||
| 			AssertBufferBoundsCheck(Size, bufferOffsetInBytes, dataLengthInBytes); | ||||
| #endif | ||||
| 
 | ||||
| 			fixed (T* dataPtr = data) | ||||
| 			{ | ||||
| 				Refresh.Refresh_SetTransferData( | ||||
| 					Device.Handle, | ||||
| 					(nint) dataPtr, | ||||
| 					Handle, | ||||
| 					new Refresh.BufferCopy | ||||
| 					{ | ||||
| 						SourceOffset = 0, | ||||
| 						DestinationOffset = bufferOffsetInBytes, | ||||
| 						Size = dataLengthInBytes | ||||
| 					}, | ||||
| 					Conversions.BoolToInt(cycle) | ||||
| 				); | ||||
| 			} | ||||
| 
 | ||||
| 			return dataLengthInBytes; | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Immediately copies data from a Span to the TransferBuffer. | ||||
| 		/// Returns the length of the copy in bytes. | ||||
| 		/// | ||||
| 		/// If cycle is set to true and this TransferBuffer was used in an Upload command, | ||||
| 		/// that command will still use the corret data at the cost of increased memory usage. | ||||
| 		/// | ||||
| 		/// If cycle is set to false, the data will be overwritten immediately, | ||||
| 		/// which could cause a data race. | ||||
| 		/// </summary> | ||||
| 		public unsafe uint SetData<T>( | ||||
| 			Span<T> data, | ||||
| 			bool cycle | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			return SetData(data, 0, cycle); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Immediately copies data from the TransferBuffer into a Span. | ||||
| 		/// </summary> | ||||
| 		public unsafe void GetData<T>( | ||||
| 			Span<T> data, | ||||
| 			uint bufferOffsetInBytes = 0 | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			var elementSize = Marshal.SizeOf<T>(); | ||||
| 			var dataLengthInBytes = (uint) (elementSize * data.Length); | ||||
| 
 | ||||
| #if DEBUG | ||||
| 			AssertBufferBoundsCheck(Size, bufferOffsetInBytes, dataLengthInBytes); | ||||
| #endif | ||||
| 
 | ||||
| 			fixed (T* dataPtr = data) | ||||
| 			{ | ||||
| 				Refresh.Refresh_GetTransferData( | ||||
| 					Device.Handle, | ||||
| 					Handle, | ||||
| 					(nint) dataPtr, | ||||
| 					new Refresh.BufferCopy | ||||
| 					{ | ||||
| 						SourceOffset = bufferOffsetInBytes, | ||||
| 						DestinationOffset = 0, | ||||
| 						Size = dataLengthInBytes | ||||
| 					} | ||||
| 				); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| #if DEBUG | ||||
| 		private void AssertBufferBoundsCheck(uint bufferLengthInBytes, uint offsetInBytes, uint copyLengthInBytes) | ||||
| 		{ | ||||
| 			if (copyLengthInBytes > bufferLengthInBytes + offsetInBytes) | ||||
| 			{ | ||||
| 				throw new InvalidOperationException($"Data overflow! Transfer buffer length {bufferLengthInBytes}, offset {offsetInBytes}, copy length {copyLengthInBytes}"); | ||||
| 			} | ||||
| 		} | ||||
| #endif | ||||
| 	} | ||||
| } | ||||
|  | @ -110,14 +110,14 @@ namespace MoonWorks.Graphics | |||
| 		{ | ||||
| 			return new Refresh.ColorAttachmentBlendState | ||||
| 			{ | ||||
| 				blendEnable = Conversions.BoolToByte(BlendEnable), | ||||
| 				alphaBlendOp = (Refresh.BlendOp) AlphaBlendOp, | ||||
| 				colorBlendOp = (Refresh.BlendOp) ColorBlendOp, | ||||
| 				colorWriteMask = (Refresh.ColorComponentFlags) ColorWriteMask, | ||||
| 				destinationAlphaBlendFactor = (Refresh.BlendFactor) DestinationAlphaBlendFactor, | ||||
| 				destinationColorBlendFactor = (Refresh.BlendFactor) DestinationColorBlendFactor, | ||||
| 				sourceAlphaBlendFactor = (Refresh.BlendFactor) SourceAlphaBlendFactor, | ||||
| 				sourceColorBlendFactor = (Refresh.BlendFactor) SourceColorBlendFactor | ||||
| 				BlendEnable = Conversions.BoolToInt(BlendEnable), | ||||
| 				AlphaBlendOp = (Refresh.BlendOp) AlphaBlendOp, | ||||
| 				ColorBlendOp = (Refresh.BlendOp) ColorBlendOp, | ||||
| 				ColorWriteMask = (Refresh.ColorComponentFlags) ColorWriteMask, | ||||
| 				DestinationAlphaBlendFactor = (Refresh.BlendFactor) DestinationAlphaBlendFactor, | ||||
| 				DestinationColorBlendFactor = (Refresh.BlendFactor) DestinationColorBlendFactor, | ||||
| 				SourceAlphaBlendFactor = (Refresh.BlendFactor) SourceAlphaBlendFactor, | ||||
| 				SourceColorBlendFactor = (Refresh.BlendFactor) SourceColorBlendFactor | ||||
| 			}; | ||||
| 		} | ||||
| 	} | ||||
|  |  | |||
|  | @ -1,50 +0,0 @@ | |||
| using System.Runtime.InteropServices; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Information that the compute pipeline needs about a compute shader. | ||||
| 	/// </summary> | ||||
| 	public struct ComputeShaderInfo | ||||
| 	{ | ||||
| 		public ShaderModule ShaderModule; | ||||
| 		public string EntryPointName; | ||||
| 		public uint UniformBufferSize; | ||||
| 		public uint BufferBindingCount; | ||||
| 		public uint ImageBindingCount; | ||||
| 
 | ||||
| 		public unsafe static ComputeShaderInfo Create<T>( | ||||
| 			ShaderModule shaderModule, | ||||
| 			string entryPointName, | ||||
| 			uint bufferBindingCount, | ||||
| 			uint imageBindingCount | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			return new ComputeShaderInfo | ||||
| 			{ | ||||
| 				ShaderModule = shaderModule, | ||||
| 				EntryPointName = entryPointName, | ||||
| 				UniformBufferSize = (uint) Marshal.SizeOf<T>(), | ||||
| 				BufferBindingCount = bufferBindingCount, | ||||
| 				ImageBindingCount = imageBindingCount | ||||
| 			}; | ||||
| 		} | ||||
| 
 | ||||
|         public static ComputeShaderInfo Create( | ||||
|             ShaderModule shaderModule, | ||||
|             string entryPointName, | ||||
|             uint bufferBindingCount, | ||||
|             uint imageBindingCount | ||||
|         ) | ||||
|         { | ||||
|             return new ComputeShaderInfo | ||||
| 			{ | ||||
| 				ShaderModule = shaderModule, | ||||
| 				EntryPointName = entryPointName, | ||||
| 				UniformBufferSize = 0, | ||||
| 				BufferBindingCount = bufferBindingCount, | ||||
| 				ImageBindingCount = imageBindingCount | ||||
| 			}; | ||||
|         } | ||||
| 	} | ||||
| } | ||||
|  | @ -1,4 +1,6 @@ | |||
| namespace MoonWorks.Graphics | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Determines how data is written to and read from the depth/stencil buffer. | ||||
|  | @ -11,15 +13,30 @@ | |||
| 		public bool DepthTestEnable; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Describes the stencil operation for back-facing primitives. | ||||
| 		/// Describes the back-face stencil operation. | ||||
| 		/// </summary> | ||||
| 		public StencilOpState BackStencilState; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Describes the stencil operation for front-facing primitives. | ||||
| 		/// Describes the front-face stencil operation. | ||||
| 		/// </summary> | ||||
| 		public StencilOpState FrontStencilState; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// The compare mask for stencil ops. | ||||
| 		/// </summary> | ||||
| 		public uint CompareMask; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// The write mask for stencil ops. | ||||
| 		/// </summary> | ||||
| 		public uint WriteMask; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// The stencil reference value. | ||||
| 		/// </summary> | ||||
| 		public uint Reference; | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// The comparison operator used in the depth test. | ||||
| 		/// </summary> | ||||
|  | @ -75,5 +92,24 @@ | |||
| 			DepthBoundsTestEnable = false, | ||||
| 			StencilTestEnable = false | ||||
| 		}; | ||||
| 
 | ||||
| 		public Refresh.DepthStencilState ToRefresh() | ||||
| 		{ | ||||
| 			return new Refresh.DepthStencilState | ||||
| 			{ | ||||
| 				DepthTestEnable = Conversions.BoolToInt(DepthTestEnable), | ||||
| 				BackStencilState = BackStencilState.ToRefresh(), | ||||
| 				FrontStencilState = FrontStencilState.ToRefresh(), | ||||
| 				CompareMask = CompareMask, | ||||
| 				WriteMask = WriteMask, | ||||
| 				Reference = Reference, | ||||
| 				CompareOp = (Refresh.CompareOp) CompareOp, | ||||
| 				DepthBoundsTestEnable = Conversions.BoolToInt(DepthBoundsTestEnable), | ||||
| 				DepthWriteEnable = Conversions.BoolToInt(DepthWriteEnable), | ||||
| 				MinDepthBounds = MinDepthBounds, | ||||
| 				MaxDepthBounds = MaxDepthBounds, | ||||
| 				StencilTestEnable = Conversions.BoolToInt(StencilTestEnable) | ||||
| 			}; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -14,7 +14,7 @@ namespace MoonWorks.Graphics | |||
| 		) { | ||||
| 			ColorAttachmentDescriptions = colorAttachmentDescriptions; | ||||
| 			HasDepthStencilAttachment = false; | ||||
| 			DepthStencilFormat = TextureFormat.D16; | ||||
| 			DepthStencilFormat = TextureFormat.D16_UNORM; | ||||
| 		} | ||||
| 
 | ||||
| 		public GraphicsPipelineAttachmentInfo( | ||||
|  |  | |||
|  | @ -1,18 +0,0 @@ | |||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// All of the information that is used to create a GraphicsPipeline. | ||||
| 	/// </summary> | ||||
| 	public struct GraphicsPipelineCreateInfo | ||||
| 	{ | ||||
| 		public DepthStencilState DepthStencilState; | ||||
| 		public GraphicsShaderInfo VertexShaderInfo; | ||||
| 		public GraphicsShaderInfo FragmentShaderInfo; | ||||
| 		public MultisampleState MultisampleState; | ||||
| 		public RasterizerState RasterizerState; | ||||
| 		public PrimitiveType PrimitiveType; | ||||
| 		public VertexInputState VertexInputState; | ||||
| 		public GraphicsPipelineAttachmentInfo AttachmentInfo; | ||||
| 		public BlendConstants BlendConstants; | ||||
| 	} | ||||
| } | ||||
|  | @ -1,44 +0,0 @@ | |||
| using System.Runtime.InteropServices; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Information that the pipeline needs about a graphics shader. | ||||
| 	/// </summary> | ||||
| 	public struct GraphicsShaderInfo | ||||
| 	{ | ||||
| 		public ShaderModule ShaderModule; | ||||
| 		public string EntryPointName; | ||||
| 		public uint UniformBufferSize; | ||||
| 		public uint SamplerBindingCount; | ||||
| 
 | ||||
| 		public unsafe static GraphicsShaderInfo Create<T>( | ||||
| 			ShaderModule shaderModule, | ||||
| 			string entryPointName, | ||||
| 			uint samplerBindingCount | ||||
| 		) where T : unmanaged | ||||
| 		{ | ||||
| 			return new GraphicsShaderInfo | ||||
| 			{ | ||||
| 				ShaderModule = shaderModule, | ||||
| 				EntryPointName = entryPointName, | ||||
| 				UniformBufferSize = (uint) Marshal.SizeOf<T>(), | ||||
| 				SamplerBindingCount = samplerBindingCount | ||||
| 			}; | ||||
| 		} | ||||
| 
 | ||||
| 		public static GraphicsShaderInfo Create( | ||||
| 			ShaderModule shaderModule, | ||||
| 			string entryPointName, | ||||
| 			uint samplerBindingCount | ||||
| 		) { | ||||
| 			return new GraphicsShaderInfo | ||||
| 			{ | ||||
| 				ShaderModule = shaderModule, | ||||
| 				EntryPointName = entryPointName, | ||||
| 				UniformBufferSize = 0, | ||||
| 				SamplerBindingCount = samplerBindingCount | ||||
| 			}; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -1,4 +1,6 @@ | |||
| namespace MoonWorks.Graphics | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// Specifies how many samples should be used in rasterization. | ||||
|  | @ -21,5 +23,14 @@ | |||
| 			MultisampleCount = sampleCount; | ||||
| 			SampleMask = sampleMask; | ||||
| 		} | ||||
| 
 | ||||
| 		public Refresh.MultisampleState ToRefresh() | ||||
| 		{ | ||||
| 			return new Refresh.MultisampleState | ||||
| 			{ | ||||
| 				MultisampleCount = (Refresh.SampleCount) MultisampleCount, | ||||
| 				SampleMask = SampleMask | ||||
| 			}; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -1,5 +1,7 @@ | |||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| /// <summary> | ||||
| /// Specifies how the rasterizer should be configured for a graphics pipeline. | ||||
| /// </summary> | ||||
|  | @ -103,5 +105,18 @@ | |||
| 		FillMode = FillMode.Line, | ||||
| 		DepthBiasEnable = false | ||||
| 	}; | ||||
| 
 | ||||
| 	public Refresh.RasterizerState ToRefresh() | ||||
| 	{ | ||||
| 		return new Refresh.RasterizerState | ||||
| 		{ | ||||
| 			CullMode = (Refresh.CullMode) CullMode, | ||||
| 			DepthBiasClamp = DepthBiasClamp, | ||||
| 			DepthBiasConstantFactor = DepthBiasConstantFactor, | ||||
| 			DepthBiasEnable = Conversions.BoolToInt(DepthBiasEnable), | ||||
| 			DepthBiasSlopeFactor = DepthBiasSlopeFactor, | ||||
| 			FillMode = (Refresh.FillMode) FillMode, | ||||
| 			FrontFace = (Refresh.FrontFace) FrontFace | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -1,7 +1,7 @@ | |||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| /// <summary> | ||||
| /// All of the information that is used to create a sampler. | ||||
| /// </summary> | ||||
|  | @ -150,25 +150,24 @@ namespace MoonWorks.Graphics | |||
| 		MaxLod = 1000 | ||||
| 	}; | ||||
| 
 | ||||
| 		public Refresh.SamplerStateCreateInfo ToRefreshSamplerStateCreateInfo() | ||||
| 	public Refresh.SamplerCreateInfo ToRefresh() | ||||
| 	{ | ||||
| 			return new Refresh.SamplerStateCreateInfo | ||||
| 		return new Refresh.SamplerCreateInfo | ||||
| 		{ | ||||
| 				minFilter = (Refresh.Filter) MinFilter, | ||||
| 				magFilter = (Refresh.Filter) MagFilter, | ||||
| 				mipmapMode = (Refresh.SamplerMipmapMode) MipmapMode, | ||||
| 				addressModeU = (Refresh.SamplerAddressMode) AddressModeU, | ||||
| 				addressModeV = (Refresh.SamplerAddressMode) AddressModeV, | ||||
| 				addressModeW = (Refresh.SamplerAddressMode) AddressModeW, | ||||
| 				mipLodBias = MipLodBias, | ||||
| 				anisotropyEnable = Conversions.BoolToByte(AnisotropyEnable), | ||||
| 				maxAnisotropy = MaxAnisotropy, | ||||
| 				compareEnable = Conversions.BoolToByte(CompareEnable), | ||||
| 				compareOp = (Refresh.CompareOp) CompareOp, | ||||
| 				minLod = MinLod, | ||||
| 				maxLod = MaxLod, | ||||
| 				borderColor = (Refresh.BorderColor) BorderColor | ||||
| 			MinFilter = (Refresh.Filter) MinFilter, | ||||
| 			MagFilter = (Refresh.Filter) MagFilter, | ||||
| 			MipmapMode = (Refresh.SamplerMipmapMode) MipmapMode, | ||||
| 			AddressModeU = (Refresh.SamplerAddressMode) AddressModeU, | ||||
| 			AddressModeV = (Refresh.SamplerAddressMode) AddressModeV, | ||||
| 			AddressModeW = (Refresh.SamplerAddressMode) AddressModeW, | ||||
| 			MipLodBias = MipLodBias, | ||||
| 			AnisotropyEnable = Conversions.BoolToInt(AnisotropyEnable), | ||||
| 			MaxAnisotropy = MaxAnisotropy, | ||||
| 			CompareEnable = Conversions.BoolToInt(CompareEnable), | ||||
| 			CompareOp = (Refresh.CompareOp) CompareOp, | ||||
| 			MinLod = MinLod, | ||||
| 			MaxLod = MaxLod, | ||||
| 			BorderColor = (Refresh.BorderColor) BorderColor | ||||
| 		}; | ||||
| 	} | ||||
| } | ||||
| } | ||||
|  |  | |||
|  | @ -11,23 +11,25 @@ namespace MoonWorks.Graphics | |||
| 		public uint Height; | ||||
| 		public uint Depth; | ||||
| 		public bool IsCube; | ||||
| 		public uint LayerCount; | ||||
| 		public uint LevelCount; | ||||
| 		public SampleCount SampleCount; | ||||
| 		public TextureFormat Format; | ||||
| 		public TextureUsageFlags UsageFlags; | ||||
| 
 | ||||
| 		public Refresh.TextureCreateInfo ToRefreshTextureCreateInfo() | ||||
| 		public Refresh.TextureCreateInfo ToRefresh() | ||||
| 		{ | ||||
| 			return new Refresh.TextureCreateInfo | ||||
| 			{ | ||||
| 				width = Width, | ||||
| 				height = Height, | ||||
| 				depth = Depth, | ||||
| 				isCube = Conversions.BoolToByte(IsCube), | ||||
| 				levelCount = LevelCount, | ||||
| 				sampleCount = (Refresh.SampleCount) SampleCount, | ||||
| 				format = (Refresh.TextureFormat) Format, | ||||
| 				usageFlags = (Refresh.TextureUsageFlags) UsageFlags | ||||
| 				Width = Width, | ||||
| 				Height = Height, | ||||
| 				Depth = Depth, | ||||
| 				IsCube = Conversions.BoolToInt(IsCube), | ||||
| 				LayerCount = LayerCount, | ||||
| 				LevelCount = LevelCount, | ||||
| 				SampleCount = (Refresh.SampleCount) SampleCount, | ||||
| 				Format = (Refresh.TextureFormat) Format, | ||||
| 				UsageFlags = (Refresh.TextureUsageFlags) UsageFlags | ||||
| 			}; | ||||
| 		} | ||||
| 	} | ||||
|  |  | |||
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							
										
											Binary file not shown.
										
									
								
							|  | @ -5,5 +5,5 @@ layout(location = 0) out vec2 outTexCoord; | |||
| void main() | ||||
| { | ||||
| 	outTexCoord = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2); | ||||
| 	gl_Position = vec4(outTexCoord * 2.0 - 1.0, 0.0, 1.0); | ||||
| 	gl_Position = vec4(outTexCoord * vec2(2.0, -2.0) + vec2(-1.0, 1.0), 0.0, 1.0); | ||||
| } | ||||
|  | @ -1,13 +1,13 @@ | |||
| #version 450 | ||||
| 
 | ||||
| layout(set = 1, binding = 0) uniform sampler2D msdf; | ||||
| 
 | ||||
| layout(location = 0) in vec2 inTexCoord; | ||||
| layout(location = 1) in vec4 inColor; | ||||
| 
 | ||||
| layout(location = 0) out vec4 outColor; | ||||
| 
 | ||||
| layout(binding = 0, set = 3) uniform UBO | ||||
| layout(set = 2, binding = 0) uniform sampler2D msdf; | ||||
| 
 | ||||
| layout(set = 3, binding = 0) uniform UBO | ||||
| { | ||||
| 	float pxRange; | ||||
| } ubo; | ||||
|  |  | |||
|  | @ -7,7 +7,7 @@ layout(location = 2) in vec4 inColor; | |||
| layout(location = 0) out vec2 outTexCoord; | ||||
| layout(location = 1) out vec4 outColor; | ||||
| 
 | ||||
| layout(binding = 0, set = 2) uniform UBO | ||||
| layout(set = 1, binding = 0) uniform UBO | ||||
| { | ||||
| 	mat4 ViewProjection; | ||||
| } ubo; | ||||
|  |  | |||
|  | @ -9,9 +9,9 @@ layout(location = 0) in vec2 TexCoord; | |||
| 
 | ||||
| layout(location = 0) out vec4 FragColor; | ||||
| 
 | ||||
| layout(binding = 0, set = 1) uniform sampler2D YSampler; | ||||
| layout(binding = 1, set = 1) uniform sampler2D USampler; | ||||
| layout(binding = 2, set = 1) uniform sampler2D VSampler; | ||||
| layout(set = 2, binding = 0) uniform sampler2D YSampler; | ||||
| layout(set = 2, binding = 1) uniform sampler2D USampler; | ||||
| layout(set = 2, binding = 2) uniform sampler2D VSampler; | ||||
| 
 | ||||
| /* More info about colorspace conversion: | ||||
|  * http://www.equasys.de/colorconversion.html | ||||
|  |  | |||
|  | @ -0,0 +1,46 @@ | |||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| 	/// <summary> | ||||
| 	/// A texture region specifies a subregion of a texture. | ||||
| 	/// These are used by copy commands. | ||||
| 	/// </summary> | ||||
| 	public struct TextureRegion | ||||
| 	{ | ||||
| 		public TextureSlice TextureSlice; | ||||
| 		public uint X; | ||||
| 		public uint Y; | ||||
| 		public uint Z; | ||||
| 		public uint Width; | ||||
| 		public uint Height; | ||||
| 		public uint Depth; | ||||
| 
 | ||||
| 		public uint Size => (Width * Height * Depth * Texture.BytesPerPixel(TextureSlice.Texture.Format) / Texture.BlockSizeSquared(TextureSlice.Texture.Format)) >> (int) TextureSlice.MipLevel; | ||||
| 
 | ||||
| 		public TextureRegion(Texture texture) | ||||
| 		{ | ||||
| 			TextureSlice = new TextureSlice(texture); | ||||
| 			X = 0; | ||||
| 			Y = 0; | ||||
| 			Z = 0; | ||||
| 			Width = texture.Width; | ||||
| 			Height = texture.Height; | ||||
| 			Depth = texture.Depth; | ||||
| 		} | ||||
| 
 | ||||
| 		public Refresh.TextureRegion ToRefresh() | ||||
| 		{ | ||||
| 			return new Refresh.TextureRegion | ||||
| 			{ | ||||
| 				TextureSlice = TextureSlice.ToRefresh(), | ||||
| 				X = X, | ||||
| 				Y = Y, | ||||
| 				Z = Z, | ||||
| 				W = Width, | ||||
| 				H = Height, | ||||
| 				D = Depth | ||||
| 			}; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  | @ -1,57 +1,31 @@ | |||
| using RefreshCS; | ||||
| namespace MoonWorks.Graphics; | ||||
| 
 | ||||
| namespace MoonWorks.Graphics | ||||
| { | ||||
| /// <summary> | ||||
| 	/// A texture slice specifies a subregion of a texture. | ||||
| 	/// Many operations can use texture slices in place of textures for the sake of convenience. | ||||
| /// A texture slice specifies a subresource of a texture. | ||||
| /// </summary> | ||||
| public struct TextureSlice | ||||
| { | ||||
| 		public Texture Texture { get; } | ||||
| 		public Rect Rectangle { get; } | ||||
| 		public uint Depth { get; } | ||||
| 		public uint Layer { get; } | ||||
| 		public uint Level { get; } | ||||
| 	public Texture Texture; | ||||
| 	public uint MipLevel; | ||||
| 	public uint Layer; | ||||
| 
 | ||||
| 		public uint Size => (uint) (Rectangle.W * Rectangle.H * Texture.BytesPerPixel(Texture.Format) / Texture.BlockSizeSquared(Texture.Format)); | ||||
| 	public uint Size => (Texture.Width * Texture.Height * Texture.Depth * Texture.BytesPerPixel(Texture.Format) / Texture.BlockSizeSquared(Texture.Format)) >> (int) MipLevel; | ||||
| 
 | ||||
| 	public TextureSlice(Texture texture) | ||||
| 	{ | ||||
| 		Texture = texture; | ||||
| 			Rectangle = new Rect | ||||
| 			{ | ||||
| 				X = 0, | ||||
| 				Y = 0, | ||||
| 				W = (int) texture.Width, | ||||
| 				H = (int) texture.Height | ||||
| 			}; | ||||
| 			Depth = 0; | ||||
| 		MipLevel = 0; | ||||
| 		Layer = 0; | ||||
| 			Level = 0; | ||||
| 	} | ||||
| 
 | ||||
| 		public TextureSlice(Texture texture, Rect rectangle, uint depth = 0, uint layer = 0, uint level = 0) | ||||
| 	public Refresh.TextureSlice ToRefresh() | ||||
| 	{ | ||||
| 			Texture = texture; | ||||
| 			Rectangle = rectangle; | ||||
| 			Depth = depth; | ||||
| 			Layer = layer; | ||||
| 			Level = level; | ||||
| 		} | ||||
| 
 | ||||
| 		public Refresh.TextureSlice ToRefreshTextureSlice() | ||||
| 		return new Refresh.TextureSlice | ||||
| 		{ | ||||
| 			Refresh.TextureSlice textureSlice = new Refresh.TextureSlice | ||||
| 			{ | ||||
| 				texture = Texture.Handle, | ||||
| 				rectangle = Rectangle.ToRefresh(), | ||||
| 				depth = Depth, | ||||
| 				layer = Layer, | ||||
| 				level = Level | ||||
| 			Texture = Texture.Handle, | ||||
| 			MipLevel = MipLevel, | ||||
| 			Layer = Layer | ||||
| 		}; | ||||
| 
 | ||||
| 			return textureSlice; | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -1,5 +1,4 @@ | |||
| using System; | ||||
| using RefreshCS; | ||||
| 
 | ||||
| namespace MoonWorks | ||||
| { | ||||
|  | @ -9,19 +8,6 @@ namespace MoonWorks | |||
| 		public static Action<string> LogWarn = LogWarnDefault; | ||||
| 		public static Action<string> LogError = LogErrorDefault; | ||||
| 
 | ||||
| 		private static RefreshCS.Refresh.Refresh_LogFunc LogInfoFunc = RefreshLogInfo; | ||||
| 		private static RefreshCS.Refresh.Refresh_LogFunc LogWarnFunc = RefreshLogWarn; | ||||
| 		private static RefreshCS.Refresh.Refresh_LogFunc LogErrorFunc = RefreshLogError; | ||||
| 
 | ||||
| 		internal static void Initialize() | ||||
| 		{ | ||||
| 			Refresh.Refresh_HookLogFunctions( | ||||
| 				LogInfoFunc, | ||||
| 				LogWarnFunc, | ||||
| 				LogErrorFunc | ||||
| 			); | ||||
| 		} | ||||
| 
 | ||||
| 		private static void LogInfoDefault(string str) | ||||
| 		{ | ||||
| 			Console.ForegroundColor = ConsoleColor.Green; | ||||
|  |  | |||
|  | @ -1054,7 +1054,7 @@ namespace MoonWorks.Math.Float | |||
| 			result.M13 = 0.0f; | ||||
| 			result.M14 = 0.0f; | ||||
| 			result.M21 = 0.0f; | ||||
| 			result.M22 = (float) (2.0 / ((double) bottom - (double) top)); | ||||
| 			result.M22 = (float) (2.0 / ((double) top - (double) bottom)); | ||||
| 			result.M23 = 0.0f; | ||||
| 			result.M24 = 0.0f; | ||||
| 			result.M31 = 0.0f; | ||||
|  | @ -1062,11 +1062,11 @@ namespace MoonWorks.Math.Float | |||
| 			result.M33 = (float) (1.0 / ((double) zNearPlane - (double) zFarPlane)); | ||||
| 			result.M34 = 0.0f; | ||||
| 			result.M41 = (float) ( | ||||
| 				-((double) left + (double) right) / | ||||
| 				((double) right - (double) left) | ||||
| 				((double) left + (double) right) / | ||||
| 				((double) left - (double) right) | ||||
| 			); | ||||
| 			result.M42 = (float) ( | ||||
| 				-((double) top + (double) bottom) / | ||||
| 				((double) top + (double) bottom) / | ||||
| 				((double) bottom - (double) top) | ||||
| 			); | ||||
| 			result.M43 = (float) ( | ||||
|  | @ -1126,7 +1126,7 @@ namespace MoonWorks.Math.Float | |||
| 			} | ||||
| 			result.M11 = (2f * nearPlaneDistance) / width; | ||||
| 			result.M12 = result.M13 = result.M14 = 0f; | ||||
| 			result.M22 = -(2f * nearPlaneDistance) / height; | ||||
| 			result.M22 = (2f * nearPlaneDistance) / height; | ||||
| 			result.M21 = result.M23 = result.M24 = 0f; | ||||
| 			result.M33 = farPlaneDistance / (nearPlaneDistance - farPlaneDistance); | ||||
| 			result.M31 = result.M32 = 0f; | ||||
|  | @ -1199,7 +1199,7 @@ namespace MoonWorks.Math.Float | |||
| 			float num = 1f / ((float) System.Math.Tan((double) (fieldOfView * 0.5f))); | ||||
| 			result.M11 = num / aspectRatio; | ||||
| 			result.M12 = result.M13 = result.M14 = 0; | ||||
| 			result.M22 = -num; | ||||
| 			result.M22 = num; | ||||
| 			result.M21 = result.M23 = result.M24 = 0; | ||||
| 			result.M31 = result.M32 = 0f; | ||||
| 			result.M33 = farPlaneDistance / (nearPlaneDistance - farPlaneDistance); | ||||
|  | @ -1277,7 +1277,7 @@ namespace MoonWorks.Math.Float | |||
| 			} | ||||
| 			result.M11 = (2f * nearPlaneDistance) / (right - left); | ||||
| 			result.M12 = result.M13 = result.M14 = 0; | ||||
| 			result.M22 = -(2f * nearPlaneDistance) / (top - bottom); | ||||
| 			result.M22 = (2f * nearPlaneDistance) / (top - bottom); | ||||
| 			result.M21 = result.M23 = result.M24 = 0; | ||||
| 			result.M31 = (left + right) / (right - left); | ||||
| 			result.M32 = (top + bottom) / (top - bottom); | ||||
|  |  | |||
|  | @ -11,10 +11,6 @@ namespace MoonWorks.Video | |||
| 	{ | ||||
| 		public string Filename { get; } | ||||
| 
 | ||||
| 		// "double buffering" so we can loop without a stutter | ||||
| 		internal VideoAV1Stream StreamA { get; } | ||||
| 		internal VideoAV1Stream StreamB { get; } | ||||
| 
 | ||||
| 		public int Width => width; | ||||
| 		public int Height => height; | ||||
| 		public double FramesPerSecond { get; set; } | ||||
|  | @ -67,23 +63,6 @@ namespace MoonWorks.Video | |||
| 			FramesPerSecond = framesPerSecond; | ||||
| 
 | ||||
| 			Filename = filename; | ||||
| 
 | ||||
| 			StreamA = new VideoAV1Stream(device, this); | ||||
| 			StreamB = new VideoAV1Stream(device, this); | ||||
| 		} | ||||
| 
 | ||||
| 		// NOTE: if you call this while a VideoPlayer is playing the stream, your program will explode | ||||
| 		protected override void Dispose(bool disposing) | ||||
| 		{ | ||||
| 			if (!IsDisposed) | ||||
| 			{ | ||||
| 				if (disposing) | ||||
| 				{ | ||||
| 					StreamA.Dispose(); | ||||
| 					StreamB.Dispose(); | ||||
| 				} | ||||
| 			} | ||||
| 			base.Dispose(disposing); | ||||
| 		} | ||||
| 	} | ||||
| } | ||||
|  |  | |||
|  | @ -1,13 +1,17 @@ | |||
| using System; | ||||
| using System.Collections.Concurrent; | ||||
| using System.Threading; | ||||
| using MoonWorks.Graphics; | ||||
| 
 | ||||
| namespace MoonWorks.Video | ||||
| { | ||||
| 	// Note that all public methods are async. | ||||
| 	internal class VideoAV1Stream : GraphicsResource | ||||
| 	{ | ||||
| 		public IntPtr Handle => handle; | ||||
| 		IntPtr handle; | ||||
| 
 | ||||
| 		public bool Loaded => handle != IntPtr.Zero; | ||||
| 		public bool Ended => Dav1dfile.df_eos(Handle) == 1; | ||||
| 
 | ||||
| 		public IntPtr yDataHandle; | ||||
|  | @ -20,33 +24,89 @@ namespace MoonWorks.Video | |||
| 
 | ||||
| 		public bool FrameDataUpdated { get; set; } | ||||
| 
 | ||||
| 		public VideoAV1Stream(GraphicsDevice device, VideoAV1 video) : base(device) | ||||
| 		private BlockingCollection<Action> Actions = new BlockingCollection<Action>(); | ||||
| 
 | ||||
| 		private bool Running = false; | ||||
| 
 | ||||
| 		Thread Thread; | ||||
| 
 | ||||
| 		public VideoAV1Stream(GraphicsDevice device) : base(device) | ||||
| 		{ | ||||
| 			if (Dav1dfile.df_fopen(video.Filename, out handle) == 0) | ||||
| 			{ | ||||
| 				throw new Exception("Failed to open video file!"); | ||||
| 			handle = IntPtr.Zero; | ||||
| 
 | ||||
| 			Running = true; | ||||
| 
 | ||||
| 			Thread = new Thread(ThreadMain); | ||||
| 			Thread.Start(); | ||||
| 		} | ||||
| 
 | ||||
| 			Reset(); | ||||
| 		private void ThreadMain() | ||||
| 		{ | ||||
| 			while (Running) | ||||
| 			{ | ||||
| 				// block until we can take an action, then run it | ||||
| 				var action = Actions.Take(); | ||||
| 				action.Invoke(); | ||||
| 			} | ||||
| 
 | ||||
| 			// shutting down... | ||||
| 			while (Actions.TryTake(out var action)) | ||||
| 			{ | ||||
| 				action.Invoke(); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public void Load(string filename) | ||||
| 		{ | ||||
| 			Actions.Add(() => LoadHelper(filename)); | ||||
| 		} | ||||
| 
 | ||||
| 		public void Reset() | ||||
| 		{ | ||||
| 			lock (this) | ||||
| 			{ | ||||
| 				Dav1dfile.df_reset(Handle); | ||||
| 				ReadNextFrame(); | ||||
| 			} | ||||
| 			Actions.Add(ResetHelper); | ||||
| 		} | ||||
| 
 | ||||
| 		public void ReadNextFrame() | ||||
| 		{ | ||||
| 			Actions.Add(ReadNextFrameHelper); | ||||
| 		} | ||||
| 
 | ||||
| 		public void Unload() | ||||
| 		{ | ||||
| 			Actions.Add(UnloadHelper); | ||||
| 		} | ||||
| 
 | ||||
| 		private void LoadHelper(string filename) | ||||
| 		{ | ||||
| 			if (!Loaded) | ||||
| 			{ | ||||
| 				if (Dav1dfile.df_fopen(filename, out handle) == 0) | ||||
| 				{ | ||||
| 					Logger.LogError("Failed to load video file: " + filename); | ||||
| 					throw new Exception("Failed to load video file!"); | ||||
| 				} | ||||
| 
 | ||||
| 				Reset(); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		private void ResetHelper() | ||||
| 		{ | ||||
| 			if (Loaded) | ||||
| 			{ | ||||
| 				Dav1dfile.df_reset(handle); | ||||
| 				ReadNextFrame(); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		private void ReadNextFrameHelper() | ||||
| 		{ | ||||
| 			if (Loaded && !Ended) | ||||
| 			{ | ||||
| 				lock (this) | ||||
| 			{ | ||||
| 				if (!Ended) | ||||
| 				{ | ||||
| 					if (Dav1dfile.df_readvideo( | ||||
| 						Handle, | ||||
| 						handle, | ||||
| 						1, | ||||
| 						out var yDataHandle, | ||||
| 						out var uDataHandle, | ||||
|  | @ -70,11 +130,26 @@ namespace MoonWorks.Video | |||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		private void UnloadHelper() | ||||
| 		{ | ||||
| 			if (Loaded) | ||||
| 			{ | ||||
| 				Dav1dfile.df_close(handle); | ||||
| 				handle = IntPtr.Zero; | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		protected override void Dispose(bool disposing) | ||||
| 		{ | ||||
| 			if (!IsDisposed) | ||||
| 			{ | ||||
| 				Dav1dfile.df_close(Handle); | ||||
| 				Unload(); | ||||
| 				Running = false; | ||||
| 
 | ||||
| 				if (disposing) | ||||
| 				{ | ||||
| 					Thread.Join(); | ||||
| 				} | ||||
| 			} | ||||
| 			base.Dispose(disposing); | ||||
| 		} | ||||
|  |  | |||
|  | @ -16,18 +16,15 @@ namespace MoonWorks.Video | |||
| 		public float PlaybackSpeed { get; set; } = 1; | ||||
| 
 | ||||
| 		private VideoAV1 Video = null; | ||||
| 		private VideoAV1Stream CurrentStream = null; | ||||
| 		private VideoAV1Stream Stream { get; } | ||||
| 
 | ||||
| 		private Task ReadNextFrameTask; | ||||
| 		private Task ResetStreamATask; | ||||
| 		private Task ResetStreamBTask; | ||||
| 
 | ||||
| 		private GraphicsDevice GraphicsDevice; | ||||
| 		private Texture yTexture = null; | ||||
| 		private Texture uTexture = null; | ||||
| 		private Texture vTexture = null; | ||||
| 		private Sampler LinearSampler; | ||||
| 
 | ||||
| 		private TransferBuffer TransferBuffer; | ||||
| 
 | ||||
| 		private int currentFrame; | ||||
| 
 | ||||
| 		private Stopwatch timer; | ||||
|  | @ -36,7 +33,7 @@ namespace MoonWorks.Video | |||
| 
 | ||||
| 		public VideoPlayer(GraphicsDevice device) : base(device) | ||||
| 		{ | ||||
| 			GraphicsDevice = device; | ||||
| 			Stream = new VideoAV1Stream(device); | ||||
| 
 | ||||
| 			LinearSampler = new Sampler(device, SamplerCreateInfo.LinearClamp); | ||||
| 
 | ||||
|  | @ -51,50 +48,50 @@ namespace MoonWorks.Video | |||
| 		{ | ||||
| 			if (Video != video) | ||||
| 			{ | ||||
| 				Stop(); | ||||
| 				Unload(); | ||||
| 
 | ||||
| 				if (RenderTexture == null) | ||||
| 				{ | ||||
| 					RenderTexture = CreateRenderTexture(GraphicsDevice, video.Width, video.Height); | ||||
| 					RenderTexture = CreateRenderTexture(Device, video.Width, video.Height); | ||||
| 				} | ||||
| 
 | ||||
| 				if (yTexture == null) | ||||
| 				{ | ||||
| 					yTexture = CreateSubTexture(GraphicsDevice, video.Width, video.Height); | ||||
| 					yTexture = CreateSubTexture(Device, video.Width, video.Height); | ||||
| 				} | ||||
| 
 | ||||
| 				if (uTexture == null) | ||||
| 				{ | ||||
| 					uTexture = CreateSubTexture(GraphicsDevice, video.UVWidth, video.UVHeight); | ||||
| 					uTexture = CreateSubTexture(Device, video.UVWidth, video.UVHeight); | ||||
| 				} | ||||
| 
 | ||||
| 				if (vTexture == null) | ||||
| 				{ | ||||
| 					vTexture = CreateSubTexture(GraphicsDevice, video.UVWidth, video.UVHeight); | ||||
| 					vTexture = CreateSubTexture(Device, video.UVWidth, video.UVHeight); | ||||
| 				} | ||||
| 
 | ||||
| 				if (video.Width != RenderTexture.Width || video.Height != RenderTexture.Height) | ||||
| 				{ | ||||
| 					RenderTexture.Dispose(); | ||||
| 					RenderTexture = CreateRenderTexture(GraphicsDevice, video.Width, video.Height); | ||||
| 					RenderTexture = CreateRenderTexture(Device, video.Width, video.Height); | ||||
| 				} | ||||
| 
 | ||||
| 				if (video.Width != yTexture.Width || video.Height != yTexture.Height) | ||||
| 				{ | ||||
| 					yTexture.Dispose(); | ||||
| 					yTexture = CreateSubTexture(GraphicsDevice, video.Width, video.Height); | ||||
| 					yTexture = CreateSubTexture(Device, video.Width, video.Height); | ||||
| 				} | ||||
| 
 | ||||
| 				if (video.UVWidth != uTexture.Width || video.UVHeight != uTexture.Height) | ||||
| 				{ | ||||
| 					uTexture.Dispose(); | ||||
| 					uTexture = CreateSubTexture(GraphicsDevice, video.UVWidth, video.UVHeight); | ||||
| 					uTexture = CreateSubTexture(Device, video.UVWidth, video.UVHeight); | ||||
| 				} | ||||
| 
 | ||||
| 				if (video.UVWidth != vTexture.Width || video.UVHeight != vTexture.Height) | ||||
| 				{ | ||||
| 					vTexture.Dispose(); | ||||
| 					vTexture = CreateSubTexture(GraphicsDevice, video.UVWidth, video.UVHeight); | ||||
| 					vTexture = CreateSubTexture(Device, video.UVWidth, video.UVHeight); | ||||
| 				} | ||||
| 
 | ||||
| 				Video = video; | ||||
|  | @ -155,7 +152,7 @@ namespace MoonWorks.Video | |||
| 			lastTimestamp = 0; | ||||
| 			timeElapsed = 0; | ||||
| 
 | ||||
| 			InitializeDav1dStream(); | ||||
| 			ResetDav1dStreams(); | ||||
| 
 | ||||
| 			State = VideoState.Stopped; | ||||
| 		} | ||||
|  | @ -165,9 +162,21 @@ namespace MoonWorks.Video | |||
| 		/// </summary> | ||||
| 		public void Unload() | ||||
| 		{ | ||||
| 			Stop(); | ||||
| 			ResetStreamATask?.Wait(); | ||||
| 			ResetStreamBTask?.Wait(); | ||||
| 			if (Video == null) | ||||
| 			{ | ||||
| 				return; | ||||
| 			} | ||||
| 
 | ||||
| 			timer.Stop(); | ||||
| 			timer.Reset(); | ||||
| 
 | ||||
| 			lastTimestamp = 0; | ||||
| 			timeElapsed = 0; | ||||
| 
 | ||||
| 			State = VideoState.Stopped; | ||||
| 
 | ||||
| 			Stream.Unload(); | ||||
| 
 | ||||
| 			Video = null; | ||||
| 		} | ||||
| 
 | ||||
|  | @ -187,38 +196,26 @@ namespace MoonWorks.Video | |||
| 			int thisFrame = ((int) (timeElapsed / (1000.0 / Video.FramesPerSecond))); | ||||
| 			if (thisFrame > currentFrame) | ||||
| 			{ | ||||
| 				if (CurrentStream.FrameDataUpdated) | ||||
| 				if (Stream.FrameDataUpdated) | ||||
| 				{ | ||||
| 					UpdateRenderTexture(); | ||||
| 					CurrentStream.FrameDataUpdated = false; | ||||
| 					Stream.FrameDataUpdated = false; | ||||
| 				} | ||||
| 
 | ||||
| 				currentFrame = thisFrame; | ||||
| 				ReadNextFrameTask = Task.Run(CurrentStream.ReadNextFrame); | ||||
| 				ReadNextFrameTask.ContinueWith(HandleTaskException, TaskContinuationOptions.OnlyOnFaulted); | ||||
| 				Stream.ReadNextFrame(); | ||||
| 			} | ||||
| 
 | ||||
| 			if (CurrentStream.Ended) | ||||
| 			if (Stream.Ended) | ||||
| 			{ | ||||
| 				timer.Stop(); | ||||
| 				timer.Reset(); | ||||
| 
 | ||||
| 				var task = Task.Run(CurrentStream.Reset); | ||||
| 				task.ContinueWith(HandleTaskException, TaskContinuationOptions.OnlyOnFaulted); | ||||
| 
 | ||||
| 				if (CurrentStream == Video.StreamA) | ||||
| 				{ | ||||
| 					ResetStreamATask = task; | ||||
| 				} | ||||
| 				else | ||||
| 				{ | ||||
| 					ResetStreamBTask = task; | ||||
| 				} | ||||
| 				Stream.Reset(); | ||||
| 
 | ||||
| 				if (Loop) | ||||
| 				{ | ||||
| 					// Start over on the next stream! | ||||
| 					CurrentStream = (CurrentStream == Video.StreamA) ? Video.StreamB : Video.StreamA; | ||||
| 					// Start over! | ||||
| 					currentFrame = -1; | ||||
| 					timer.Start(); | ||||
| 				} | ||||
|  | @ -231,40 +228,87 @@ namespace MoonWorks.Video | |||
| 
 | ||||
| 		private void UpdateRenderTexture() | ||||
| 		{ | ||||
| 			lock (CurrentStream) | ||||
| 			uint uOffset; | ||||
| 			uint vOffset; | ||||
| 			uint yStride; | ||||
| 			uint uvStride; | ||||
| 
 | ||||
| 			lock (Stream) | ||||
| 			{ | ||||
| 				var commandBuffer = GraphicsDevice.AcquireCommandBuffer(); | ||||
| 				var ySpan = new Span<byte>((void*) Stream.yDataHandle, (int) Stream.yDataLength); | ||||
| 				var uSpan = new Span<byte>((void*) Stream.uDataHandle, (int) Stream.uvDataLength); | ||||
| 				var vSpan = new Span<byte>((void*) Stream.vDataHandle, (int) Stream.uvDataLength); | ||||
| 
 | ||||
| 				commandBuffer.SetTextureDataYUV( | ||||
| 					yTexture, | ||||
| 					uTexture, | ||||
| 					vTexture, | ||||
| 					CurrentStream.yDataHandle, | ||||
| 					CurrentStream.uDataHandle, | ||||
| 					CurrentStream.vDataHandle, | ||||
| 					CurrentStream.yDataLength, | ||||
| 					CurrentStream.uvDataLength, | ||||
| 					CurrentStream.yStride, | ||||
| 					CurrentStream.uvStride | ||||
| 				); | ||||
| 
 | ||||
| 				commandBuffer.BeginRenderPass( | ||||
| 					new ColorAttachmentInfo(RenderTexture, Color.Black) | ||||
| 				); | ||||
| 
 | ||||
| 				commandBuffer.BindGraphicsPipeline(GraphicsDevice.VideoPipeline); | ||||
| 				commandBuffer.BindFragmentSamplers( | ||||
| 					new TextureSamplerBinding(yTexture, LinearSampler), | ||||
| 					new TextureSamplerBinding(uTexture, LinearSampler), | ||||
| 					new TextureSamplerBinding(vTexture, LinearSampler) | ||||
| 				); | ||||
| 
 | ||||
| 				commandBuffer.DrawPrimitives(0, 1, 0, 0); | ||||
| 
 | ||||
| 				commandBuffer.EndRenderPass(); | ||||
| 
 | ||||
| 				GraphicsDevice.Submit(commandBuffer); | ||||
| 				if (TransferBuffer == null || TransferBuffer.Size < ySpan.Length + uSpan.Length + vSpan.Length) | ||||
| 				{ | ||||
| 					TransferBuffer?.Dispose(); | ||||
| 					TransferBuffer = new TransferBuffer(Device, TransferUsage.Texture, TransferBufferMapFlags.Write, (uint) (ySpan.Length + uSpan.Length + vSpan.Length)); | ||||
| 				} | ||||
| 				TransferBuffer.SetData(ySpan, 0, true); | ||||
| 				TransferBuffer.SetData(uSpan, (uint) ySpan.Length, false); | ||||
| 				TransferBuffer.SetData(vSpan, (uint) (ySpan.Length + uSpan.Length), false); | ||||
| 
 | ||||
| 				uOffset = (uint) ySpan.Length; | ||||
| 				vOffset = (uint) (ySpan.Length + vSpan.Length); | ||||
| 
 | ||||
| 				yStride = Stream.yStride; | ||||
| 				uvStride = Stream.uvStride; | ||||
| 			} | ||||
| 
 | ||||
| 			var commandBuffer = Device.AcquireCommandBuffer(); | ||||
| 
 | ||||
| 			var copyPass = commandBuffer.BeginCopyPass(); | ||||
| 
 | ||||
| 			copyPass.UploadToTexture( | ||||
| 				TransferBuffer, | ||||
| 				yTexture, | ||||
| 				new BufferImageCopy | ||||
| 				{ | ||||
| 					BufferOffset = 0, | ||||
| 					BufferStride = yStride, | ||||
| 					BufferImageHeight = yTexture.Height | ||||
| 				}, | ||||
| 				true | ||||
| 			); | ||||
| 
 | ||||
| 			copyPass.UploadToTexture( | ||||
| 				TransferBuffer, | ||||
| 				uTexture, | ||||
| 				new BufferImageCopy{ | ||||
| 					BufferOffset = uOffset, | ||||
| 					BufferStride = uvStride, | ||||
| 					BufferImageHeight = uTexture.Height | ||||
| 				}, | ||||
| 				true | ||||
| 			); | ||||
| 
 | ||||
| 			copyPass.UploadToTexture( | ||||
| 				TransferBuffer, | ||||
| 				vTexture, | ||||
| 				new BufferImageCopy | ||||
| 				{ | ||||
| 					BufferOffset = vOffset, | ||||
| 					BufferStride = uvStride, | ||||
| 					BufferImageHeight = vTexture.Height | ||||
| 				}, | ||||
| 				true | ||||
| 			); | ||||
| 
 | ||||
| 			commandBuffer.EndCopyPass(copyPass); | ||||
| 
 | ||||
| 			var renderPass = commandBuffer.BeginRenderPass( | ||||
| 				new ColorAttachmentInfo(RenderTexture, true, Color.Black) | ||||
| 			); | ||||
| 
 | ||||
| 			renderPass.BindGraphicsPipeline(Device.VideoPipeline); | ||||
| 			renderPass.BindFragmentSampler(new TextureSamplerBinding(yTexture, LinearSampler), 0); | ||||
| 			renderPass.BindFragmentSampler(new TextureSamplerBinding(uTexture, LinearSampler), 1); | ||||
| 			renderPass.BindFragmentSampler(new TextureSamplerBinding(vTexture, LinearSampler), 2); | ||||
| 			renderPass.DrawPrimitives(0, 1); | ||||
| 
 | ||||
| 			commandBuffer.EndRenderPass(renderPass); | ||||
| 
 | ||||
| 			Device.Submit(commandBuffer); | ||||
| 		} | ||||
| 
 | ||||
| 		private static Texture CreateRenderTexture(GraphicsDevice graphicsDevice, int width, int height) | ||||
|  | @ -291,23 +335,14 @@ namespace MoonWorks.Video | |||
| 
 | ||||
| 		private void InitializeDav1dStream() | ||||
| 		{ | ||||
| 			ReadNextFrameTask?.Wait(); | ||||
| 
 | ||||
| 			ResetStreamATask = Task.Run(Video.StreamA.Reset); | ||||
| 			ResetStreamATask.ContinueWith(HandleTaskException, TaskContinuationOptions.OnlyOnFaulted); | ||||
| 			ResetStreamBTask = Task.Run(Video.StreamB.Reset); | ||||
| 			ResetStreamBTask.ContinueWith(HandleTaskException, TaskContinuationOptions.OnlyOnFaulted); | ||||
| 
 | ||||
| 			CurrentStream = Video.StreamA; | ||||
| 			Stream.Load(Video.Filename); | ||||
| 			currentFrame = -1; | ||||
| 		} | ||||
| 
 | ||||
| 		private static void HandleTaskException(Task task) | ||||
| 		private void ResetDav1dStreams() | ||||
| 		{ | ||||
| 			if (task.Exception.InnerException is not TaskCanceledException) | ||||
| 			{ | ||||
| 				throw task.Exception; | ||||
| 			} | ||||
| 			Stream.Reset(); | ||||
| 			currentFrame = -1; | ||||
| 		} | ||||
| 
 | ||||
| 		protected override void Dispose(bool disposing) | ||||
|  |  | |||
|  | @ -19,8 +19,20 @@ namespace MoonWorks | |||
| 		internal Texture SwapchainTexture { get; set; } | ||||
| 
 | ||||
| 		public bool Claimed { get; internal set; } | ||||
| 		public MoonWorks.Graphics.SwapchainComposition SwapchainComposition { get; internal set; } | ||||
| 		public MoonWorks.Graphics.TextureFormat SwapchainFormat { get; internal set; } | ||||
| 
 | ||||
| 		public (int, int) Position | ||||
| 		{ | ||||
| 			get | ||||
| 			{ | ||||
| 				SDL.SDL_GetWindowPosition(Handle, out var x, out var y); | ||||
| 				return (x, y); | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		public string Title { get; private set;} | ||||
| 
 | ||||
| 		private bool IsDisposed; | ||||
| 
 | ||||
| 		private static Dictionary<uint, Window> idLookup = new Dictionary<uint, Window>(); | ||||
|  | @ -101,7 +113,7 @@ namespace MoonWorks | |||
| 		/// </summary> | ||||
| 		/// <param name="width"></param> | ||||
| 		/// <param name="height"></param> | ||||
| 		public void SetWindowSize(uint width, uint height) | ||||
| 		public void SetSize(uint width, uint height) | ||||
| 		{ | ||||
| 			SDL.SDL_SetWindowSize(Handle, (int) width, (int) height); | ||||
| 			Width = width; | ||||
|  | @ -113,6 +125,23 @@ namespace MoonWorks | |||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Sets the window position. | ||||
| 		/// </summary> | ||||
| 		public void SetPosition(int x, int y) | ||||
| 		{ | ||||
| 			SDL.SDL_SetWindowPosition(Handle, x, y); | ||||
| 		} | ||||
| 
 | ||||
| 		/// <summary> | ||||
| 		/// Sets the window title. | ||||
| 		/// </summary> | ||||
| 		public void SetTitle(string title) | ||||
| 		{ | ||||
| 			SDL.SDL_SetWindowTitle(Handle, title); | ||||
| 			Title = title; | ||||
| 		} | ||||
| 
 | ||||
| 		internal static Window Lookup(uint windowID) | ||||
| 		{ | ||||
| 			return idLookup.ContainsKey(windowID) ? idLookup[windowID] : null; | ||||
|  |  | |||
|  | @ -22,9 +22,13 @@ | |||
| 		/// </summary> | ||||
| 		public ScreenMode ScreenMode; | ||||
| 		/// <summary> | ||||
| 		/// Specifies the swapchain composition. Use SDR unless you know what you're doing. | ||||
| 		/// </summary> | ||||
| 		public Graphics.SwapchainComposition SwapchainComposition; | ||||
| 		/// <summary> | ||||
| 		/// Specifies the presentation mode for the window. Roughly equivalent to V-Sync. | ||||
| 		/// </summary> | ||||
| 		public PresentMode PresentMode; | ||||
| 		public Graphics.PresentMode PresentMode; | ||||
| 		/// <summary> | ||||
| 		/// Whether the window can be resized using the operating system's window dragging feature. | ||||
| 		/// </summary> | ||||
|  | @ -39,7 +43,8 @@ | |||
| 			uint windowWidth, | ||||
| 			uint windowHeight, | ||||
| 			ScreenMode screenMode, | ||||
| 			PresentMode presentMode, | ||||
| 			Graphics.SwapchainComposition swapchainComposition, | ||||
| 			Graphics.PresentMode presentMode, | ||||
| 			bool systemResizable = false, | ||||
| 			bool startMaximized = false | ||||
| 		) { | ||||
|  | @ -47,6 +52,7 @@ | |||
| 			WindowWidth = windowWidth; | ||||
| 			WindowHeight = windowHeight; | ||||
| 			ScreenMode = screenMode; | ||||
| 			SwapchainComposition = swapchainComposition; | ||||
| 			PresentMode = presentMode; | ||||
| 			SystemResizable = systemResizable; | ||||
| 			StartMaximized = startMaximized; | ||||
|  |  | |||
		Loading…
	
		Reference in New Issue