Setup entry point + integrated moonworks stuff
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using System;
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using System.Runtime.InteropServices;
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using RefreshCS;
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namespace Nerfed.Runtime.Graphics;
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/// <summary>
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/// Graphics pipelines encapsulate all of the render state in a single object. <br/>
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/// These pipelines are bound before draw calls are issued.
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/// </summary>
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public class GraphicsPipeline : RefreshResource
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{
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protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseGraphicsPipeline;
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public Shader VertexShader;
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public Shader FragmentShader;
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public SampleCount SampleCount { get; }
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#if DEBUG
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internal GraphicsPipelineAttachmentInfo AttachmentInfo { get; }
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#endif
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public unsafe GraphicsPipeline(
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GraphicsDevice device,
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in GraphicsPipelineCreateInfo graphicsPipelineCreateInfo
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) : base(device)
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{
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Refresh.GraphicsPipelineCreateInfo refreshGraphicsPipelineCreateInfo;
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Refresh.VertexAttribute* vertexAttributes = (Refresh.VertexAttribute*) NativeMemory.Alloc(
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(nuint) (graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length * Marshal.SizeOf<Refresh.VertexAttribute>())
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);
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for (int i = 0; i < graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length; i += 1)
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{
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vertexAttributes[i] = graphicsPipelineCreateInfo.VertexInputState.VertexAttributes[i].ToRefresh();
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}
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Refresh.VertexBinding* vertexBindings = (Refresh.VertexBinding*) NativeMemory.Alloc(
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(nuint) (graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length * Marshal.SizeOf<Refresh.VertexBinding>())
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);
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for (int i = 0; i < graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length; i += 1)
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{
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vertexBindings[i] = graphicsPipelineCreateInfo.VertexInputState.VertexBindings[i].ToRefresh();
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}
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Refresh.ColorAttachmentDescription* colorAttachmentDescriptions = stackalloc Refresh.ColorAttachmentDescription[
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graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length
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];
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for (int i = 0; i < graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length; i += 1)
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{
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colorAttachmentDescriptions[i].Format = (Refresh.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[i].Format;
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colorAttachmentDescriptions[i].BlendState = graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions[i].BlendState.ToRefresh();
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}
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refreshGraphicsPipelineCreateInfo.VertexShader = graphicsPipelineCreateInfo.VertexShader.Handle;
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refreshGraphicsPipelineCreateInfo.FragmentShader = graphicsPipelineCreateInfo.FragmentShader.Handle;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexAttributes = vertexAttributes;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexAttributeCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexAttributes.Length;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexBindings = vertexBindings;
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refreshGraphicsPipelineCreateInfo.VertexInputState.VertexBindingCount = (uint) graphicsPipelineCreateInfo.VertexInputState.VertexBindings.Length;
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refreshGraphicsPipelineCreateInfo.PrimitiveType = (Refresh.PrimitiveType) graphicsPipelineCreateInfo.PrimitiveType;
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refreshGraphicsPipelineCreateInfo.RasterizerState = graphicsPipelineCreateInfo.RasterizerState.ToRefresh();
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refreshGraphicsPipelineCreateInfo.MultisampleState = graphicsPipelineCreateInfo.MultisampleState.ToRefresh();
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refreshGraphicsPipelineCreateInfo.DepthStencilState = graphicsPipelineCreateInfo.DepthStencilState.ToRefresh();
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refreshGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentCount = (uint) graphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions.Length;
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refreshGraphicsPipelineCreateInfo.AttachmentInfo.ColorAttachmentDescriptions = colorAttachmentDescriptions;
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refreshGraphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat = (Refresh.TextureFormat) graphicsPipelineCreateInfo.AttachmentInfo.DepthStencilFormat;
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refreshGraphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment = Conversions.BoolToInt(graphicsPipelineCreateInfo.AttachmentInfo.HasDepthStencilAttachment);
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refreshGraphicsPipelineCreateInfo.BlendConstants[0] = graphicsPipelineCreateInfo.BlendConstants.R;
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refreshGraphicsPipelineCreateInfo.BlendConstants[1] = graphicsPipelineCreateInfo.BlendConstants.G;
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refreshGraphicsPipelineCreateInfo.BlendConstants[2] = graphicsPipelineCreateInfo.BlendConstants.B;
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refreshGraphicsPipelineCreateInfo.BlendConstants[3] = graphicsPipelineCreateInfo.BlendConstants.A;
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Handle = Refresh.Refresh_CreateGraphicsPipeline(device.Handle, refreshGraphicsPipelineCreateInfo);
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if (Handle == IntPtr.Zero)
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{
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throw new Exception("Could not create graphics pipeline!");
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}
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NativeMemory.Free(vertexAttributes);
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NativeMemory.Free(vertexBindings);
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VertexShader = graphicsPipelineCreateInfo.VertexShader;
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FragmentShader = graphicsPipelineCreateInfo.FragmentShader;
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SampleCount = graphicsPipelineCreateInfo.MultisampleState.MultisampleCount;
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#if DEBUG
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AttachmentInfo = graphicsPipelineCreateInfo.AttachmentInfo;
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#endif
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}
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}
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