public Result CreateShaderModule(MgShaderModuleCreateInfo pCreateInfo, IMgAllocationCallbacks allocator, out IMgShaderModule pShaderModule) { throw new NotImplementedException(); }
public Result CreateShaderModule(MgShaderModuleCreateInfo pCreateInfo, IMgAllocationCallbacks allocator, out IMgShaderModule pShaderModule) { pShaderModule = new AmtShaderModule(pCreateInfo); return(Result.SUCCESS); }
void InitializeGraphicsPipeline() { using (var shaderSrc = System.IO.File.OpenRead("Fragment.metal")) using (var fragMemory = new System.IO.MemoryStream()) using (var vertMemory = new System.IO.MemoryStream()) { shaderSrc.CopyTo(fragMemory); // Magnesium uses like open files i.e. open the stream and let it process the data fragMemory.Seek(0, System.IO.SeekOrigin.Begin); // Load the fragment program into the library IMgShaderModule fragmentProgram = null; //IMTLFunction fragmentProgram = defaultLibrary.CreateFunction("lighting_fragment"); MgShaderModuleCreateInfo fragCreateInfo = new MgShaderModuleCreateInfo { Code = fragMemory, CodeSize = new UIntPtr((ulong)fragMemory.Length), }; var err = mConfiguration.Device.CreateShaderModule(fragCreateInfo, null, out fragmentProgram); Debug.Assert(err == Result.SUCCESS); // REWIND AFTER USE shaderSrc.Seek(0, System.IO.SeekOrigin.Begin); shaderSrc.CopyTo(vertMemory); vertMemory.Seek(0, System.IO.SeekOrigin.Begin); // Load the vertex program into the library //IMTLFunction vertexProgram = defaultLibrary.CreateFunction("lighting_vertex"); MgShaderModuleCreateInfo vertCreateInfo = new MgShaderModuleCreateInfo { Code = vertMemory, CodeSize = new UIntPtr((ulong)vertMemory.Length), }; IMgShaderModule vertexProgram = null; err = mConfiguration.Device.CreateShaderModule(vertCreateInfo, null, out vertexProgram); Debug.Assert(err == Result.SUCCESS); IMgPipelineLayout pipelineLayout; MgPipelineLayoutCreateInfo plCreateInfo = new MgPipelineLayoutCreateInfo { SetLayouts = new IMgDescriptorSetLayout[] { mSetLayout, }, }; err = mConfiguration.Device.CreatePipelineLayout(plCreateInfo, null, out pipelineLayout); mPipelineLayout = pipelineLayout; var vertexStride = Marshal.SizeOf <Vector3>(); IMgPipeline[] pipelines; var pCreateInfos = new MgGraphicsPipelineCreateInfo[] { new MgGraphicsPipelineCreateInfo { Stages = new MgPipelineShaderStageCreateInfo[] { new MgPipelineShaderStageCreateInfo { Module = fragmentProgram, Stage = MgShaderStageFlagBits.FRAGMENT_BIT, Name = "lighting_fragment", }, new MgPipelineShaderStageCreateInfo { Module = vertexProgram, Stage = MgShaderStageFlagBits.VERTEX_BIT, Name = "lighting_vertex", }, }, InputAssemblyState = new MgPipelineInputAssemblyStateCreateInfo { Topology = MgPrimitiveTopology.TRIANGLE_LIST, }, DepthStencilState = new MgPipelineDepthStencilStateCreateInfo { DepthCompareOp = MgCompareOp.LESS, DepthWriteEnable = true, DepthTestEnable = true, }, MultisampleState = new MgPipelineMultisampleStateCreateInfo { // TODO : METALSample uses 4 bits, have to investigated multisampling in // Vulkan ( => Magnesium) for correct code RasterizationSamples = MgSampleCountFlagBits.COUNT_1_BIT, }, RasterizationState = new MgPipelineRasterizationStateCreateInfo { FrontFace = MgFrontFace.COUNTER_CLOCKWISE, PolygonMode = MgPolygonMode.FILL, CullMode = MgCullModeFlagBits.BACK_BIT, }, VertexInputState = new MgPipelineVertexInputStateCreateInfo { VertexBindingDescriptions = new MgVertexInputBindingDescription[] { new MgVertexInputBindingDescription { Binding = 0, InputRate = MgVertexInputRate.VERTEX, Stride = (uint)(2 * vertexStride), }, }, VertexAttributeDescriptions = new MgVertexInputAttributeDescription[] { new MgVertexInputAttributeDescription { Binding = 0, Location = 0, Format = MgFormat.R32G32B32_SFLOAT, Offset = 0, }, new MgVertexInputAttributeDescription { Binding = 0, Location = 1, Format = MgFormat.R32G32B32_SFLOAT, Offset = (uint)vertexStride, }, }, }, ViewportState = new MgPipelineViewportStateCreateInfo { Viewports = new MgViewport[] { mGraphicsDevice.CurrentViewport, }, Scissors = new MgRect2D[] { mGraphicsDevice.Scissor, } }, //DynamicState = new MgPipelineDynamicStateCreateInfo //{ // DynamicStates = new MgDynamicState[] // { // MgDynamicState.VIEWPORT, // MgDynamicState.SCISSOR, // } //}, RenderPass = mGraphicsDevice.Renderpass, Layout = pipelineLayout, }, }; err = mConfiguration.Device.CreateGraphicsPipelines( null, pCreateInfos, null, out pipelines); Debug.Assert(err == Result.SUCCESS); fragmentProgram.DestroyShaderModule(mConfiguration.Device, null); vertexProgram.DestroyShaderModule(mConfiguration.Device, null); mPipelineState = pipelines[0]; } GenerateRenderingCommandBuffers(); }