///// <summary> ///// Dispatches an indirect compute job. ///// </summary> ///// <param name="id">The index of the view to dispatch.</param> ///// <param name="program">The shader program to use.</param> ///// <param name="indirectBuffer">The buffer containing drawing commands.</param> ///// <param name="startIndex">The index of the first command to process.</param> ///// <param name="count">The number of commands to process from the buffer.</param> //public void Dispatch (ushort id, Program program, IndirectBuffer indirectBuffer, int startIndex = 0, int count = 1) { // NativeMethods.bgfx_encoder_dispatch_indirect(ptr, id, program.handle, indirectBuffer.handle, (ushort)startIndex, (ushort)count); //} //!!!!betauser /// <summary> /// Discards all previously set state for the draw call. /// </summary> public void Discard(DiscardFlags flags) { NativeMethods.bgfx_encoder_discard(ptr, flags); }
//!!!!betauser /// <summary> /// Dispatches a compute job. /// </summary> /// <param name="id">The index of the view to dispatch.</param> /// <param name="program">The shader program to use.</param> /// <param name="xCount">The size of the job in the first dimension.</param> /// <param name="yCount">The size of the job in the second dimension.</param> /// <param name="zCount">The size of the job in the third dimension.</param> public void Dispatch(ushort id, Program program, int xCount, int yCount, int zCount, DiscardFlags flags) { NativeMethods.bgfx_encoder_dispatch(ptr, id, program.handle, (uint)xCount, (uint)yCount, (uint)zCount, flags); }
///// <summary> ///// Dispatches a compute job. ///// </summary> ///// <param name="id">The index of the view to dispatch.</param> ///// <param name="program">The shader program to use.</param> ///// <param name="xCount">The size of the job in the first dimension.</param> ///// <param name="yCount">The size of the job in the second dimension.</param> ///// <param name="zCount">The size of the job in the third dimension.</param> //public void Dispatch (ushort id, Program program, int xCount = 1, int yCount = 1, int zCount = 1) { // NativeMethods.bgfx_encoder_dispatch(ptr, id, program.handle, (uint)xCount, (uint)yCount, (uint)zCount); //} //!!!!betauser /// <summary> /// Dispatches an indirect compute job. /// </summary> /// <param name="id">The index of the view to dispatch.</param> /// <param name="program">The shader program to use.</param> /// <param name="indirectBuffer">The buffer containing drawing commands.</param> /// <param name="startIndex">The index of the first command to process.</param> /// <param name="count">The number of commands to process from the buffer.</param> public void Dispatch(ushort id, Program program, IndirectBuffer indirectBuffer, int startIndex, int count, DiscardFlags flags) { NativeMethods.bgfx_encoder_dispatch_indirect(ptr, id, program.handle, indirectBuffer.handle, (ushort)startIndex, (ushort)count, flags); }
///// <summary> ///// Submits the current batch of primitives for rendering. ///// </summary> ///// <param name="id">The index of the view to submit.</param> ///// <param name="program">The program with which to render.</param> ///// <param name="depth">A depth value to use for sorting the batch.</param> ///// <param name="preserveState"><c>true</c> to preserve internal draw state after the call.</param> ///// <returns>The number of draw calls.</returns> //public int Submit (ushort id, Program program, int depth = 0, bool preserveState = false) { // return NativeMethods.bgfx_encoder_submit(ptr, id, program.handle, depth, preserveState); //} //!!!!betauser /// <summary> /// Submits the current batch of primitives for rendering. /// </summary> /// <param name="id">The index of the view to submit.</param> /// <param name="program">The program with which to render.</param> /// <param name="query">An occlusion query to use as a predicate during rendering.</param> /// <param name="depth">A depth value to use for sorting the batch.</param> /// <param name="preserveState"><c>true</c> to preserve internal draw state after the call.</param> /// <returns>The number of draw calls.</returns> public int Submit(ushort id, Program program, OcclusionQuery query, int depth, DiscardFlags flags) { return(NativeMethods.bgfx_encoder_submit_occlusion_query(ptr, id, program.handle, query.handle, depth, flags)); }
///// <summary> ///// Submits the current batch of primitives for rendering. ///// </summary> ///// <param name="id">The index of the view to submit.</param> ///// <param name="program">The program with which to render.</param> ///// <param name="query">An occlusion query to use as a predicate during rendering.</param> ///// <param name="depth">A depth value to use for sorting the batch.</param> ///// <param name="preserveState"><c>true</c> to preserve internal draw state after the call.</param> ///// <returns>The number of draw calls.</returns> //public int Submit (ushort id, Program program, OcclusionQuery query, int depth = 0, bool preserveState = false) { // return NativeMethods.bgfx_encoder_submit_occlusion_query(ptr, id, program.handle, query.handle, depth, preserveState); //} //!!!!betauser /// <summary> /// Submits an indirect batch of drawing commands to be used for rendering. /// </summary> /// <param name="id">The index of the view to submit.</param> /// <param name="program">The program with which to render.</param> /// <param name="indirectBuffer">The buffer containing drawing commands.</param> /// <param name="startIndex">The index of the first command to process.</param> /// <param name="count">The number of commands to process from the buffer.</param> /// <param name="depth">A depth value to use for sorting the batch.</param> /// <param name="preserveState"><c>true</c> to preserve internal draw state after the call.</param> /// <returns>The number of draw calls.</returns> public int Submit(ushort id, Program program, IndirectBuffer indirectBuffer, int startIndex, int count, int depth, DiscardFlags flags) { return(NativeMethods.bgfx_encoder_submit_indirect(ptr, id, program.handle, indirectBuffer.handle, (ushort)startIndex, (ushort)count, depth, flags)); }
public static extern void bgfx_encoder_discard(IntPtr encoder, [MarshalAs(UnmanagedType.U1)] DiscardFlags flags);
//!!!!betauser /// <summary> /// Submits the current batch of primitives for rendering. /// </summary> /// <param name="id">The index of the view to submit.</param> /// <param name="program">The program with which to render.</param> /// <param name="depth">A depth value to use for sorting the batch.</param> /// <param name="preserveState"><c>true</c> to preserve internal draw state after the call.</param> /// <returns>The number of draw calls.</returns> public int Submit(ushort id, Program program, int depth, DiscardFlags flags) { return(NativeMethods.bgfx_encoder_submit(ptr, id, program.handle, depth, flags)); }
public static extern int bgfx_encoder_dispatch_indirect(IntPtr encoder, ushort id, ushort program, ushort indirectHandle, ushort start, ushort num, [MarshalAs(UnmanagedType.U1)] DiscardFlags flags);
public static extern int bgfx_encoder_dispatch(IntPtr encoder, ushort id, ushort program, uint numX, uint numY, uint numZ, [MarshalAs(UnmanagedType.U1)] DiscardFlags flags);
public static extern int bgfx_encoder_submit_occlusion_query(IntPtr encoder, ushort id, ushort programHandle, ushort queryHandle, int depth, [MarshalAs(UnmanagedType.U1)] DiscardFlags flags);
public static extern void bgfx_discard([MarshalAs(UnmanagedType.U1)] DiscardFlags flags);
public static extern int bgfx_submit_indirect(ushort id, ushort programHandle, ushort indirectHandle, ushort start, ushort num, int depth, [MarshalAs(UnmanagedType.U1)] DiscardFlags flags);