public void Create(IMgSwapchainCollection swapchains, IMgRenderPass pass, IMgImageView depthStencilView, uint width, uint height) { Debug.Assert(mGraphicsConfiguration.Partition != null); // Create frame buffers for every swap chain image var frameBuffers = new IMgFramebuffer[swapchains.Buffers.Length]; for (uint i = 0; i < frameBuffers.Length; i++) { var frameBufferCreateInfo = new MgFramebufferCreateInfo { RenderPass = pass, Attachments = new[] { swapchains.Buffers[i].View, // Depth/Stencil attachment is the same for all frame buffers depthStencilView, }, Width = width, Height = height, Layers = 1, }; var err = mGraphicsConfiguration.Partition.Device.CreateFramebuffer(frameBufferCreateInfo, null, out frameBuffers[i]); Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS"); } mFramebuffers = frameBuffers; }
void CreateFramebuffers(IMgSwapchainCollection swapchains, MgGraphicsDeviceCreateInfo createInfo) { //IMgFramebuffer[] SetupFrameBuffers(IMgRenderPass renderPass, IMgDepthStencilBuffer depthStencil, IMgSwapchainCollection swapChain, uint width, uint height) //{ // Create frame buffers for every swap chain image var frameBuffers = new IMgFramebuffer[swapchains.Buffers.Length]; for (uint i = 0; i < frameBuffers.Length; i++) { var frameBufferCreateInfo = new MgFramebufferCreateInfo { RenderPass = mRenderpass, Attachments = new [] { swapchains.Buffers[i].View, // Depth/Stencil attachment is the same for all frame buffers mView, }, Width = createInfo.Width, Height = createInfo.Height, Layers = 1, }; var err = mPartition.Device.CreateFramebuffer(frameBufferCreateInfo, null, out frameBuffers[i]); Debug.Assert(err == Result.SUCCESS, err + " != Result.SUCCESS"); } mFramebuffers = frameBuffers; }
public Result CreateFramebuffer(MgFramebufferCreateInfo pCreateInfo, IMgAllocationCallbacks allocator, out IMgFramebuffer pFramebuffer) { // TODO : make sure everything is attached properly pFramebuffer = new AmtFramebuffer(pCreateInfo); return(Result.SUCCESS); }
public Result CreateFramebuffer(MgFramebufferCreateInfo pCreateInfo, IMgAllocationCallbacks allocator, out IMgFramebuffer pFramebuffer) { throw new NotImplementedException(); }
public Result CreateFramebuffer(MgFramebufferCreateInfo pCreateInfo, IMgAllocationCallbacks allocator, out IMgFramebuffer pFramebuffer) { pFramebuffer = new GLFramebuffer(); return(Result.SUCCESS); }
public void Preamble() { // PRIVATE IMPLEMENTATION UNIT TESTING mContainer = new Container(); mContainer.Register <IMgQueue, GLCmdQueue>(Reuse.Singleton); mContainer.Register <IGLCmdStateRenderer, GLCmdStateRenderer>(Reuse.Singleton); mContainer.Register <IGLCmdBlendEntrypoint, MockGLCmdBlendEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdStencilEntrypoint, MockGLCmdStencilEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdRasterizationEntrypoint, MockGLCmdRasterizationEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdDepthEntrypoint, MockGLCmdDepthEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdScissorsEntrypoint, MockGLCmdScissorsEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdDrawEntrypoint, MockGLCmdDrawEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdClearEntrypoint, MockGLCmdClearEntrypoint>(Reuse.Singleton); mContainer.Register <IGLErrorHandler, MockGLErrorHandler>(Reuse.Singleton); mContainer.Register <IGLNextCmdShaderProgramCache, GLNextCmdShaderProgramCache>(Reuse.Singleton); mContainer.Register <IGLCmdShaderProgramEntrypoint, MockGLCmdShaderProgramEntrypoint>(Reuse.Singleton); mContainer.Register <IGLBlitOperationEntrypoint, MockGLBlitOperationEntrypoint>(Reuse.Singleton); mContainer.Register <IGLSemaphoreEntrypoint, MockGLSemaphoreEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdImageEntrypoint, MockGLCmdImageEntrypoint>(Reuse.Singleton); mContainer.Register <IGLCmdBlitEncoder, GLCmdBlitEncoder>(Reuse.Singleton); mContainer.Register <GLCmdBlitBag>(Reuse.Singleton); mContainer.Register <IGLCmdComputeEncoder, GLCmdComputeEncoder>(Reuse.Singleton); mContainer.Register <IGLCmdGraphicsEncoder, GLCmdGraphicsEncoder>(Reuse.Singleton); mContainer.Register <GLCmdGraphicsBag>(Reuse.Singleton); mContainer.Register <IGLCmdVBOEntrypoint, MockGLCmdVBOEntrypoint>(Reuse.Singleton); mContainer.Register <IGLDescriptorSetBinder, GLNextDescriptorSetBinder>(Reuse.Singleton); mContainer.Register <IGLCmdEncoderContextSorter, GLCmdIncrementalContextSorter>(Reuse.Singleton); mContainer.Register <GLCmdCommandEncoder>(Reuse.Singleton); mContainer.Register <GLInternalCache>(Reuse.Singleton); mContainer.Register <IMgPipeline, GLGraphicsPipeline>(Reuse.Singleton); mContainer.Register <IGLGraphicsPipelineCompiler, MockGLGraphicsPipelineCompiler>(Reuse.Singleton); mContainer.Register <IGLGraphicsPipelineEntrypoint, MockGLGraphicsPipelineEntrypoint>(Reuse.Singleton); queue = mContainer.Resolve <IMgQueue>(); var cmdEncoder = mContainer.Resolve <GLCmdCommandEncoder>(); cmdBuf = new Magnesium.OpenGL.Internals.GLCmdCommandBuffer(true, cmdEncoder); framebuffer = new Magnesium.OpenGL.Internals.GLFramebuffer(); renderpass = new GLRenderPass(new MgAttachmentDescription[] { }); vertexBuffer = new MockGLBuffer { BufferId = 1, Usage = MgBufferUsageFlagBits.VERTEX_BUFFER_BIT, }; indexBuffer = new MockGLBuffer { BufferId = 2, Usage = MgBufferUsageFlagBits.INDEX_BUFFER_BIT, }; var layout = new MockGLPipelineLayout { }; mContainer.RegisterInstance <IGLPipelineLayout>(layout, Reuse.Singleton); var blockEntries = new GLUniformBlockEntry[] { }; var arrayMapper = new Magnesium.OpenGL.Internals.GLInternalCacheArrayMapper(layout, blockEntries); mContainer.RegisterInstance <GLInternalCacheArrayMapper>(arrayMapper, Reuse.Singleton); var entrypoint = mContainer.Resolve <IGLGraphicsPipelineEntrypoint>(); var internalCache = mContainer.Resolve <GLInternalCache>(); var info = new MgGraphicsPipelineCreateInfo { VertexInputState = new MgPipelineVertexInputStateCreateInfo { VertexAttributeDescriptions = new[] { new MgVertexInputAttributeDescription { Binding = 0, Location = 0, Format = MgFormat.R8G8B8A8_SNORM, } }, VertexBindingDescriptions = new[] { new MgVertexInputBindingDescription { Binding = 0, InputRate = MgVertexInputRate.VERTEX, Stride = 32, } } }, RasterizationState = new MgPipelineRasterizationStateCreateInfo { PolygonMode = MgPolygonMode.FILL, }, InputAssemblyState = new MgPipelineInputAssemblyStateCreateInfo { Topology = MgPrimitiveTopology.TRIANGLE_LIST, } }; pipeline = new Magnesium.OpenGL.Internals.GLGraphicsPipeline(entrypoint, 1, info, internalCache, layout); var stateRenderer = mContainer.Resolve <IGLCmdStateRenderer>(); stateRenderer.Initialize(); }