public FrameworkDebugOverlay(IFrameworkMessenger frameworkMessenger, IDebugAnalytics debugAnalytics, IFramesPerSecondMonitor fpsMonitor, ISystemComponents systemComponents, IDrawStageRenderer drawStageRenderer, IIdGenerator idGenerator, IDrawQueueFactory drawQueueFactory, IDrawQueueGroupFactory drawQueueGroupFactory, IQueueToBufferBlitter queueToBufferBlitter, IDrawStageBuffersFactory drawStageBuffersFactory, IDrawStageBatcherFactory drawStageBatcherFactory, IFontManager fontManager ) { _frameworkMessenger = frameworkMessenger; _debugAnalytics = debugAnalytics; _fpsMonitor = fpsMonitor; _systemComponents = systemComponents; _drawStageRenderer = drawStageRenderer; _idGenerator = idGenerator; _drawQueueFactory = drawQueueFactory; _drawQueueGroupFactory = drawQueueGroupFactory; _queueToBufferBlitter = queueToBufferBlitter; _drawStageBuffersFactory = drawStageBuffersFactory; _drawStageBatcherFactory = drawStageBatcherFactory; _fontManager = fontManager; Visible = false; ReInitialise(); }
public GpuSurfaceManager(IApplicationAssembly applicationAssembly, IFontsAssembly fontsAssembly, ISurfaceAssembly surfaceAssembly, IFrameworkMessenger frameworkMessenger, IIdGenerator idGenerator, IStartupPropertiesCache startUpPropertiesCache, IGpuSurfaceCollection gpuSurfaceCollection, IImageSharpLoader imageSharpLoader, IGpuSurfaceFactory gpuSurfaceFactory, ISystemComponents components, IFileSystem fileSystem) { _startUpProperties = startUpPropertiesCache.User; _applicationAssembly = applicationAssembly; _fontsAssembly = fontsAssembly; _surfaceAssembly = surfaceAssembly; _frameworkMessenger = frameworkMessenger; _idGenerator = idGenerator; _surfaceCollection = gpuSurfaceCollection; _imageSharpLoader = imageSharpLoader; _gpuSurfaceFactory = gpuSurfaceFactory; _components = components; _fileSystem = fileSystem; Initalise(); }
public RenderStageModelFactory(IFrameworkMessenger frameworkMessenger, IStartupPropertiesCache startUpPropertiesCache, ISystemComponents veldridComponents, IVeldridWindowUpdater windowUpdater, IDrawQueueGroupFactory drawQueueGroupFactory, IDrawStageBatcherFactory drawStageBatcherFactory, IGpuSurfaceManager gpuSurfaceManager, IPipelineFactory pipelineFactory, IGaussianBlurWeightsAndOffsetsCache gaussianWeightsAndOffsetsCache, IQuadMeshBuilder quadMeshBuilder, IBlendStateConverter blendStateConverter, IShaderLoader shaderTools) { _frameworkMessenger = frameworkMessenger; _startUpPropertiesCache = startUpPropertiesCache; _systemComponents = veldridComponents; _windowUpdater = windowUpdater; _drawQueueGroupFactory = drawQueueGroupFactory; _drawStageBatcherFactory = drawStageBatcherFactory; _gpuSurfaceManager = gpuSurfaceManager; _pipelineFactory = pipelineFactory; _gaussianWeightsAndOffsetsCache = gaussianWeightsAndOffsetsCache; _quadMeshBuilder = quadMeshBuilder; _blendStateConverter = blendStateConverter; _shaderTools = shaderTools; }
public DrawQueue(IFrameworkMessenger frameworkMessenger, IComparerCollection comparers, int initialRequestQueueSize, int scalarForPerElementArraySizes, bool skipDrawQueueSortingByDepthsAndLayers) { if (initialRequestQueueSize < 1) { initialRequestQueueSize = 512; } if (scalarForPerElementArraySizes < 1) { scalarForPerElementArraySizes = 8; } _frameworkMessenger = frameworkMessenger; _comparers = comparers; _skipDepthsAndLayersSort = skipDrawQueueSortingByDepthsAndLayers; var perElementArraySize = initialRequestQueueSize * scalarForPerElementArraySizes; InitialiseDataObject(initialRequestQueueSize, perElementArraySize); Clear(); //Ensure counters set to 0 (will be by default but let's not rely on that) }
public FontCollection(IFrameworkMessenger frameworkMessenger, IGpuSurfaceManager gpuSurfaceManager) { _frameworkMessenger = frameworkMessenger; _gpuSurfaceManager = gpuSurfaceManager; _fonts = new Dictionary <ulong, IFontModel>(); }
public BlurStageModel(IFrameworkMessenger frameworkMessenger, IStartupPropertiesCache startUpPropertiesCache, ISystemComponents systemComponents, IGpuSurfaceManager surfaceManager, IGaussianBlurWeightsAndOffsetsCache gaussianWeightsAndOffsetsCache, uint sampleSurfaceWidth, uint sampleSurfaceHeight) { _frameworkMessenger = frameworkMessenger; _startUpPropertiesCache = startUpPropertiesCache; _systemComponents = systemComponents; _surfaceManager = surfaceManager; _gaussianWeightsAndOffsetsCache = gaussianWeightsAndOffsetsCache; _sampleSurfaceWidth = sampleSurfaceWidth; _sampleSurfaceHeight = sampleSurfaceHeight; TexelShiftSize = new Vector2(1.0f / (1.0f * _sampleSurfaceWidth), 1.0f / (1.0f * _sampleSurfaceHeight)); CreateSurfaces(); _current = new BlurEffectConfiguration() { MixAmount = 0.0f, NumberOfBlurSamples = 4, ReSamplerType = ResizeSamplerType.NearestNeighbour }; _isTransitioning = false; }
public ApplicationMessenger(IFrameworkMessenger frameworkMessenger, IApplication application) { _frameworkMessenger = frameworkMessenger; _application = application; _messageQueue = new Queue <FrameworkMessage>(MESSAGE_QUEUE_INITIAL_SIZE); }
public GpuSurfaceFactory(IFrameworkMessenger frameworkMessenger, ISystemComponents components) { _frameworkMessenger = frameworkMessenger; _components = components; GenerateTextureSamplers(); GenerateCachedTextureLayout(); }
public SurfaceCopyStageRenderer(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IGpuSurfaceManager gpuSurfaceManager) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _gpuSurfaceManager = gpuSurfaceManager; }
public DrawQueueFactory(IFrameworkMessenger frameworkMessenger, IStartupPropertiesCache startUpPropertiesCache, IComparerCollection comparerCollection) { _frameworkMessenger = frameworkMessenger; _startUpPropertiesCache = startUpPropertiesCache; _comparerCollection = comparerCollection; }
public CoreMessenger(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IResourceReinitialiser systemResourcesReinitialiser) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _systemResourcesReinitialiser = systemResourcesReinitialiser; _messageQueue = new Queue <CoreMessage>(MESSAGE_QUEUE_INITIAL_SIZE); }
public Input(IFrameworkMessenger frameworkMessenger, IInputGameController inputGameController, IInputMouseKeyboard inputMouseKeyboard, IVeldridWindowUpdater windowUpdater) { _frameworkMessenger = frameworkMessenger; _inputGameController = inputGameController; _inputMouseKeyboard = inputMouseKeyboard; _windowUpdater = windowUpdater; }
public CustomVeldridStageRenderer(IFrameworkMessenger frameworkMessenger, IGpuSurfaceManager gpuSurfaceManager, ISystemComponents systemComponents ) { _frameworkMessenger = frameworkMessenger; _gpuSurfaceManager = gpuSurfaceManager; _systemComponents = systemComponents; Initialise(); }
private ICustomShaderStageModel SetUpModelForSimpleAccessTests(IFrameworkMessenger messenger, ISystemComponents components = null) { if (components == null) { components = Substitute.For <ISystemComponents>(); } var idevice = Substitute.For <IDevice>(); idevice.SwapchainFramebufferOutputDescription.Returns(new OutputDescription { ColorAttachments = new OutputAttachmentDescription[] { }, DepthAttachment = new OutputAttachmentDescription(), SampleCount = Veldrid.TextureSampleCount.Count1 }); components.Device.Returns(idevice); var loader = Substitute.For <IShaderLoader>(); loader.CreateShaderPackage(Arg.Any <string>(), Arg.Any <AssetSourceEnum>(), Arg.Any <string>(), Arg.Any <AssetSourceEnum>(), Arg.Any <VertexLayoutDescription>(), Arg.Any <ResourceLayoutElementDescription[][]>()).Returns(new ShaderPackage { Description = new ShaderSetDescription(), UniformResourceLayout = new ResourceLayout[] { } }); var factory = Substitute.For <IPipelineFactory>(); var ifactory = Substitute.For <IFactory>(); ifactory.CreateBuffer(Arg.Any <BufferDescription>()).Returns(Substitute.For <DeviceBuffer>()); components.Factory.Returns(Substitute.For <IFactory>()); ICustomShaderStageModel model = new CustomShaderStageModel(messenger, components, loader, factory, new BlendStateConverter(), "test.frag", AssetSourceEnum.Embedded, new ShaderUniformDescription[] { new ShaderUniformDescription { Name = "test", SizeInBytes = 32, UniformType = ShaderUniformType.Data }, }, BlendState.Alpha, false); return(model); }
public DistortionStageRenderer( IFrameworkMessenger frameworkMessenger, IDistortionHeightRenderer heightRenderer, IDistortionGraidentShiftRenderer gradientShiftRenderer, IDistortionRenderer distortionRenderer) { _frameworkMessenger = frameworkMessenger; _heightRenderer = heightRenderer; _gradientShiftRenderer = gradientShiftRenderer; _distortionRenderer = distortionRenderer; }
public UpdatePeriodVariable(IFrameworkMessenger frameworkMessenger, IDebugAnalytics debugAnalytics) { _frameworkMessenger = frameworkMessenger; _debugAnalytics = debugAnalytics; _times = new double[NUMBER_OF_UPDATES_TO_SMOOTH_FRAMETIME]; _valuesSinceLastAnalysis = 0; _index = 0; }
public Drawing(IFrameworkMessenger frameworkMessenger, IRenderStageManager renderStageManager, IRenderStageVisitor renderStageVisitor, IFontManager fontManager, IGpuSurfaceManager gpuSurfaceManager) { _frameworkMessenger = frameworkMessenger; _renderStageManager = renderStageManager; _renderStageVisitor = renderStageVisitor; _fontManager = fontManager; _gpuSurfaceManager = gpuSurfaceManager; }
public ShaderLoaderFunctions(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IApplicationAssembly applicationAssembly, IGraphicsAssembly graphicsAssembly, IFileSystem fileSystem) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _applicationAssembly = applicationAssembly; _graphicsAssembly = graphicsAssembly; _fileSystem = fileSystem; }
public DistortionHeightRenderer(IFrameworkMessenger frameworkMessenger, IShaderLoader shaderLoader, IPipelineFactory pipelineFactory, IGpuSurfaceManager surfaceManager) { _frameworkMessenger = frameworkMessenger; _shaderLoader = shaderLoader; _pipelineFactory = pipelineFactory; _surfaceManager = surfaceManager; Initialise(); }
public BlurStageRenderer(IFrameworkMessenger frameworkMessenger, IDownSamplingRenderer blurSamplingRenderer, ISinglePassGaussianBlurRenderer singlePassGaussianBlurRenderer, IBlurResultMixingRenderer blur2DResultMixingRenderer, IFullNdcSpaceQuadVertexBuffer ndcSpaceQuadVertexBuffer) { _frameworkMessenger = frameworkMessenger; _blurSamplingRenderer = blurSamplingRenderer; _singlePassGaussianBlurRenderer = singlePassGaussianBlurRenderer; _blur2DResultMixingRenderer = blur2DResultMixingRenderer; _ndcSpaceQuadVertexBuffer = ndcSpaceQuadVertexBuffer; }
public CustomVeldridStageModel(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IVeldridWindowUpdater windowUpdater, CustomVeldridBase stage) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _windowUpdater = windowUpdater; CustomStage = stage; Initialise(); }
public InputGameController(IFrameworkMessenger frameworkMessenger, IApplicationMessenger applicationMessenger) { _frameworkMessenger = frameworkMessenger; _applicationMessenger = applicationMessenger; Sdl2Native.SDL_Init(SDLInitFlags.GameController); _eventQueue = new Queue <SDL_Event>(); _controllers = new Dictionary <int, GameController>(); UpdateGamepadRegister(); }
public CustomShaderStageRenderer(IFrameworkMessenger frameworkMessenger, IViewportManager viewportManager, IFullNdcSpaceQuadVertexBuffer ndcQuadVertexBuffer, IGpuSurfaceManager gpuSurfaceManager ) { _frameworkMessenger = frameworkMessenger; _viewportManager = viewportManager; _ndcQuadVertexBuffer = ndcQuadVertexBuffer; _gpuSurfaceManager = gpuSurfaceManager; Initialise(); }
public MeshRenderStageRenderer(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IShaderLoader shaderLoader, IPipelineFactory pipelineFactory, IViewportManager viewportManager) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _shaderLoader = shaderLoader; _pipelineFactory = pipelineFactory; _viewportManager = viewportManager; Initialise(); }
public MeshRenderStageModel(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IQuadMeshBuilder quadMeshBuilder) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _quadMeshBuilder = quadMeshBuilder; CreateLights(); GenerateInitialLightingConfigurations(); UpdatePropertiesBuffer(); UpdateLightsBuffer(); GenerateDefaultMesh(); }
public StyleEffectsStageModel(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _random = new Random(); _staticTime = 0.0f; CreateBuffers(); CreateDefaultConfigurationAndFillBuffers(); SetMovieStatePropertiesToDefaultValues(); SetAllTransitionsToFalse(); //Not needed as above sets all time for transitions to 0 and that causes falses on all transitions }
public ShutdownManager(IFrameworkMessenger frameworkMessenger, ISystemComponents veldridComponents, IGraphicsShutdownManager graphicsShutdownManager, IGpuSurfaceManager gpuSurfaceManager, IFontManager fontManager, ISdl2EventProcessor sdl2EventProcessor ) { _frameworkMessenger = frameworkMessenger; _veldridComponents = veldridComponents; _graphicsShutdownManager = graphicsShutdownManager; _gpuSurfaceManager = gpuSurfaceManager; _fontManager = fontManager; _sdl2EventProcessor = sdl2EventProcessor; }
public DrawStageRenderer(IFrameworkMessenger frameworkMessenger, ISystemComponents components, IShaderLoader shaderLoader, IPipelineFactory pipelineFactory, IGpuSurfaceManager surfaceManager, IViewportManager viewportManager) { _frameworkMessenger = frameworkMessenger; _components = components; _shaderLoader = shaderLoader; _pipelineFactory = pipelineFactory; _surfaceManager = surfaceManager; _viewportManager = viewportManager; Initialise(); }
public ColourEffectsStageRenderer(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IShaderLoader shaderLoader, IPipelineFactory pipelineFactory, IFullNdcSpaceQuadVertexBuffer ndcQuadVertexBuffer, IViewportManager viewportManager) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _shaderLoader = shaderLoader; _pipelineFactory = pipelineFactory; _ndcQuadVertexBuffer = ndcQuadVertexBuffer; _viewportManager = viewportManager; Initialise(); }
public SurfaceCopyStageModel(IFrameworkMessenger frameworkMessenger, ISystemComponents systemComponents, IGpuSurfaceManager surfaceManager, uint stagingTextureWidth, uint stagingTextureHeight, PixelFormat pixelFormat, Action <TextureData> callback) { _frameworkMessenger = frameworkMessenger; _systemComponents = systemComponents; _surfaceManager = surfaceManager; SetCallback(callback); SetPixelFormatAndCreateStagingTextureAndDataArray(stagingTextureWidth, stagingTextureHeight, TexturePixelFormatConverter.ConvertVeldridToYak(pixelFormat)); }