forked from Misaki/GhostEngine
27 lines
1.9 KiB
C#
27 lines
1.9 KiB
C#
using Ghost.Graphics.Data;
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using System.Runtime.CompilerServices;
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using Win32.Graphics.Direct3D12;
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using Win32.Graphics.Dxgi.Common;
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namespace Ghost.Graphics.D3D12.Utilities;
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internal unsafe static class D3D12PipelineResource
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{
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public const int BACK_BUFFER_COUNT = 2;
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private readonly static InputElementDescription[] s_inputElementDescs = [
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new InputElementDescription{ SemanticName = Vertex.Semantic.PositionName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 0u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.NormalName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 16u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.TangentName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 32u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.ColorName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 48u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 },
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new InputElementDescription{ SemanticName = Vertex.Semantic.UVName, SemanticIndex = 0u, Format = Format.R32G32B32A32Float, InputSlot = 0u, AlignedByteOffset = 64u, InputSlotClass = InputClassification.PerVertexData, InstanceDataStepRate = 0 }
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];
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public const Format SWAP_CHAIN_BACK_BUFFER_FORMAT = Format.B8G8R8A8Unorm;
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public static InputLayoutDescription InputLayoutDescription => new()
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{
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pInputElementDescs = (InputElementDescription*)Unsafe.AsPointer(ref s_inputElementDescs[0]),
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NumElements = (uint)s_inputElementDescs.Length
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};
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} |