Continue working on RHI
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@@ -1,27 +1,7 @@
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using System.Runtime.CompilerServices;
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namespace Ghost.Graphics.RHI;
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/// <summary>
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/// Pipeline state object interface
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/// </summary>
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public interface IPipelineState : IDisposable
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{
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/// <summary>
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/// Pipeline type (graphics or compute)
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/// </summary>
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PipelineType Type
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{
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get;
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}
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/// <summary>
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/// Pipeline name for debugging
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/// </summary>
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string Name
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{
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get; set;
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}
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}
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/// <summary>
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/// Root signature interface
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/// </summary>
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@@ -54,48 +34,89 @@ public struct RenderTargetDesc
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/// <summary>
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/// Width of the render target
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/// </summary>
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public uint Width;
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public uint Width
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{
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get;
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set;
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}
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/// <summary>
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/// Height of the render target
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/// </summary>
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public uint Height;
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public uint Height
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{
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get;
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set;
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}
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/// <summary>
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/// Type of render target (color or depth)
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/// Slice of the render target
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/// </summary>
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public RenderTargetType Type;
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public uint Slice
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{
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get;
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set;
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}
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/// <summary>
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/// Type of render target
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/// </summary>
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public RenderTargetType Type
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{
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get;
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set;
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}
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/// <summary>
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/// Target texture format
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/// </summary>
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public TextureFormat Format;
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public TextureFormat Format
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{
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get;
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set;
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}
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/// <summary>
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/// Texture dimension
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/// </summary>
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public TextureDimension Dimension;
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public TextureDimension Dimension
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{
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get;
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set;
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}
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/// <summary>
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/// Creation flags for the render target
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/// </summary>
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public RenderTargetCreationFlags CreationFlags;
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public RenderTargetCreationFlags CreationFlags
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{
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get;
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set;
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}
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/// <summary>
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/// Number of mip levels. 0 to generate full mip chain
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/// </summary>
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public uint MipLevels;
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public uint MipLevels
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{
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get;
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set;
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}
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/// <summary>
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/// Number of samples for MSAA
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/// </summary>
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public uint SampleCount;
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public uint SampleCount
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{
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get;
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set;
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}
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/// <summary>
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/// Creates a color render target
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/// </summary>
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public static RenderTargetDesc Color(uint width, uint height,
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TextureFormat format, TextureDimension dimension = TextureDimension.Texture2D,
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public static RenderTargetDesc Color(uint width, uint height, uint slice = 1,
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TextureFormat format = TextureFormat.R8G8B8A8_UNorm, TextureDimension dimension = TextureDimension.Texture2D,
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RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable | RenderTargetCreationFlags.GenerateMips,
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uint mipLevels = 0u, uint sampleCount = 1)
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{
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@@ -103,6 +124,7 @@ public struct RenderTargetDesc
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{
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Width = width,
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Height = height,
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Slice = slice,
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Type = RenderTargetType.Color,
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Format = format,
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Dimension = dimension,
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@@ -115,7 +137,7 @@ public struct RenderTargetDesc
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/// <summary>
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/// Creates a depth render target
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/// </summary>
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public static RenderTargetDesc Depth(uint width, uint height,
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public static RenderTargetDesc Depth(uint width, uint height, uint slice = 1,
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TextureFormat format = TextureFormat.D24_UNorm_S8_UInt, TextureDimension dimension = TextureDimension.Texture2D,
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RenderTargetCreationFlags creationFlags = RenderTargetCreationFlags.AllowUAV | RenderTargetCreationFlags.DynamicallyScalable,
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uint mipLevels = 0u, uint sampleCount = 1)
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@@ -124,6 +146,7 @@ public struct RenderTargetDesc
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{
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Width = width,
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Height = height,
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Slice = slice,
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Type = RenderTargetType.Depth,
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Format = format,
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Dimension = dimension,
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@@ -132,6 +155,18 @@ public struct RenderTargetDesc
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SampleCount = sampleCount
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};
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static TextureDesc ToTextureDescriptor(RenderTargetDesc desc)
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{
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var usage = desc.Type == RenderTargetType.Color ? TextureUsage.RenderTarget : TextureUsage.DepthStencil;
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if (desc.CreationFlags.HasFlag(RenderTargetCreationFlags.AllowUAV))
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{
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usage |= TextureUsage.UnorderedAccess;
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}
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return new TextureDesc(desc.Width, desc.Height, desc.Slice, desc.Format, desc.Dimension, desc.MipLevels, usage);
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}
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}
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/// <summary>
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@@ -142,37 +177,73 @@ public struct TextureDesc
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/// <summary>
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/// Width of the texture
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/// </summary>
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public uint Width;
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public uint Width
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{
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get;
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set;
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}
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/// <summary>
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/// Height of the texture
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/// </summary>
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public uint Height;
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public uint Height
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{
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get;
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set;
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}
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/// <summary>
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/// Slice of the texture
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/// </summary>
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public uint Slice
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{
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get;
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set;
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}
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/// <summary>
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/// Texture format
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/// </summary>
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public TextureFormat Format;
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public TextureFormat Format
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{
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get;
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set;
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}
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/// <summary>
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/// Texture dimension
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/// </summary>
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public TextureDimension Dimension;
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public TextureDimension Dimension
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{
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get;
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set;
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}
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/// <summary>
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/// Number of mip levels. 0 to generate full mip chain
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/// </summary>
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public uint MipLevels;
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public uint MipLevels
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{
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get;
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set;
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}
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/// <summary>
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/// Texture usage flags
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/// </summary>
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public TextureUsage Usage;
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public TextureUsage Usage
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{
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get;
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set;
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}
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public TextureDesc(uint width, uint height, TextureFormat format, TextureDimension dimension = TextureDimension.Texture2D, uint mipLevels = 0u, TextureUsage usage = TextureUsage.ShaderResource)
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public TextureDesc(uint width, uint height, uint slice = 1,
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TextureFormat format = TextureFormat.R8G8B8A8_UNorm, TextureDimension dimension = TextureDimension.Texture2D,
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uint mipLevels = 0u, TextureUsage usage = TextureUsage.ShaderResource)
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{
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Width = width;
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Height = height;
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Slice = slice;
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Format = format;
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Dimension = dimension;
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MipLevels = mipLevels;
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@@ -188,17 +259,29 @@ public struct BufferDesc
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/// <summary>
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/// Size of the buffer in bytes
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/// </summary>
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public ulong Size;
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public ulong Size
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{
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get;
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set;
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}
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/// <summary>
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/// Buffer usage flags
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/// </summary>
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public BufferUsage Usage;
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public BufferUsage Usage
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{
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get;
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set;
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}
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/// <summary>
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/// Memory type for the buffer
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/// </summary>
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public MemoryType MemoryType;
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public MemoryType MemoryType
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{
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get;
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set;
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}
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public BufferDesc(ulong size, BufferUsage usage, MemoryType memoryType = MemoryType.Default)
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{
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