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Barrier.cs
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238 lines (217 loc) · 7.42 KB
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using Coplt.Graphics.Native;
using Coplt.Union;
namespace Coplt.Graphics.Core;
[Union]
public partial struct Barrier
{
[UnionTemplate]
private interface Template
{
void None();
GlobalBarrier Global();
BufferBarrier Buffer();
ImageBarrier Image();
}
public static implicit operator Barrier(GlobalBarrier value) => MakeGlobal(value);
public static implicit operator Barrier(BufferBarrier value) => MakeBuffer(value);
public static implicit operator Barrier(ImageBarrier value) => MakeImage(value);
}
public record struct GlobalBarrier(
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore,
ShaderStageFlags StagesAfter
)
{
public ResAccess AccessBefore = AccessBefore;
public ResAccess AccessAfter = AccessAfter;
public ShaderStageFlags StagesBefore = StagesBefore;
public ShaderStageFlags StagesAfter = StagesAfter;
}
public record struct BufferBarrier(
IGpuResource Buffer,
ulong Offset,
ulong Size,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
)
{
public IGpuResource Buffer = Buffer;
public ulong Offset = Offset;
public ulong Size = Size;
public LegacyState LegacyBefore = LegacyBefore;
public LegacyState LegacyAfter = LegacyAfter;
public ResAccess AccessBefore = AccessBefore;
public ResAccess AccessAfter = AccessAfter;
public ShaderStageFlags StagesBefore = StagesBefore;
public ShaderStageFlags StagesAfter = StagesAfter;
public BufferBarrier(
IGpuResource Buffer,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
) : this(
Buffer, 0, Buffer.Size,
LegacyBefore, LegacyAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter
) { }
public BufferBarrier(
IGpuResource Buffer,
LegacyState LegacyBefore,
LegacyState LegacyAfter
) : this(
Buffer, 0, Buffer.Size,
LegacyBefore, LegacyAfter, default, default, default, default
) { }
public BufferBarrier(
IGpuResource Buffer,
ulong Offset,
ulong Size,
LegacyState LegacyBefore,
LegacyState LegacyAfter
) : this(
Buffer, Offset, Size,
LegacyBefore, LegacyAfter, default, default, default, default
) { }
public BufferBarrier(
IGpuResource Buffer,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
) : this(
Buffer, 0, Buffer.Size,
default, default, AccessBefore, AccessAfter, StagesBefore, StagesAfter
) { }
public BufferBarrier(
IGpuResource Buffer,
ulong Offset,
ulong Size,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None
) : this(
Buffer, Offset, Size,
default, default, AccessBefore, AccessAfter, StagesBefore, StagesAfter
) { }
}
public record struct ImageBarrier(
IGpuResource Image,
SubResourceRange SubResourceRange,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
)
{
public IGpuResource Image = Image;
public SubResourceRange SubResourceRange = SubResourceRange;
public LegacyState LegacyBefore = LegacyBefore;
public LegacyState LegacyAfter = LegacyAfter;
public ResLayout LayoutBefore = LayoutBefore;
public ResLayout LayoutAfter = LayoutAfter;
public ResAccess AccessBefore = AccessBefore;
public ResAccess AccessAfter = AccessAfter;
public ShaderStageFlags StagesBefore = StagesBefore;
public ShaderStageFlags StagesAfter = StagesAfter;
public ImageBarrierFlags Flags = Flags;
public ImageBarrier(
IGpuResource Image,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, new(Image),
LegacyBefore, LegacyAfter, LayoutBefore, LayoutAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter,
Flags
) { }
public ImageBarrier(
IGpuResource Image,
SubResourceRange SubResourceRange,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, SubResourceRange,
LegacyBefore, LegacyAfter, default, default, default, default, default, default, Flags
) { }
public ImageBarrier(
IGpuResource Image,
LegacyState LegacyBefore,
LegacyState LegacyAfter,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, new(Image),
LegacyBefore, LegacyAfter, default, default, default, default, default, default, Flags
) { }
public ImageBarrier(
IGpuResource Image,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, new(Image),
default, default, LayoutBefore, LayoutAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter, Flags
) { }
public ImageBarrier(
IGpuResource Image,
SubResourceRange SubResourceRange,
ResLayout LayoutBefore,
ResLayout LayoutAfter,
ResAccess AccessBefore,
ResAccess AccessAfter,
ShaderStageFlags StagesBefore = ShaderStageFlags.None,
ShaderStageFlags StagesAfter = ShaderStageFlags.None,
ImageBarrierFlags Flags = ImageBarrierFlags.None
) : this(
Image, SubResourceRange,
default, default, LayoutBefore, LayoutAfter, AccessBefore, AccessAfter, StagesBefore, StagesAfter, Flags
) { }
}
[Flags]
public enum ImageBarrierFlags : uint
{
None,
Discard = 1 << 0,
CrossQueue = 1 << 1,
}
public record struct SubResourceRange(
uint IndexOrFirstMipLevel,
uint NumMipLevels,
uint FirstArraySlice,
uint NumArraySlices,
uint FirstPlane,
uint NumPlanes
)
{
public uint IndexOrFirstMipLevel = IndexOrFirstMipLevel;
public uint NumMipLevels = NumMipLevels;
public uint FirstArraySlice = FirstArraySlice;
public uint NumArraySlices = NumArraySlices;
public uint FirstPlane = FirstPlane;
public uint NumPlanes = NumPlanes;
public SubResourceRange(IGpuResource Image)
: this(0, Image.MipLevels, 0, Image.DepthOrLength, 0, Image.Planes) { }
}