Massive folder rename, follow Apis convention, separate Imaging (WIC)

This commit is contained in:
Amer Koleci
2022-10-07 14:08:59 +02:00
parent b2b6007976
commit d88b4a2c8d
1631 changed files with 206 additions and 171 deletions

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// Copyright © Amer Koleci and Contributors.
// Licensed under the MIT License (MIT). See LICENSE in the repository root for more information.
using static Win32.Graphics.Direct3D11.Apis;
namespace Win32.Graphics.Direct3D11;
public unsafe partial struct DepthStencilDescription
{
/// <summary>
/// A built-in description with settings for not using a depth stencil buffer.
/// </summary>
public static readonly DepthStencilDescription None = new(false, DepthWriteMask.Zero);
/// <summary>
/// A built-in description with default settings for using a depth stencil buffer.
/// </summary>
public static readonly DepthStencilDescription Default = new(true, DepthWriteMask.All);
/// <summary>
/// A built-in description with settings for enabling a read-only depth stencil buffer.
/// </summary>
public static readonly DepthStencilDescription DepthRead = new(true, DepthWriteMask.Zero);
/// <summary>
/// A built-in description with settings for using a reverse depth stencil buffer.
/// </summary>
public static readonly DepthStencilDescription DepthReverseZ = new(true, DepthWriteMask.All, ComparisonFunction.GreaterEqual);
/// <summary>
/// A built-in description with settings for enabling a read-only reverse depth stencil buffer.
/// </summary>
public static readonly DepthStencilDescription DepthReadReverseZ = new(true, DepthWriteMask.Zero, ComparisonFunction.GreaterEqual);
/// <summary>
/// Initializes a new instance of the <see cref="DepthStencilDescription"/> struct.
/// </summary>
/// <param name="depthEnable">Enable depth testing.</param>
/// <param name="depthWriteMask">Identify a portion of the depth-stencil buffer that can be modified by depth data.</param>
/// <param name="depthFunc">A function that compares depth data against existing depth data. </param>
public DepthStencilDescription(
bool depthEnable,
DepthWriteMask depthWriteMask,
ComparisonFunction depthFunc = ComparisonFunction.LessEqual)
{
DepthEnable = depthEnable;
DepthWriteMask = depthWriteMask;
DepthFunc = depthFunc;
StencilEnable = false;
StencilReadMask = (byte)D3D11_DEFAULT_STENCIL_READ_MASK;
StencilWriteMask = (byte)D3D11_DEFAULT_STENCIL_WRITE_MASK;
FrontFace = DepthStencilOperationDescription.Default;
BackFace = DepthStencilOperationDescription.Default;
}
/// <summary>
/// Initializes a new instance of the <see cref="DepthStencilDescription"/> struct.
/// </summary>
/// <param name="depthEnable">Specifies whether to enable depth testing. Set this member to <b>true</b> to enable depth testing.</param>
/// <param name="depthWriteEnable">Specifies a value that identifies a portion of the depth-stencil buffer that can be modified by depth data.</param>
/// <param name="depthFunc">A <see cref="ComparisonFunction"/> value that identifies a function that compares depth data against existing depth data.</param>
/// <param name="stencilEnable">Specifies whether to enable stencil testing. Set this member to <b>true</b> to enable stencil testing.</param>
/// <param name="stencilReadMask">Identify a portion of the depth-stencil buffer for reading stencil data.</param>
/// <param name="stencilWriteMask">Identify a portion of the depth-stencil buffer for writing stencil data.</param>
/// <param name="frontStencilFailOp"></param>
/// <param name="frontStencilDepthFailOp"></param>
/// <param name="frontStencilPassOp"></param>
/// <param name="frontStencilFunc"></param>
/// <param name="backStencilFailOp"></param>
/// <param name="backStencilDepthFailOp"></param>
/// <param name="backStencilPassOp"></param>
/// <param name="backStencilFunc"></param>
public DepthStencilDescription(
bool depthEnable,
bool depthWriteEnable,
ComparisonFunction depthFunc,
bool stencilEnable,
byte stencilReadMask,
byte stencilWriteMask,
StencilOperation frontStencilFailOp,
StencilOperation frontStencilDepthFailOp,
StencilOperation frontStencilPassOp,
ComparisonFunction frontStencilFunc,
StencilOperation backStencilFailOp,
StencilOperation backStencilDepthFailOp,
StencilOperation backStencilPassOp,
ComparisonFunction backStencilFunc)
{
DepthEnable = depthEnable;
DepthWriteMask = depthWriteEnable ? DepthWriteMask.All : DepthWriteMask.Zero;
DepthFunc = depthFunc;
StencilEnable = stencilEnable;
StencilReadMask = stencilReadMask;
StencilWriteMask = stencilWriteMask;
FrontFace.StencilFailOp = frontStencilFailOp;
FrontFace.StencilDepthFailOp = frontStencilDepthFailOp;
FrontFace.StencilPassOp = frontStencilPassOp;
FrontFace.StencilFunc = frontStencilFunc;
BackFace.StencilFailOp = backStencilFailOp;
BackFace.StencilDepthFailOp = backStencilDepthFailOp;
BackFace.StencilPassOp = backStencilPassOp;
BackFace.StencilFunc = backStencilFunc;
}
}