Use static D3D11 device and context

This commit is contained in:
Simon Lübeß
2021-10-13 22:56:22 +02:00
parent 84daee95e4
commit 0cbbf94fe6
51 changed files with 448 additions and 345 deletions
@@ -1,6 +1,10 @@
#if GE_D3D11
using DirectX.D3D11;
using GlitchyEngine.Platform.DX11;
using internal GlitchyEngine.Renderer;
using internal GlitchyEngine.Platform.DX11;
namespace GlitchyEngine.Renderer
{
@@ -48,12 +52,12 @@ namespace GlitchyEngine.Renderer
internal DirectX.D3D11.RasterizerStateDescription nativeDescription;
internal ID3D11RasterizerState* nativeRasterizerState ~ _?.Release();
public override this(GraphicsContext context, GlitchyEngine.Renderer.RasterizerStateDescription description) : this(context)
public override this(GlitchyEngine.Renderer.RasterizerStateDescription description)
{
_description = description;
nativeDescription = (.)_description;
var result = context.nativeDevice.CreateRasterizerState(ref nativeDescription, &nativeRasterizerState);
var result = NativeDevice.CreateRasterizerState(ref nativeDescription, &nativeRasterizerState);
if(result.Failed)
{
Log.EngineLogger.Error($"Failed to create rasterizer state. Message({(int)result}): {result}");
@@ -61,3 +65,5 @@ namespace GlitchyEngine.Renderer
}
}
}
#endif