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https://github.com/aharabada/glitchy-engine-beef.git
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Use static D3D11 device and context
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@@ -1,5 +1,10 @@
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#if GE_D3D11
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using DirectX.Common;
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using DirectX.D3D11;
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using GlitchyEngine.Platform.DX11;
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using internal GlitchyEngine.Platform.DX11;
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namespace GlitchyEngine.Renderer
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{
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@@ -38,7 +43,7 @@ namespace GlitchyEngine.Renderer
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if(_description.DepthStencilFormat != .None)
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{
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_depthStenilTarget = new DepthStencilTarget(_context, _description.Width, _description.Height, _description.DepthStencilFormat);
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_depthStenilTarget = new DepthStencilTarget(_description.Width, _description.Height, _description.DepthStencilFormat);
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}
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}
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@@ -61,7 +66,7 @@ namespace GlitchyEngine.Renderer
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Usage = .Default
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};
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var result = _context.nativeDevice.CreateTexture2D(ref desc, null, &_nativeTexture);
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var result = NativeDevice.CreateTexture2D(ref desc, null, &_nativeTexture);
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Log.EngineLogger.Assert(result.Succeeded, "Failed to create RenderTarget2D");
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CreateViews();
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@@ -69,11 +74,13 @@ namespace GlitchyEngine.Renderer
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private void CreateViews()
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{
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var result = _context.nativeDevice.CreateShaderResourceView(_nativeTexture, null, &_nativeResourceView);
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var result = NativeDevice.CreateShaderResourceView(_nativeTexture, null, &_nativeResourceView);
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Log.EngineLogger.Assert(result.Succeeded, "Failed to create resource view");
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result = _context.nativeDevice.CreateRenderTargetView(_nativeTexture, null, &_nativeRenderTargetView);
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result = NativeDevice.CreateRenderTargetView(_nativeTexture, null, &_nativeRenderTargetView);
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Log.EngineLogger.Assert(result.Succeeded, "Failed to create render target view");
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}
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}
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}
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#endif
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