mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Use static D3D11 device and context
This commit is contained in:
@@ -1,9 +1,13 @@
|
||||
#if GE_D3D11
|
||||
|
||||
using System;
|
||||
using DirectX.D3D11;
|
||||
using System.Diagnostics;
|
||||
using DirectX.Common;
|
||||
using DirectX.D3D11;
|
||||
using GlitchyEngine.Platform.DX11;
|
||||
|
||||
using internal GlitchyEngine.Renderer;
|
||||
using internal GlitchyEngine.Platform.DX11;
|
||||
|
||||
namespace GlitchyEngine.Renderer
|
||||
{
|
||||
@@ -13,11 +17,10 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
public ID3DBlob* nativeShaderCode ~ _?.Release();
|
||||
|
||||
public this(GraphicsContext context, VertexElement[] elements, bool ownsElements, VertexShader vertexShader)
|
||||
public this(VertexElement[] elements, bool ownsElements, VertexShader vertexShader)
|
||||
{
|
||||
nativeShaderCode = vertexShader.nativeCode..AddRef();
|
||||
|
||||
_context = context..AddRef();
|
||||
_elements = elements;
|
||||
_ownsElements = ownsElements;
|
||||
|
||||
@@ -38,7 +41,7 @@ namespace GlitchyEngine.Renderer
|
||||
|
||||
ToNativeLayout(_elements, nativeElements);
|
||||
|
||||
var result = _context.nativeDevice.CreateInputLayout(nativeElements.CArray(), (.)nativeElements.Count, nativeShaderCode.GetBufferPointer(), nativeShaderCode.GetBufferSize(), &nativeLayout);
|
||||
var result = NativeDevice.CreateInputLayout(nativeElements.CArray(), (.)nativeElements.Count, nativeShaderCode.GetBufferPointer(), nativeShaderCode.GetBufferSize(), &nativeLayout);
|
||||
if(result.Failed)
|
||||
{
|
||||
Log.EngineLogger.Error($"Failed to create D3D11 input layout: Message({(int)result}): {result}");
|
||||
@@ -46,3 +49,5 @@ namespace GlitchyEngine.Renderer
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user