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
+6 -6
View File
@@ -31,10 +31,10 @@ namespace GlitchyEngine.Renderer
{
_context = context..AddRef();
/*
_sceneConstants = new Buffer<SceneConstants>(_context, .(0, .Constant, .Dynamic, .Write));
_sceneConstants = new Buffer<SceneConstants>(.(0, .Constant, .Dynamic, .Write));
_sceneConstants.Update();
_objectConstants = new Buffer<ObjectConstants>(_context, .(0, .Constant, .Dynamic, .Write));
_objectConstants = new Buffer<ObjectConstants>(.(0, .Constant, .Dynamic, .Write));
_objectConstants.Update();
*/
@@ -53,23 +53,23 @@ namespace GlitchyEngine.Renderer
{
LineEffect = effectLibrary.Load("content\\Shaders\\lineShader.hlsl");
LineGeometry = new GeometryBinding(_context);
LineGeometry = new GeometryBinding();
LineGeometry.SetPrimitiveTopology(.LineList);
Vector4[2] vertices = .(.Zero, .Zero);
LineVertices = new VertexBuffer(_context, sizeof(Vector4), 2, .Dynamic, .Write);
LineVertices = new VertexBuffer(sizeof(Vector4), 2, .Dynamic, .Write);
LineVertices.SetData<Vector4>(vertices, 0, .WriteDiscard);
LineGeometry.SetVertexBufferSlot(LineVertices, 0);
uint16[2] indices = .(0, 1);
IndexBuffer indexBuffer = new IndexBuffer(_context, 2, .Immutable);
IndexBuffer indexBuffer = new IndexBuffer(2, .Immutable);
indexBuffer.SetData(indices);
LineGeometry.SetIndexBuffer(indexBuffer);
indexBuffer.ReleaseRef();
VertexElement[] vertexElements = new VertexElement[1];
vertexElements[0] = .(.R32G32B32_Float, "POSITION");
VertexLayout layout = new VertexLayout(_context, vertexElements, true, LineEffect.VertexShader);
VertexLayout layout = new VertexLayout(vertexElements, true, LineEffect.VertexShader);
LineGeometry.SetVertexLayout(layout..ReleaseRefNoDelete());
}