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
+3 -3
View File
@@ -25,13 +25,13 @@ namespace GlitchyEngine.Renderer
public VertexBufferBinding Binding => _defaultBinding;
public this(GraphicsContext context, Type vertexType, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) :
this(context, (.)vertexType.Stride, vertexCount, usage, cpuAccess)
public this(Type vertexType, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) :
this((.)vertexType.Stride, vertexCount, usage, cpuAccess)
{
_vertexType = vertexType;
}
public this(GraphicsContext context, uint32 vertexStride, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None) : base(context)
public this(uint32 vertexStride, uint32 vertexCount, Usage usage = .Default, CPUAccessFlags cpuAccess = .None)
{
_vertexType = null;