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
+5 -5
View File
@@ -48,7 +48,7 @@ namespace Sandbox
private void InitEffect()
{
_effect = new Effect(_context, "content\\Shaders\\textureViewerShader.hlsl");
_effect = new Effect("content\\Shaders\\textureViewerShader.hlsl");
}
private void InitState()
@@ -100,9 +100,9 @@ namespace Sandbox
if(_target == null || viewportSize.x != _target.Width || viewportSize.y != _target.Height)
{
_target?.ReleaseRef();
_target = new RenderTarget2D(_context, .(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
_target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
_depth?.ReleaseRef();
_depth = new DepthStencilTarget(_context, (.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
}
RenderTexture(viewedTexture);
@@ -170,11 +170,11 @@ namespace Sandbox
// TODO: don't clear pink!
_context.ClearRenderTarget(_target, .Pink);
_depth.Clear(1.0f, 0, .Depth);
RenderCommand.Clear(_depth, 1.0f, 0, .Depth);
//_target.Bind();
_context.SetRenderTarget(_target);
_depth.Bind();
_context.SetDepthStencilTarget(_depth);
_context.BindRenderTargets();
Vector2 textureSize = Vector2(viewedTexture.Width, viewedTexture.Height);