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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Use static D3D11 device and context
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@@ -48,7 +48,7 @@ namespace Sandbox
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private void InitEffect()
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{
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_effect = new Effect(_context, "content\\Shaders\\textureViewerShader.hlsl");
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_effect = new Effect("content\\Shaders\\textureViewerShader.hlsl");
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}
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private void InitState()
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@@ -100,9 +100,9 @@ namespace Sandbox
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if(_target == null || viewportSize.x != _target.Width || viewportSize.y != _target.Height)
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{
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_target?.ReleaseRef();
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_target = new RenderTarget2D(_context, .(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
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_target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
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_depth?.ReleaseRef();
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_depth = new DepthStencilTarget(_context, (.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
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_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
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}
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RenderTexture(viewedTexture);
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@@ -170,11 +170,11 @@ namespace Sandbox
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// TODO: don't clear pink!
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_context.ClearRenderTarget(_target, .Pink);
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_depth.Clear(1.0f, 0, .Depth);
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RenderCommand.Clear(_depth, 1.0f, 0, .Depth);
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//_target.Bind();
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_context.SetRenderTarget(_target);
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_depth.Bind();
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_context.SetDepthStencilTarget(_depth);
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_context.BindRenderTargets();
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Vector2 textureSize = Vector2(viewedTexture.Width, viewedTexture.Height);
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