mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Added SetViewport to GraphicsContext, removed Dx11Cheater, cleanup
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@@ -1,6 +1,5 @@
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using DirectX.D3D11;
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using DirectX.DXGI.DXGI1_2;
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using GlitchyEngine.Platform.DX11;
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using System.Diagnostics;
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using internal GlitchyEngine.Renderer;
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@@ -19,7 +18,6 @@ namespace GlitchyEngine.Renderer
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internal IDXGISwapChain1* nativeSwapChain;
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internal ID3D11RenderTargetView* nativeBackBufferTarget;
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private DirectX.D3D11.Viewport _backBufferViewport;
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public override uint32 Width
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{
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@@ -51,7 +49,6 @@ namespace GlitchyEngine.Renderer
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public override GraphicsContext Context => _context;
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//public this(Dx11Context context)
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public this(GraphicsContext context)
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{
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_context = context;
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@@ -129,8 +126,6 @@ namespace GlitchyEngine.Renderer
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Debug.Assert(createResult.Succeeded, scope $"Failed to create swap chain. Message({(int32)createResult}):{createResult}");
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factory.Release();
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Dx11Cheater.SwapChain = nativeSwapChain;
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}
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nativeSwapChain.GetBuffer<ID3D11Texture2D>(0, let backBuffer);
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@@ -138,11 +133,7 @@ namespace GlitchyEngine.Renderer
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RenderTargetViewDescription rtvDesc = .(backBuffer, .Texture2D, backBufferViewFormat);
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_context.nativeDevice.CreateRenderTargetView(backBuffer, &rtvDesc, &nativeBackBufferTarget);
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Dx11Cheater.BackbufferTarget = nativeBackBufferTarget;
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_backBufferViewport = DirectX.D3D11.Viewport(0, 0, _width, _height, 0.0f, 1.0f);
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Dx11Cheater.BackbufferViewport = _backBufferViewport;
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_backBufferViewport = GlitchyEngine.Renderer.Viewport(0, 0, _width, _height, 0.0f, 1.0f);
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backBuffer.Release();
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}
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