Reworked RenderTarget2D and corresponding API

This commit is contained in:
Simon Lübeß
2021-09-21 16:30:34 +02:00
parent 8e39d7988b
commit 229d2b578e
11 changed files with 178 additions and 36 deletions
@@ -17,10 +17,14 @@ namespace GlitchyEngine.Renderer
return .D32_Float;
case .D32_Float_S8X24_UInt:
return .D32_Float_S8X24_UInt;
case .None:
Log.EngineLogger.Assert(false, "None is not a valid depth stencil format");
return .Unknown;
}
}
}
// TODO: Depth stencil target is technically just a RenderTarget
extension DepthStencilTarget
{
internal ID3D11DepthStencilView* nativeView ~ _?.Release();
@@ -104,13 +104,18 @@ namespace GlitchyEngine.Renderer
public override void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0)
{
if(renderTarget == null)
if(renderTarget == null || renderTarget.Description.IsSwapchainTarget)
{
_renderTargets[slot] = _swapChain.nativeBackBufferTarget;
}
else
{
_renderTargets[slot] = renderTarget.nativeRenderTargetView;
_renderTargets[slot] = renderTarget._nativeRenderTargetView;
}
if(slot == 0)
{
SetDepthStencilTarget(renderTarget?.DepthStencilTarget);
}
}
@@ -127,7 +132,7 @@ namespace GlitchyEngine.Renderer
}
else
{
nativeContext.ClearRenderTargetView(renderTarget.nativeRenderTargetView, color);
nativeContext.ClearRenderTargetView(renderTarget._nativeRenderTargetView, color);
}
}
@@ -1,3 +1,4 @@
using DirectX.Common;
using DirectX.D3D11;
namespace GlitchyEngine.Renderer
@@ -6,17 +7,73 @@ namespace GlitchyEngine.Renderer
extension RenderTarget2D
{
protected internal ID3D11RenderTargetView* nativeRenderTargetView ~ _?.Release();
protected internal ID3D11Texture2D* _nativeTexture ~ _?.Release();
protected internal ID3D11ShaderResourceView* _nativeResourceView ~ _?.Release();
protected internal ID3D11RenderTargetView* _nativeRenderTargetView ~ _?.Release();
protected override void CreateRenderTargetPlatform(Texture2DDesc desc)
private void ReleaseAndNullify()
{
nativeRenderTargetView?.Release();
nativeRenderTargetView = null;
ReleaseAndNullify!(_nativeTexture);
ReleaseAndNullify!(_nativeResourceView);
ReleaseAndNullify!(_nativeRenderTargetView);
CreateTexturePlatform(desc, true, null, 0);
ReleaseRefAndNullify!(_depthStenilTarget);
}
var result = _context.nativeDevice.CreateRenderTargetView(nativeTexture, null, &nativeRenderTargetView);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create render target view. Error ({result.Underlying}): {result}");
public override void Resize(uint32 width, uint32 height)
{
ReleaseAndNullify();
_description.Width = width;
_description.Height = height;
ApplyChanges();
}
protected override void PlatformApplyChanges()
{
ReleaseAndNullify();
PlatformCreateTexture();
if(_description.DepthStencilFormat != .None)
{
_depthStenilTarget = new DepthStencilTarget(_context, _description.Width, _description.Height, _description.DepthStencilFormat);
}
}
private void PlatformCreateTexture()
{
Texture2DDescription desc = .()
{
Width = _description.Width,
Height = _description.Height,
ArraySize = _description.ArraySize,
MipLevels = _description.MipLevels,
Format = _description.PixelFormat,
// Always bindable as ShaderResource and RenderTarget
BindFlags = .ShaderResource | .RenderTarget,
CpuAccessFlags = (.)_description.CpuAccess,
// 2D RenderTarget never has misc flags
MiscFlags = .None,
SampleDesc = .(_description.SampleCount, _description.SampleQuality),
// RenderTarget has always Default usage
Usage = .Default
};
var result = _context.nativeDevice.CreateTexture2D(ref desc, null, &_nativeTexture);
Log.EngineLogger.Assert(result.Succeeded, "Failed to create RenderTarget2D");
CreateViews();
}
private void CreateViews()
{
var result = _context.nativeDevice.CreateShaderResourceView(_nativeTexture, null, &_nativeResourceView);
Log.EngineLogger.Assert(result.Succeeded, "Failed to create resource view");
result = _context.nativeDevice.CreateRenderTargetView(_nativeTexture, null, &_nativeRenderTargetView);
Log.EngineLogger.Assert(result.Succeeded, "Failed to create render target view");
}
}
}
@@ -32,6 +32,11 @@ namespace GlitchyEngine.Renderer
{
_context.nativeContext.ClearDepthStencilView(target.nativeView, (.)clearFlags, depthValue, stencilValue);
}
public override void Clear(RenderTarget2D renderTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
{
_context.nativeContext.ClearDepthStencilView(renderTarget._depthStenilTarget.nativeView, (.)clearFlags, depthValue, stencilValue);
}
public override void DrawIndexed(GeometryBinding geometry)
{