mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Reworked RenderTarget2D and corresponding API
This commit is contained in:
@@ -18,5 +18,7 @@ namespace ImGui
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public static bool ColorPicker4(char* label, ref ColorRGBA col, ColorEditFlags flags = (ColorEditFlags) 0, float* ref_col = null) => ColorPicker4Impl(label, *(float[4]*)&col, flags, ref_col);
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public static extern void Image(Texture2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero);
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// Wouldn't be necesseary if RenderTarget2D was Texture2D
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public static extern void Image(RenderTarget2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero);
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}
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}
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@@ -10,5 +10,10 @@ namespace ImGui
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{
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ImGui.Image(texture.nativeResourceView, size, uv0, uv1, tint_col, border_col);
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}
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public static override void Image(RenderTarget2D texture, Vec2 size, Vec2 uv0 = Vec2.Zero, Vec2 uv1 = Vec2.Ones, Vec4 tint_col = Vec4.Ones, Vec4 border_col = Vec4.Zero)
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{
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ImGui.Image(texture._nativeResourceView, size, uv0, uv1, tint_col, border_col);
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}
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}
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}
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@@ -17,10 +17,14 @@ namespace GlitchyEngine.Renderer
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return .D32_Float;
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case .D32_Float_S8X24_UInt:
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return .D32_Float_S8X24_UInt;
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case .None:
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Log.EngineLogger.Assert(false, "None is not a valid depth stencil format");
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return .Unknown;
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}
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}
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}
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// TODO: Depth stencil target is technically just a RenderTarget
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extension DepthStencilTarget
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{
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internal ID3D11DepthStencilView* nativeView ~ _?.Release();
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@@ -104,13 +104,18 @@ namespace GlitchyEngine.Renderer
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public override void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0)
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{
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if(renderTarget == null)
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if(renderTarget == null || renderTarget.Description.IsSwapchainTarget)
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{
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_renderTargets[slot] = _swapChain.nativeBackBufferTarget;
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}
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else
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{
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_renderTargets[slot] = renderTarget.nativeRenderTargetView;
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_renderTargets[slot] = renderTarget._nativeRenderTargetView;
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}
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if(slot == 0)
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{
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SetDepthStencilTarget(renderTarget?.DepthStencilTarget);
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}
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}
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@@ -127,7 +132,7 @@ namespace GlitchyEngine.Renderer
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}
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else
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{
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nativeContext.ClearRenderTargetView(renderTarget.nativeRenderTargetView, color);
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nativeContext.ClearRenderTargetView(renderTarget._nativeRenderTargetView, color);
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}
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}
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@@ -1,3 +1,4 @@
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using DirectX.Common;
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using DirectX.D3D11;
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namespace GlitchyEngine.Renderer
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@@ -6,17 +7,73 @@ namespace GlitchyEngine.Renderer
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extension RenderTarget2D
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{
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protected internal ID3D11RenderTargetView* nativeRenderTargetView ~ _?.Release();
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protected internal ID3D11Texture2D* _nativeTexture ~ _?.Release();
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protected internal ID3D11ShaderResourceView* _nativeResourceView ~ _?.Release();
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protected internal ID3D11RenderTargetView* _nativeRenderTargetView ~ _?.Release();
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protected override void CreateRenderTargetPlatform(Texture2DDesc desc)
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private void ReleaseAndNullify()
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{
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nativeRenderTargetView?.Release();
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nativeRenderTargetView = null;
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ReleaseAndNullify!(_nativeTexture);
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ReleaseAndNullify!(_nativeResourceView);
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ReleaseAndNullify!(_nativeRenderTargetView);
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CreateTexturePlatform(desc, true, null, 0);
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ReleaseRefAndNullify!(_depthStenilTarget);
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}
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var result = _context.nativeDevice.CreateRenderTargetView(nativeTexture, null, &nativeRenderTargetView);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create render target view. Error ({result.Underlying}): {result}");
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public override void Resize(uint32 width, uint32 height)
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{
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ReleaseAndNullify();
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_description.Width = width;
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_description.Height = height;
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ApplyChanges();
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}
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protected override void PlatformApplyChanges()
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{
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ReleaseAndNullify();
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PlatformCreateTexture();
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if(_description.DepthStencilFormat != .None)
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{
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_depthStenilTarget = new DepthStencilTarget(_context, _description.Width, _description.Height, _description.DepthStencilFormat);
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}
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}
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private void PlatformCreateTexture()
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{
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Texture2DDescription desc = .()
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{
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Width = _description.Width,
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Height = _description.Height,
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ArraySize = _description.ArraySize,
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MipLevels = _description.MipLevels,
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Format = _description.PixelFormat,
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// Always bindable as ShaderResource and RenderTarget
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BindFlags = .ShaderResource | .RenderTarget,
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CpuAccessFlags = (.)_description.CpuAccess,
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// 2D RenderTarget never has misc flags
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MiscFlags = .None,
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SampleDesc = .(_description.SampleCount, _description.SampleQuality),
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// RenderTarget has always Default usage
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Usage = .Default
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};
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var result = _context.nativeDevice.CreateTexture2D(ref desc, null, &_nativeTexture);
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Log.EngineLogger.Assert(result.Succeeded, "Failed to create RenderTarget2D");
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CreateViews();
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}
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private void CreateViews()
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{
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var result = _context.nativeDevice.CreateShaderResourceView(_nativeTexture, null, &_nativeResourceView);
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Log.EngineLogger.Assert(result.Succeeded, "Failed to create resource view");
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result = _context.nativeDevice.CreateRenderTargetView(_nativeTexture, null, &_nativeRenderTargetView);
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Log.EngineLogger.Assert(result.Succeeded, "Failed to create render target view");
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}
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}
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}
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@@ -33,6 +33,11 @@ namespace GlitchyEngine.Renderer
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_context.nativeContext.ClearDepthStencilView(target.nativeView, (.)clearFlags, depthValue, stencilValue);
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}
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public override void Clear(RenderTarget2D renderTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
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{
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_context.nativeContext.ClearDepthStencilView(renderTarget._depthStenilTarget.nativeView, (.)clearFlags, depthValue, stencilValue);
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}
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public override void DrawIndexed(GeometryBinding geometry)
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{
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if(geometry.IsIndexed)
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@@ -6,7 +6,8 @@ namespace GlitchyEngine.Renderer
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D16_UNorm,
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D24_UNorm_S8_UInt,
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D32_Float,
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D32_Float_S8X24_UInt
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D32_Float_S8X24_UInt,
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None
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}
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// TODO: add all features.
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@@ -23,6 +24,8 @@ namespace GlitchyEngine.Renderer
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public this(GraphicsContext context, uint32 width, uint32 height, DepthStencilFormat format = .D32_Float)
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{
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Log.EngineLogger.Assert(format != .None, "DepthStencilFormat None is only valid for RenderTarget");
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_context = context..AddRef();
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_width = width;
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_height = height;
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@@ -16,12 +16,10 @@ namespace GlitchyEngine.Renderer
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public extern void Init();
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/**
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* Sets a rendertarget.
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* @param renderTarget The render target.
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* @param slot The slot to which the rendertarget will be bound.
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* @remarks When @RenderTarget is null the backbuffer will be bound.
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* @BindRenderTargets has to be called in order to bind the rendertargets.
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/** @brief Sets a rendertarget to the given slot.
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* @BindRenderTargets has to be called in order to bind the rendertargets.
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* @param renderTarget The render target to set. If null, the backbuffer will be set.
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* @param slot The slot to which the rendertarget will be bound. If 0 the depth buffer of the current render target will be set. If it has no depthbuffer the current will be unset.
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*/
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public extern void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0);
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@@ -32,11 +32,14 @@ namespace GlitchyEngine.Renderer
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_rendererAPI.Clear(renderTarget, color);
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}
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[Inline]
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public static void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
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public static void Clear(DepthStencilTarget depthTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
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{
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_rendererAPI.Clear(target, depthValue, stencilValue, clearFlags);
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_rendererAPI.Clear(depthTarget, depthValue, stencilValue, clearFlags);
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}
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public static void Clear(RenderTarget2D renderTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
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{
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_rendererAPI.Clear(renderTarget, depthValue, stencilValue, clearFlags);
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}
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[Inline]
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@@ -1,25 +1,83 @@
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using System;
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namespace GlitchyEngine.Renderer
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{
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public class RenderTarget2D : Texture2D
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public struct RenderTarget2DDescription
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{
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public this(GraphicsContext context, uint32 width, uint32 height, Format format, uint32 arraySize = 1, uint32 mipLevels = 1, CPUAccessFlags cpuAccess = .None)
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: base(context)
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public uint32 Width;
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public uint32 Height;
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public uint32 ArraySize;
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public uint32 MipLevels;
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public Format PixelFormat;
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public CPUAccessFlags CpuAccess;
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public uint32 SampleCount;
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public uint32 SampleQuality;
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public DepthStencilFormat DepthStencilFormat;
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public bool IsSwapchainTarget;
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public this(Format pixelFormat, uint32 width, uint32 height, uint32 arraySize = 1, uint32 mipLevels = 1,
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DepthStencilFormat depthStencilFormat = .None, CPUAccessFlags cpuAccess = .None, uint32 sampleCount = 1, uint32 sampleQuality = 0, bool isSwapchainTarget = false)
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{
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Texture2DDesc desc;
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PixelFormat = pixelFormat;
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Width = width;
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Height = height;
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ArraySize = arraySize;
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MipLevels = mipLevels;
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CpuAccess = cpuAccess;
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DepthStencilFormat = depthStencilFormat;
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desc.Width = width;
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desc.Height = height;
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desc.Format = format;
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desc.ArraySize = arraySize;
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desc.MipLevels = mipLevels;
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// RenderTargets only can do default (I think)
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desc.Usage = .Default;
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desc.CpuAccess = cpuAccess;
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SampleCount = sampleCount;
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SampleQuality = sampleQuality;
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CreateRenderTargetPlatform(desc);
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IsSwapchainTarget = isSwapchainTarget;
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}
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}
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public class RenderTarget2D : RefCounted
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{
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internal GraphicsContext _context;
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private RenderTarget2DDescription _description;
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public RenderTarget2DDescription Description => _description;
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public uint32 Width => _description.Width;
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public uint32 Height => _description.Height;
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protected internal DepthStencilTarget _depthStenilTarget ~ _?.ReleaseRef();
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// TODO: DepthStencilTarget is just a renderTarget
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public DepthStencilTarget DepthStencilTarget => _depthStenilTarget;
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protected SamplerState _samplerState ~ _?.ReleaseRef();
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public SamplerState SamplerState
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{
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get => _samplerState;
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set
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{
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if(_samplerState == value)
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return;
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SetReference!(_samplerState, value);
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}
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}
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protected extern void CreateRenderTargetPlatform(Texture2DDesc desc);
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public this(GraphicsContext context, RenderTarget2DDescription description)
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{
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_context = context;
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_description = description;
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ApplyChanges();
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}
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/// Recreates the render target using the current description
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public void ApplyChanges()
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{
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PlatformApplyChanges();
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}
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public extern void Resize(uint32 width, uint32 height);
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protected extern void PlatformApplyChanges();
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}
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}
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@@ -21,6 +21,8 @@ namespace GlitchyEngine.Renderer
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public extern void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags);
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public extern void Clear(RenderTarget2D renderTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags);
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public extern void DrawIndexed(GeometryBinding geometry);
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public extern void DrawInstanced(GeometryBinding geometry);
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