Added RenderTarget2D

This commit is contained in:
Simon Lübeß
2021-09-17 12:58:33 +02:00
parent d051b392d0
commit 266d7a4651
9 changed files with 77 additions and 38 deletions
@@ -102,7 +102,7 @@ namespace GlitchyEngine.Renderer
_depthStencilTarget = target?.nativeView;
}
public override void SetRenderTarget(RenderTarget renderTarget, int slot = 0)
public override void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0)
{
if(renderTarget == null)
{
@@ -110,7 +110,7 @@ namespace GlitchyEngine.Renderer
}
else
{
Runtime.NotImplemented();
_renderTargets[slot] = renderTarget.nativeRenderTargetView;
}
}
@@ -119,7 +119,7 @@ namespace GlitchyEngine.Renderer
nativeContext.OutputMerger.SetRenderTargets(MaxRTVCount, &_renderTargets, _depthStencilTarget);
}
public override void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color)
public override void ClearRenderTarget(RenderTarget2D renderTarget, ColorRGBA color)
{
if(renderTarget == null)
{
@@ -127,7 +127,7 @@ namespace GlitchyEngine.Renderer
}
else
{
Runtime.NotImplemented();
nativeContext.ClearRenderTargetView(renderTarget.nativeRenderTargetView, color);
}
}
@@ -187,7 +187,7 @@ namespace GlitchyEngine.Renderer
for(let entry in shader.Textures)
{
_textures[entry.Index] = entry.Texture?.nativeView;
_textures[entry.Index] = entry.Texture?.nativeResourceView;
_samplers[entry.Index] = entry.Texture?.SamplerState?.nativeSamplerState;
if(entry.Index >= _textureCount)
@@ -0,0 +1,22 @@
using DirectX.D3D11;
namespace GlitchyEngine.Renderer
{
using internal GlitchyEngine.Renderer;
extension RenderTarget2D
{
protected internal ID3D11RenderTargetView* nativeRenderTargetView ~ _?.Release();
protected override void CreateRenderTargetPlatform(Texture2DDesc desc)
{
nativeRenderTargetView?.Release();
nativeRenderTargetView = null;
CreateTexturePlatform(desc, true, null, 0);
var result = _context.nativeDevice.CreateRenderTargetView(nativeTexture, null, &nativeRenderTargetView);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create render target view. Error ({result.Underlying}): {result}");
}
}
}
@@ -23,7 +23,7 @@ namespace GlitchyEngine.Renderer
}
public override void Clear(RenderTarget renderTarget, ColorRGBA clearColor)
public override void Clear(RenderTarget2D renderTarget, ColorRGBA clearColor)
{
_context.ClearRenderTarget(renderTarget, clearColor);
}
@@ -13,12 +13,12 @@ namespace GlitchyEngine.Renderer
{
extension Texture
{
protected internal ID3D11ShaderResourceView* nativeView ~ _?.Release();
protected internal ID3D11ShaderResourceView* nativeResourceView ~ _?.Release();
protected override void ImplBind(uint32 slot)
{
_context.nativeContext.VertexShader.SetShaderResources(slot, 1, &nativeView);
_context.nativeContext.PixelShader.SetShaderResources(slot, 1, &nativeView);
_context.nativeContext.VertexShader.SetShaderResources(slot, 1, &nativeResourceView);
_context.nativeContext.PixelShader.SetShaderResources(slot, 1, &nativeResourceView);
}
/** \brief Loads the texture from the specified path.
@@ -29,17 +29,17 @@ namespace GlitchyEngine.Renderer
protected bool LoadResourcePlatform<T>(StringView path, ref T* texture) where T : ID3D11Resource
{
((ID3D11Resource*)texture)?.Release();
nativeView?.Release();
nativeResourceView?.Release();
HResult loadResult = DDSTextureLoader.CreateDDSTextureFromFile(_context.nativeDevice, path.ToScopedNativeWChar!(),
(.)&texture, &nativeView);
(.)&texture, &nativeResourceView);
if(loadResult.Failed)
{
Log.EngineLogger.Error($"Failed to load texture \"{path}\". Error({(int)loadResult}): {loadResult}");
ReleaseAndNullify!(texture);
ReleaseAndNullify!(nativeView);
ReleaseAndNullify!(nativeResourceView);
return false;
}
@@ -64,6 +64,7 @@ namespace GlitchyEngine.Renderer
desc.SampleDesc = .(1, 0);
desc.Usage = (.)Usage;
desc.BindFlags = .ShaderResource;
desc.CpuAccessFlags = (.)CpuAccess;
desc.MiscFlags = .None;
@@ -93,21 +94,10 @@ namespace GlitchyEngine.Renderer
nativeTexture.GetDescription(out nativeDesc);
}
protected override void CreateTexturePlatform(Texture2DDesc desc, void* data, uint32 linePitch)
protected override void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch)
{
nativeTexture?.Release();
nativeView?.Release();
nativeDesc = (NativeTex2DDesc)desc;
SubresourceData resData = .(data, linePitch, 0);
var result = _context.[Friend]nativeDevice.CreateTexture2D(ref nativeDesc, &resData, &nativeTexture);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture 2D. Error ({result.Underlying}): {result}");
result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeView);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture view. Error ({result.Underlying}): {result}");
PrepareTexturePlatform(desc, isRenderTarget);
InternalCreateTexture(data, linePitch, 0);
}
private void InternalCreateTexture(void* data, uint32 linePitch, uint32 slicePitch)
@@ -120,17 +110,21 @@ namespace GlitchyEngine.Renderer
var result = _context.nativeDevice.CreateTexture2D(ref nativeDesc, resDataPtr, &nativeTexture);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture 2D. Error ({result.Underlying}): {result}");
result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeView);
result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeResourceView);
Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture view. Error ({result.Underlying}): {result}");
}
protected override void PrepareTexturePlatform(Texture2DDesc desc)
protected override void PrepareTexturePlatform(Texture2DDesc desc, bool isRenderTarget)
{
nativeTexture?.Release();
nativeTexture = null;
nativeView?.Release();
nativeResourceView?.Release();
nativeResourceView = null;
nativeDesc = (NativeTex2DDesc)desc;
if(isRenderTarget)
nativeDesc.BindFlags |= .RenderTarget;
}
// TODO: Update Texture Arrays!