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
@@ -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!