mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added RenderTarget2D
This commit is contained in:
@@ -102,7 +102,7 @@ namespace GlitchyEngine.Renderer
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_depthStencilTarget = target?.nativeView;
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}
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public override void SetRenderTarget(RenderTarget renderTarget, int slot = 0)
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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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{
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@@ -110,7 +110,7 @@ namespace GlitchyEngine.Renderer
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}
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else
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{
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Runtime.NotImplemented();
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_renderTargets[slot] = renderTarget.nativeRenderTargetView;
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}
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}
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@@ -119,7 +119,7 @@ namespace GlitchyEngine.Renderer
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nativeContext.OutputMerger.SetRenderTargets(MaxRTVCount, &_renderTargets, _depthStencilTarget);
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}
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public override void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color)
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public override void ClearRenderTarget(RenderTarget2D renderTarget, ColorRGBA color)
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{
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if(renderTarget == null)
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{
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@@ -127,7 +127,7 @@ namespace GlitchyEngine.Renderer
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}
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else
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{
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Runtime.NotImplemented();
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nativeContext.ClearRenderTargetView(renderTarget.nativeRenderTargetView, color);
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}
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}
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@@ -187,7 +187,7 @@ namespace GlitchyEngine.Renderer
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for(let entry in shader.Textures)
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{
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_textures[entry.Index] = entry.Texture?.nativeView;
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_textures[entry.Index] = entry.Texture?.nativeResourceView;
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_samplers[entry.Index] = entry.Texture?.SamplerState?.nativeSamplerState;
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if(entry.Index >= _textureCount)
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@@ -0,0 +1,22 @@
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using DirectX.D3D11;
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namespace GlitchyEngine.Renderer
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{
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using internal 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 override void CreateRenderTargetPlatform(Texture2DDesc desc)
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{
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nativeRenderTargetView?.Release();
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nativeRenderTargetView = null;
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CreateTexturePlatform(desc, true, null, 0);
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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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}
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}
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}
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@@ -23,7 +23,7 @@ namespace GlitchyEngine.Renderer
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}
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public override void Clear(RenderTarget renderTarget, ColorRGBA clearColor)
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public override void Clear(RenderTarget2D renderTarget, ColorRGBA clearColor)
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{
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_context.ClearRenderTarget(renderTarget, clearColor);
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}
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@@ -13,12 +13,12 @@ namespace GlitchyEngine.Renderer
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{
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extension Texture
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{
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protected internal ID3D11ShaderResourceView* nativeView ~ _?.Release();
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protected internal ID3D11ShaderResourceView* nativeResourceView ~ _?.Release();
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protected override void ImplBind(uint32 slot)
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{
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_context.nativeContext.VertexShader.SetShaderResources(slot, 1, &nativeView);
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_context.nativeContext.PixelShader.SetShaderResources(slot, 1, &nativeView);
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_context.nativeContext.VertexShader.SetShaderResources(slot, 1, &nativeResourceView);
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_context.nativeContext.PixelShader.SetShaderResources(slot, 1, &nativeResourceView);
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}
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/** \brief Loads the texture from the specified path.
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@@ -29,17 +29,17 @@ namespace GlitchyEngine.Renderer
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protected bool LoadResourcePlatform<T>(StringView path, ref T* texture) where T : ID3D11Resource
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{
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((ID3D11Resource*)texture)?.Release();
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nativeView?.Release();
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nativeResourceView?.Release();
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HResult loadResult = DDSTextureLoader.CreateDDSTextureFromFile(_context.nativeDevice, path.ToScopedNativeWChar!(),
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(.)&texture, &nativeView);
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(.)&texture, &nativeResourceView);
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if(loadResult.Failed)
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{
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Log.EngineLogger.Error($"Failed to load texture \"{path}\". Error({(int)loadResult}): {loadResult}");
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ReleaseAndNullify!(texture);
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ReleaseAndNullify!(nativeView);
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ReleaseAndNullify!(nativeResourceView);
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return false;
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}
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@@ -64,6 +64,7 @@ namespace GlitchyEngine.Renderer
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desc.SampleDesc = .(1, 0);
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desc.Usage = (.)Usage;
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desc.BindFlags = .ShaderResource;
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desc.CpuAccessFlags = (.)CpuAccess;
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desc.MiscFlags = .None;
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@@ -93,21 +94,10 @@ namespace GlitchyEngine.Renderer
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nativeTexture.GetDescription(out nativeDesc);
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}
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protected override void CreateTexturePlatform(Texture2DDesc desc, void* data, uint32 linePitch)
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protected override void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch)
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{
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nativeTexture?.Release();
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nativeView?.Release();
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nativeDesc = (NativeTex2DDesc)desc;
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SubresourceData resData = .(data, linePitch, 0);
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var result = _context.[Friend]nativeDevice.CreateTexture2D(ref nativeDesc, &resData, &nativeTexture);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture 2D. Error ({result.Underlying}): {result}");
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result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeView);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture view. Error ({result.Underlying}): {result}");
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PrepareTexturePlatform(desc, isRenderTarget);
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InternalCreateTexture(data, linePitch, 0);
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}
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private void InternalCreateTexture(void* data, uint32 linePitch, uint32 slicePitch)
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@@ -120,17 +110,21 @@ namespace GlitchyEngine.Renderer
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var result = _context.nativeDevice.CreateTexture2D(ref nativeDesc, resDataPtr, &nativeTexture);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture 2D. Error ({result.Underlying}): {result}");
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result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeView);
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result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeResourceView);
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Log.EngineLogger.Assert(result.Succeeded, scope $"Failed to create texture view. Error ({result.Underlying}): {result}");
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}
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protected override void PrepareTexturePlatform(Texture2DDesc desc)
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protected override void PrepareTexturePlatform(Texture2DDesc desc, bool isRenderTarget)
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{
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nativeTexture?.Release();
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nativeTexture = null;
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nativeView?.Release();
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nativeResourceView?.Release();
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nativeResourceView = null;
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nativeDesc = (NativeTex2DDesc)desc;
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if(isRenderTarget)
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nativeDesc.BindFlags |= .RenderTarget;
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}
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// TODO: Update Texture Arrays!
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@@ -3,8 +3,6 @@ using System;
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namespace GlitchyEngine.Renderer
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{
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public class RenderTarget;
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public class GraphicsContext : RefCounted
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{
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private RasterizerState _currentRasterizerState;
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@@ -25,7 +23,7 @@ namespace GlitchyEngine.Renderer
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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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*/
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public extern void SetRenderTarget(RenderTarget renderTarget, int slot = 0);
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public extern void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0);
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/**
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* Binds all.
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@@ -41,7 +39,7 @@ namespace GlitchyEngine.Renderer
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* @param color The color to clear the render target with.
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* @remarks When @renderTarget is null the backbuffer will be cleared.
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*/
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public extern void ClearRenderTarget(RenderTarget renderTarget, ColorRGBA color);
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public extern void ClearRenderTarget(RenderTarget2D renderTarget, ColorRGBA color);
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//public abstract void SetViewport(Viewport viewport);
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@@ -27,7 +27,7 @@ namespace GlitchyEngine.Renderer
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}
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[Inline]
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public static void Clear(RenderTarget renderTarget, ColorRGBA color)
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public static void Clear(RenderTarget2D renderTarget, ColorRGBA color)
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{
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_rendererAPI.Clear(renderTarget, color);
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}
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@@ -0,0 +1,25 @@
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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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{
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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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{
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Texture2DDesc desc;
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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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CreateRenderTargetPlatform(desc);
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}
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protected extern void CreateRenderTargetPlatform(Texture2DDesc desc);
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}
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}
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@@ -17,7 +17,7 @@ namespace GlitchyEngine.Renderer
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public extern void Init();
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public extern void Clear(RenderTarget renderTarget, ColorRGBA clearColor);
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public extern void Clear(RenderTarget2D renderTarget, ColorRGBA clearColor);
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public extern void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags);
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@@ -78,7 +78,7 @@ namespace GlitchyEngine.Renderer
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public this(GraphicsContext context, Texture2DDesc desc) : base(context)
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{
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PrepareTexturePlatform(desc);
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PrepareTexturePlatform(desc, false);
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}
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public void SetData<T>(T* data, uint32 arraySlice = 0, uint32 mipSlice = 0)
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@@ -98,12 +98,12 @@ namespace GlitchyEngine.Renderer
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protected extern void LoadTexturePlatform();
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protected extern void CreateTexturePlatform(Texture2DDesc desc, void* data, uint32 linePitch);
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protected extern void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch);
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/**
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* Prepares the texture so that a call to SetData can successfully upload the data to the gpu.
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*/
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protected extern void PrepareTexturePlatform(Texture2DDesc desc);
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protected extern void PrepareTexturePlatform(Texture2DDesc desc, bool isRenderTarget);
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protected extern Result<void> PlatformSetData(void* data, uint32 elementSize, uint32 destX,
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uint32 destY, uint32 destWidth, uint32 destHeight, uint32 arraySlice, uint32 mipLevel, GlitchyEngine.Renderer.MapType mapType);
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