mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
Start of asset management 2.0
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@@ -0,0 +1,7 @@
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namespace GlitchyEngine.Content;
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enum AssetCompression : uint8
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{
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None,
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L4Z
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}
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@@ -0,0 +1,7 @@
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namespace GlitchyEngine.Content;
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enum AssetType : uint16
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{
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Unknown,
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Texture
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}
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@@ -56,7 +56,7 @@ namespace GlitchyEngine.Renderer
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public override uint32 Height => nativeDesc.Height;
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public override uint32 ArraySize => nativeDesc.ArraySize;
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public override uint32 MipLevels => nativeDesc.MipLevels;
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public override Format Format => nativeDesc.Format;
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public override Format Format => (.)nativeDesc.Format;
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/*protected override void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch)
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@@ -304,7 +304,7 @@ namespace GlitchyEngine.Renderer
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public override uint32 Height => nativeDesc.Height;
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public override uint32 ArraySize => nativeDesc.ArraySize / 6;
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public override uint32 MipLevels => nativeDesc.MipLevels;
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public override Format Format => nativeDesc.Format;
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public override Format Format => (.)nativeDesc.Format;
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protected override void CreateTexturePlatform(Texture2DDesc desc, bool isRenderTarget, void* data, uint32 linePitch)
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{
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@@ -33,7 +33,7 @@ namespace GlitchyEngine.Renderer
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Debug.Assert(input.Count == output.Count);
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for(int i < input.Count)
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output[i] = .(input[i].SemanticName, input[i].SemanticIndex, input[i].Format, input[i].InputSlot, input[i].AlignedByteOffset, (.)input[i].InputSlotClass, input[i].InstanceDataStepRate);
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output[i] = .(input[i].SemanticName, input[i].SemanticIndex, (.)input[i].Format, input[i].InputSlot, input[i].AlignedByteOffset, (.)input[i].InputSlotClass, input[i].InstanceDataStepRate);
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}
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/// Validates or gets the validated input layout for the given vertexshader.
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@@ -160,9 +160,6 @@ namespace GlitchyEngine.Renderer
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//Structured = 2,
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}
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typealias Format = DirectX.DXGI.Format;
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public struct BufferDescription
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{
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/**
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