Added support for Cube Textures, Improved dds import (and textures in general), Texture refactoring and DX11 DeviceContext synchronization

This commit is contained in:
Simon Lübeß
2023-06-25 17:58:16 +02:00
parent 46693666aa
commit bb520b43ec
20 changed files with 1222 additions and 241 deletions
@@ -3,9 +3,9 @@ using System.Collections;
namespace GlitchyEngine.Renderer
{
public class ShaderTextureCollection : IEnumerable<(String Name, uint32 Index, TextureViewBinding BoundTexture)>
public class ShaderTextureCollection : IEnumerable<(String Name, uint32 Index, TextureViewBinding BoundTexture, TextureDimension Dimension)>
{
public typealias ResourceEntry = (String Name, uint32 Index, TextureViewBinding BoundTexture);
public typealias ResourceEntry = (String Name, uint32 Index, TextureViewBinding BoundTexture, TextureDimension Dimension);
List<ResourceEntry> _textures ~ DeleteTextureEntries!(_);
@@ -39,14 +39,14 @@ namespace GlitchyEngine.Renderer
// TODO: finish implementation (like BufferCollection)
public void Add(String name, uint32 index, TextureViewBinding texture)
public void Add(String name, uint32 index, TextureViewBinding texture, TextureDimension dimension)
{
Add((name, index, texture));
Add((name, index, texture, dimension));
}
public void Add(ResourceEntry entry)
{
ResourceEntry copy = (new String(entry.Name), entry.Index, entry.BoundTexture);
ResourceEntry copy = (new String(entry.Name), entry.Index, entry.BoundTexture, entry.Dimension);
entry.BoundTexture.AddRef();
_textures.Add(copy);