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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added pixelformat parameter to DepthStencilTarget-constructor
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@@ -3,6 +3,24 @@ using internal GlitchyEngine.Renderer;
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namespace GlitchyEngine.Renderer
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{
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extension DepthStencilFormat
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{
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public static explicit operator Format(Self self)
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{
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switch(self)
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{
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case .D16_UNorm:
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return .D16_UNorm;
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case .D24_UNorm_S8_UInt:
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return .D24_UNorm_S8_UInt;
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case .D32_Float:
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return .D32_Float;
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case .D32_Float_S8X24_UInt:
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return .D32_Float_S8X24_UInt;
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}
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}
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}
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extension DepthStencilTarget
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{
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internal ID3D11DepthStencilView* nativeView ~ _?.Release();
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@@ -10,7 +28,7 @@ namespace GlitchyEngine.Renderer
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protected override void PlatformCreate()
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{
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Texture2DDescription desc = .();
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desc.Format = .D32_Float;
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desc.Format = (.)_format;
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desc.ArraySize = 1;
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desc.BindFlags = .DepthStencil;
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desc.Width = _width;
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@@ -1,21 +1,32 @@
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using System;
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namespace GlitchyEngine.Renderer
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{
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public enum DepthStencilFormat
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{
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D16_UNorm,
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D24_UNorm_S8_UInt,
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D32_Float,
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D32_Float_S8X24_UInt
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}
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// TODO: add all features.
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public class DepthStencilTarget : RefCounted
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{
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protected internal GraphicsContext _context ~ _?.ReleaseRef();
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protected uint32 _width, _height;
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protected DepthStencilFormat _format;
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public uint32 Width => _width;
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public uint32 Height => _height;
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public DepthStencilFormat Format => _format;
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public this(GraphicsContext context, uint32 width, uint32 height)
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public this(GraphicsContext context, uint32 width, uint32 height, DepthStencilFormat format = .D32_Float)
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{
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_context = context..AddRef();
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_width = width;
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_height = height;
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_format = format;
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PlatformCreate();
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}
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