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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Fixed DepthStencilTarget
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@@ -8,27 +8,6 @@ using internal GlitchyEngine.Platform.DX11;
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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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case .None:
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Log.EngineLogger.Assert(false, "None is not a valid depth stencil format");
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return .Unknown;
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}
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}
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}
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// TODO: Depth stencil target is technically just a RenderTarget
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extension DepthStencilTarget
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{
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@@ -39,7 +18,7 @@ namespace GlitchyEngine.Renderer
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Debug.Profiler.ProfileResourceFunction!();
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Texture2DDescription desc = .();
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desc.Format = (.)_format;
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desc.Format = (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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@@ -63,7 +63,7 @@ namespace GlitchyEngine.Renderer
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PlatformCreateTexture();
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}
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if(_description.DepthStencilFormat != .None)
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if(_description.DepthStencilFormat != .Unknown)
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{
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_depthStenilTarget = new DepthStencilTarget(_description.Width, _description.Height, _description.DepthStencilFormat);
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}
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@@ -4,11 +4,28 @@ namespace GlitchyEngine.Renderer
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{
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public enum DepthStencilFormat
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{
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case Unknown,
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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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None
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D32_Float_S8X24_UInt;
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public static Format operator explicit(Self depthFormat)
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{
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switch (depthFormat)
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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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default:
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return .Unknown;
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}
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}
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}
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// TODO: add all features.
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@@ -23,7 +40,7 @@ namespace GlitchyEngine.Renderer
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public this(uint32 width, uint32 height, DepthStencilFormat format = .D32_Float)
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{
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Log.EngineLogger.Assert(format != .None, "DepthStencilFormat None is only valid for RenderTarget");
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Log.EngineLogger.Assert(format != .Unknown, "DepthStencilFormat None is only valid for RenderTarget");
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_width = width;
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_height = height;
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@@ -20,7 +20,7 @@ namespace GlitchyEngine.Renderer
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public bool IsSwapchainTarget;
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public this(Format pixelFormat, uint32 width, uint32 height, uint32 arraySize = 1, uint32 mipLevels = 1,
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DepthStencilFormat depthStencilFormat = .None, CPUAccessFlags cpuAccess = .None, uint32 sampleCount = 1, uint32 sampleQuality = 0, bool isSwapchainTarget = false)
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DepthStencilFormat depthStencilFormat = .Unknown, CPUAccessFlags cpuAccess = .None, uint32 sampleCount = 1, uint32 sampleQuality = 0, bool isSwapchainTarget = false)
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{
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PixelFormat = pixelFormat;
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Width = width;
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@@ -148,7 +148,7 @@ namespace GlitchyEngine.Renderer
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* Clamping value used if FilterMode.Anisotropic is specified in the Filters.
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* Valid values are between 1 and 16.
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*/
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public uint8 MaxAnisotropy = 1; // TODO: we could use a smaller int
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public uint8 MaxAnisotropy = 1;
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/**
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* Border color to use if TextureAddressMode.Border is specified for AddressModeU, AddressModeV, or AddressModeW.
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@@ -10,7 +10,7 @@ namespace GlitchyEngine.Renderer
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private Viewport _backBufferViewport;
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private DepthStencilFormat _depthStencilFormat = .None;
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private DepthStencilFormat _depthStencilFormat = .Unknown;
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public RenderTarget2D _backBuffer ~ _?.ReleaseRef();
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