Added Backbuffer to Swapchain + RenderCommand API changes

This commit is contained in:
Simon Lübeß
2021-10-15 22:40:42 +02:00
parent 90e654b750
commit ffafa380ea
14 changed files with 228 additions and 129 deletions
@@ -27,21 +27,67 @@ namespace GlitchyEngine.Renderer
}
public override void Clear(RenderTarget2D renderTarget, ColorRGBA clearColor)
private mixin RtOrBackbuffer(RenderTarget2D renderTarget)
{
_context.ClearRenderTarget(renderTarget, clearColor);
renderTarget ?? _context.SwapChain.BackBuffer
}
public override void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
public override void Clear(RenderTarget2D renderTarget, ColorRGBA color)
{
NativeContext.ClearDepthStencilView(target.nativeView, (.)clearFlags, depthValue, stencilValue);
NativeContext.ClearRenderTargetView(RtOrBackbuffer!(renderTarget)._nativeRenderTargetView, color);
}
public override void Clear(RenderTarget2D renderTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
public override void Clear(DepthStencilTarget target, ClearOptions clearOptions, float depth, uint8 stencil)
{
NativeContext.ClearDepthStencilView(renderTarget._depthStenilTarget.nativeView, (.)clearFlags, depthValue, stencilValue);
if(target == null)
return;
DirectX.D3D11.ClearFlag flags = default;
if(clearOptions.HasFlag(.Depth))
{
flags |= .Depth;
}
if(clearOptions.HasFlag(.Stencil))
{
flags |= .Stencil;
}
NativeContext.ClearDepthStencilView(target.nativeView, flags, depth, stencil);
}
public override void SetRenderTarget(RenderTarget2D renderTarget, int slot, bool setDepthBuffer)
{
_context.SetRenderTarget(renderTarget, slot, setDepthBuffer);
}
public override void SetDepthStencilTarget(DepthStencilTarget target)
{
_context.SetDepthStencilTarget(target);
}
public override void BindRenderTargets()
{
_context.BindRenderTargets();
}
private RasterizerState _currentRasterizerState ~ _?.ReleaseRef();
public override void SetRasterizerState(RasterizerState rasterizerState)
{
SetReference!(_currentRasterizerState, rasterizerState);
NativeContext.Rasterizer.SetState(_currentRasterizerState.nativeRasterizerState);
}
private BlendState _currentBlendState ~ _?.ReleaseRef();
public override void SetBlendState(BlendState blendState, ColorRGBA blendFactor)
{
SetReference!(_currentBlendState, blendState);
NativeContext.OutputMerger.SetBlendState(_currentBlendState.nativeBlendState, blendFactor);
}
public override void DrawIndexed(GeometryBinding geometry)
{
if(geometry.IsIndexed)