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
@@ -12,47 +12,9 @@ namespace GlitchyEngine.Renderer
{
public extension SwapChain
{
private GraphicsContext _context;
private bool _changed;
private uint32 _width, _height;
internal DirectX.DXGI.IDXGIDevice* nativeDxgiDevice;
internal IDXGISwapChain1* nativeSwapChain;
internal ID3D11RenderTargetView* nativeBackBufferTarget;
public override uint32 Width
{
get => _width;
set
{
if(_width == value)
return;
_width = value;
_changed = true;
}
}
public override uint32 Height
{
get => _height;
set
{
if(_height == value)
return;
_height = value;
_changed = true;
}
}
public override GraphicsContext Context => _context;
public this(GraphicsContext context)
{
_context = context;
@@ -64,7 +26,6 @@ namespace GlitchyEngine.Renderer
{
nativeDxgiDevice?.Release();
nativeSwapChain?.Release();
nativeBackBufferTarget?.Release();
}
void SetResolutionFromWindow()
@@ -101,7 +62,8 @@ namespace GlitchyEngine.Renderer
if(nativeSwapChain != null)
{
nativeBackBufferTarget.Release();
//nativeBackBufferTarget.Release();
_backBuffer.ReleaseRef();
var resizeResult = nativeSwapChain.ResizeBuffers(backBufferCount, _width, _height, backBufferFormat, .None);
if(resizeResult.Failed)
@@ -122,7 +84,7 @@ namespace GlitchyEngine.Renderer
swDesc.Height = _height;
swDesc.Format = backBufferFormat;
swDesc.SampleDescription = .(1, 0);
swDesc.BufferUsage = .RenderTargetOutput;
swDesc.BufferUsage = .RenderTargetOutput | .ShaderInput;
swDesc.BufferCount = backBufferCount;
swDesc.SwapEffect = .FlipDiscard;
@@ -138,14 +100,20 @@ namespace GlitchyEngine.Renderer
factory.Release();
}
nativeSwapChain.GetBuffer<ID3D11Texture2D>(0, let backBuffer);
RenderTargetViewDescription rtvDesc = .(backBuffer, .Texture2D, backBufferViewFormat);
NativeDevice.CreateRenderTargetView(backBuffer, &rtvDesc, &nativeBackBufferTarget);
RenderTarget2DDescription desc = .(backBufferFormat, _width, _height);
desc.DepthStencilFormat = _depthStencilFormat;
desc.IsSwapchainTarget = true;
// Todo: perhaps just update the render target
_backBuffer = new RenderTarget2D(desc);
_backBufferViewport = GlitchyEngine.Renderer.Viewport(0, 0, _width, _height, 0.0f, 1.0f);
}
backBuffer.Release();
internal void GetBackbuffer(out ID3D11Texture2D* texture)
{
var result = nativeSwapChain.GetBuffer<ID3D11Texture2D>(0, out texture);
Log.EngineLogger.Assert(result.Succeeded, "Failed to get backbuffer.");
}
public override void Present()