internal/graphicsdriver/directx: refactoring

This commit is contained in:
Hajime Hoshi 2022-06-19 17:58:04 +09:00
parent 08c8c8089a
commit f8e9dcf035

View File

@ -996,6 +996,9 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
}
dst := g.images[dstID]
if err := dst.setAsRenderTarget(g.device, evenOdd); err != nil {
return err
}
var shader *Shader
if shaderID != graphicsdriver.InvalidShaderID {
@ -1122,6 +1125,7 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
},
})
g.drawCommandList.IASetPrimitiveTopology(_D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
g.drawCommandList.IASetVertexBuffers(0, []_D3D12_VERTEX_BUFFER_VIEW{
{
BufferLocation: g.vertices[g.frameIndex][len(g.vertices[g.frameIndex])-1].GetGPUVirtualAddress(),
@ -1129,16 +1133,6 @@ func (g *Graphics) DrawTriangles(dstID graphicsdriver.ImageID, srcs [graphics.Sh
StrideInBytes: graphics.VertexFloatNum * uint32(unsafe.Sizeof(float32(0))),
},
})
if err := dst.setAsRenderTarget(g.device, evenOdd); err != nil {
return err
}
if evenOdd {
if err := dst.clearStencilBuffer(g.device); err != nil {
return err
}
}
g.drawCommandList.IASetPrimitiveTopology(_D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST)
g.drawCommandList.IASetIndexBuffer(&_D3D12_INDEX_BUFFER_VIEW{
BufferLocation: g.indices[g.frameIndex][len(g.indices[g.frameIndex])-1].GetGPUVirtualAddress(),
SizeInBytes: graphics.IndicesNum * uint32(unsafe.Sizeof(uint16(0))),
@ -1528,19 +1522,8 @@ func (i *Image) setAsRenderTarget(device *_ID3D12Device, useStencil bool) error
}
i.graphics.drawCommandList.OMSetStencilRef(0)
i.graphics.drawCommandList.OMSetRenderTargets([]_D3D12_CPU_DESCRIPTOR_HANDLE{rtv}, false, &dsv)
return nil
}
func (i *Image) clearStencilBuffer(device *_ID3D12Device) error {
if err := i.ensureDepthStencilView(device); err != nil {
return err
}
dsv, err := i.dsvDescriptorHeap.GetCPUDescriptorHandleForHeapStart()
if err != nil {
return err
}
i.graphics.drawCommandList.ClearDepthStencilView(dsv, _D3D12_CLEAR_FLAG_STENCIL, 0, 0, nil)
return nil
}