forked from Misaki/GhostEngine
Added IShaderCompiler
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@@ -199,15 +199,15 @@ internal unsafe class D3D12Renderer : IRenderer
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Span<PassRenderTargetDesc> rtDesc = stackalloc PassRenderTargetDesc[1];
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rtDesc[0] = new PassRenderTargetDesc
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{
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texture = target,
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clearColor = clearColor,
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Texture = target,
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ClearColor = clearColor,
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};
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var depthDesc = new PassDepthStencilDesc
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{
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texture = Handle<Texture>.Invalid,
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clearDepth = 1.0f,
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clearStencil = 0,
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Texture = Handle<Texture>.Invalid,
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ClearDepth = 1.0f,
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ClearStencil = 0,
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};
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// NOTE: Testing only.
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@@ -219,8 +219,8 @@ internal unsafe class D3D12Renderer : IRenderer
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cmd.BeginRenderPass(rtDesc, depthDesc, false);
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var viewport = new ViewportDesc { width = _currentSize.x, height = _currentSize.y, minDepth = 0, maxDepth = 1 };
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var scissor = new RectDesc { right = _currentSize.x, bottom = _currentSize.y };
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var viewport = new ViewportDesc { Width = _currentSize.x, Height = _currentSize.y, MinDepth = 0, MaxDepth = 1 };
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var scissor = new RectDesc { Right = _currentSize.x, Bottom = _currentSize.y };
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cmd.SetViewport(viewport);
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cmd.SetScissorRect(scissor);
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