Update RenderingContext and D3D12Renderer to use new API.
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@@ -26,19 +26,19 @@ internal unsafe class MeshRenderPass : IRenderPass
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"C:/Users/Misaki/Downloads/Im/yande.re 1134666 blue_archive nakamasa_ichika sugarhigh.jpg"
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];
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public void Initialize(ref readonly RenderingContext ctx, IResourceAllocator resourceAllocator, IPipelineLibrary pipelineLibrary)
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public void Initialize(ref readonly RenderingContext ctx)
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{
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var shaderDescriptor = SDLCompiler.CompileShader("F:\\csharp\\GhostEngine\\Ghost.Graphics\\RenderPasses\\ShaderCode.hlsl").GetValueOrThrow();
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var key = pipelineLibrary.CompilePassPSO(shaderDescriptor.passes[0], [TextureFormat.B8G8R8A8_UNorm], TextureFormat.Unknown);
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var key = ctx.PipelineLibrary.CompilePassPSO(shaderDescriptor.passes[0], [TextureFormat.B8G8R8A8_UNorm], TextureFormat.Unknown);
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MeshBuilder.CreateCube(0.75f, default, out var vertices, out var indices);
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_mesh = ctx.CreateMesh(vertices, indices);
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ctx.UploadMesh(_mesh, true);
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_shader = resourceAllocator.CreateShader(shaderDescriptor);
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_material = resourceAllocator.CreateMaterial(_shader);
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_shader = ctx.ResourceAllocator.CreateShader(shaderDescriptor);
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_material = ctx.ResourceAllocator.CreateMaterial(_shader);
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var imageResults = new ImageResult[_textureFiles.Length];
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