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https://git.sr.ht/~eliasnaur/gio
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all: remove Z buffer support
It is no longer needed by any rendering backend. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -17,7 +17,6 @@ type d3d11Context struct {
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swchain *d3d11.IDXGISwapChain
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renderTarget *d3d11.RenderTargetView
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depthView *d3d11.DepthStencilView
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width, height int
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}
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@@ -56,8 +55,7 @@ func (c *d3d11Context) API() gpu.API {
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func (c *d3d11Context) RenderTarget() gpu.RenderTarget {
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return gpu.Direct3D11RenderTarget{
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RenderTarget: unsafe.Pointer(c.renderTarget),
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DepthStencilView: unsafe.Pointer(c.depthView),
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RenderTarget: unsafe.Pointer(c.renderTarget),
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}
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}
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@@ -91,10 +89,6 @@ func (c *d3d11Context) Refresh() error {
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c.width = width
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c.height = height
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desc, err := c.swchain.GetDesc()
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if err != nil {
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return err
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}
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backBuffer, err := c.swchain.GetBuffer(0, &d3d11.IID_Texture2D)
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if err != nil {
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return err
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@@ -105,18 +99,12 @@ func (c *d3d11Context) Refresh() error {
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if err != nil {
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return err
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}
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depthView, err := d3d11.CreateDepthView(c.dev, int(desc.BufferDesc.Width), int(desc.BufferDesc.Height), 24)
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if err != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.Vtbl.Release)
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return err
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}
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c.renderTarget = renderTarget
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c.depthView = depthView
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return nil
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}
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func (c *d3d11Context) Lock() error {
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c.ctx.OMSetRenderTargets(c.renderTarget, c.depthView)
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c.ctx.OMSetRenderTargets(c.renderTarget, nil)
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return nil
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}
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@@ -140,10 +128,6 @@ func (c *d3d11Context) Release() {
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}
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func (c *d3d11Context) releaseFBO() {
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if c.depthView != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(c.depthView), c.depthView.Vtbl.Release)
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c.depthView = nil
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}
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if c.renderTarget != nil {
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d3d11.IUnknownRelease(unsafe.Pointer(c.renderTarget), c.renderTarget.Vtbl.Release)
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c.renderTarget = nil
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