mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-05 01:15:35 +00:00
app/internal/d3d11: include depth buffer in current framebuffer query
Fixes rendering on Windows. Thanks to Egon Elbre for noticing. Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
@@ -279,12 +279,15 @@ func NewBackend(d *Device) (*Backend, error) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) BeginFrame() backend.Framebuffer {
|
func (b *Backend) BeginFrame() backend.Framebuffer {
|
||||||
renderTarget := b.dev.ctx.OMGetRenderTargets()
|
renderTarget, depthView := b.dev.ctx.OMGetRenderTargets()
|
||||||
|
// Assume someone else is holding on to the render targets.
|
||||||
if renderTarget != nil {
|
if renderTarget != nil {
|
||||||
// Assume someone else is holding on to it.
|
|
||||||
_IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.vtbl.Release)
|
_IUnknownRelease(unsafe.Pointer(renderTarget), renderTarget.vtbl.Release)
|
||||||
}
|
}
|
||||||
return &Framebuffer{dev: b.dev, renderTarget: renderTarget, foreign: true}
|
if depthView != nil {
|
||||||
|
_IUnknownRelease(unsafe.Pointer(depthView), depthView.vtbl.Release)
|
||||||
|
}
|
||||||
|
return &Framebuffer{dev: b.dev, renderTarget: renderTarget, depthView: depthView, foreign: true}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (b *Backend) EndFrame() {
|
func (b *Backend) EndFrame() {
|
||||||
|
|||||||
@@ -1197,18 +1197,21 @@ func (c *_ID3D11DeviceContext) IASetPrimitiveTopology(mode uint32) {
|
|||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (c *_ID3D11DeviceContext) OMGetRenderTargets() *_ID3D11RenderTargetView {
|
func (c *_ID3D11DeviceContext) OMGetRenderTargets() (*_ID3D11RenderTargetView, *_ID3D11DepthStencilView) {
|
||||||
var target *_ID3D11RenderTargetView
|
var (
|
||||||
|
target *_ID3D11RenderTargetView
|
||||||
|
depthStencilView *_ID3D11DepthStencilView
|
||||||
|
)
|
||||||
syscall.Syscall6(
|
syscall.Syscall6(
|
||||||
c.vtbl.OMGetRenderTargets,
|
c.vtbl.OMGetRenderTargets,
|
||||||
4,
|
4,
|
||||||
uintptr(unsafe.Pointer(c)),
|
uintptr(unsafe.Pointer(c)),
|
||||||
1, // NumViews
|
1, // NumViews
|
||||||
uintptr(unsafe.Pointer(&target)),
|
uintptr(unsafe.Pointer(&target)),
|
||||||
0, // pDepthStencilView
|
uintptr(unsafe.Pointer(&depthStencilView)),
|
||||||
0, 0,
|
0, 0,
|
||||||
)
|
)
|
||||||
return target
|
return target, depthStencilView
|
||||||
}
|
}
|
||||||
|
|
||||||
func (c *_ID3D11DeviceContext) OMSetRenderTargets(target *_ID3D11RenderTargetView, depthStencil *_ID3D11DepthStencilView) {
|
func (c *_ID3D11DeviceContext) OMSetRenderTargets(target *_ID3D11RenderTargetView, depthStencil *_ID3D11DepthStencilView) {
|
||||||
|
|||||||
Reference in New Issue
Block a user