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Added WithRenderTargets, a multi-target version of WithRenderTarget

This commit is contained in:
Ell 2023-07-11 12:11:12 +02:00
parent 840c528f06
commit 50da081be9
2 changed files with 30 additions and 3 deletions

View file

@ -13,6 +13,10 @@ Jump to version:
## 6.3.0 (In Development)
### MLEM
Additions
- Added GraphicsExtensions.WithRenderTargets, a multi-target version of WithRenderTarget
## 6.2.0
### MLEM

View file

@ -69,11 +69,22 @@ namespace MLEM.Extensions {
/// </summary>
/// <param name="device">The graphics device</param>
/// <param name="target">The render target to apply</param>
/// <returns></returns>
/// <returns>The render target context, to be used in a <c>using</c> statement</returns>
public static TargetContext WithRenderTarget(this GraphicsDevice device, RenderTarget2D target) {
return new TargetContext(device, target);
}
/// <summary>
/// Starts a new <see cref="TargetContext"/> using the specified render target bindings.
/// The returned context automatically disposes when used in a <c>using</c> statement, which causes any previously applied render targets to be reapplied automatically.
/// </summary>
/// <param name="device">The graphics device</param>
/// <param name="targets">The render targets to apply</param>
/// <returns>The render target context, to be used in a <c>using</c> statement</returns>
public static TargetContext WithRenderTargets(this GraphicsDevice device, params RenderTargetBinding[] targets) {
return new TargetContext(device, targets);
}
/// <summary>
/// Represents a context in which a <see cref="RenderTarget2D"/> is applied.
/// This class should be used with <see cref="GraphicsExtensions.WithRenderTarget"/>.
@ -88,7 +99,20 @@ namespace MLEM.Extensions {
/// </summary>
/// <param name="device">The graphics device to apply the target on</param>
/// <param name="target">The target to apply</param>
public TargetContext(GraphicsDevice device, RenderTarget2D target) {
public TargetContext(GraphicsDevice device, RenderTarget2D target) : this(device) {
device.SetRenderTarget(target);
}
/// <summary>
/// Creates a new target context with the given settings.
/// </summary>
/// <param name="device">The graphics device to apply the target on</param>
/// <param name="targets">The targets to apply</param>
public TargetContext(GraphicsDevice device, RenderTargetBinding[] targets) : this(device) {
device.SetRenderTargets(targets);
}
private TargetContext(GraphicsDevice device) {
this.device = device;
#if FNA
// RenderTargetCount doesn't exist in FNA but we still want the optimization in MG
@ -96,7 +120,6 @@ namespace MLEM.Extensions {
#else
this.lastTargets = device.RenderTargetCount <= 0 ? null : device.GetRenderTargets();
#endif
device.SetRenderTarget(target);
}
/// <summary>