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[Rendering] Fixed SDL GPU Render Target Sampler usage;
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2 files changed

+11
-4
lines changed

2 files changed

+11
-4
lines changed

Engine/Staple.Core/Rendering/RenderSystem/Backend/Impls/SDLGPU/SDLGPURendererBackend+Textures.cs

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -453,11 +453,13 @@ SDL.SDL_GPUTextureUsageFlags HandleFlags(SDL.SDL_GPUTextureUsageFlags f)
453453

454454
if (flags.HasFlag(TextureFlags.ColorTarget))
455455
{
456-
return HandleFlags(SDL.SDL_GPUTextureUsageFlags.SDL_GPU_TEXTUREUSAGE_COLOR_TARGET);
456+
return HandleFlags(SDL.SDL_GPUTextureUsageFlags.SDL_GPU_TEXTUREUSAGE_SAMPLER |
457+
SDL.SDL_GPUTextureUsageFlags.SDL_GPU_TEXTUREUSAGE_COLOR_TARGET);
457458
}
458459
else if (flags.HasFlag(TextureFlags.DepthStencilTarget))
459460
{
460-
return HandleFlags(SDL.SDL_GPUTextureUsageFlags.SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET);
461+
return HandleFlags(SDL.SDL_GPUTextureUsageFlags.SDL_GPU_TEXTUREUSAGE_SAMPLER |
462+
SDL.SDL_GPUTextureUsageFlags.SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET);
461463
}
462464

463465
return HandleFlags(SDL.SDL_GPUTextureUsageFlags.SDL_GPU_TEXTUREUSAGE_SAMPLER);

Engine/Staple.Core/Rendering/RenderSystem/Backend/Impls/SDLGPU/SDLGPURendererBackend.cs

Lines changed: 7 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -836,12 +836,17 @@ internal void ResumeRenderPass()
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}
837837
else
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{
839-
//TODO: texture
839+
if (viewData.renderTarget.ColorTextureCount > 0 &&
840+
viewData.renderTarget.colorTextures[0].impl is SDLGPUTexture t &&
841+
TryGetTexture(t.handle, out var textureResource))
842+
{
843+
texture = textureResource.texture;
844+
}
840845

841846
width = viewData.renderTarget.width;
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height = viewData.renderTarget.height;
843848

844-
return;
849+
depthTexture = viewData.renderTarget.DepthTexture?.impl as SDLGPUTexture;
845850
}
846851

847852
if (texture == nint.Zero ||

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