Add OpenGLRenderer (WIP)
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64
src/Nazara/OpenGLRenderer/OpenGLDevice.cpp
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64
src/Nazara/OpenGLRenderer/OpenGLDevice.cpp
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// Copyright (C) 2020 Jérôme Leclercq
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#if 0
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#include <Nazara/OpenGLRenderer/OpenGLDevice.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipeline.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLTexture.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLTextureSampler.hpp>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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OpenGLDevice::~OpenGLDevice() = default;
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std::unique_ptr<AbstractBuffer> OpenGLDevice::InstantiateBuffer(BufferType type)
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{
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return std::make_unique<OpenGLBuffer>(*this, type);
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}
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std::unique_ptr<CommandPool> OpenGLDevice::InstantiateCommandPool(QueueType queueType)
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{
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return std::make_unique<OpenGLCommandPool>(*this, queueType);
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}
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std::unique_ptr<RenderPipeline> OpenGLDevice::InstantiateRenderPipeline(RenderPipelineInfo pipelineInfo)
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{
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return std::make_unique<OpenGLRenderPipeline>(*this, std::move(pipelineInfo));
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}
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std::shared_ptr<RenderPipelineLayout> OpenGLDevice::InstantiateRenderPipelineLayout(RenderPipelineLayoutInfo pipelineLayoutInfo)
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{
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auto pipelineLayout = std::make_shared<OpenGLRenderPipelineLayout>();
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if (!pipelineLayout->Create(*this, std::move(pipelineLayoutInfo)))
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return {};
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return pipelineLayout;
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}
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std::shared_ptr<ShaderStageImpl> OpenGLDevice::InstantiateShaderStage(ShaderStageType type, ShaderLanguage lang, const void* source, std::size_t sourceSize)
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{
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auto stage = std::make_shared<OpenGLShaderStage>();
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if (!stage->Create(*this, type, lang, source, sourceSize))
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return {};
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return stage;
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}
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std::unique_ptr<Texture> OpenGLDevice::InstantiateTexture(const TextureInfo& params)
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{
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return std::make_unique<OpenGLTexture>(*this, params);
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}
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std::unique_ptr<TextureSampler> OpenGLDevice::InstantiateTextureSampler(const TextureSamplerInfo& params)
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{
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return std::make_unique<OpenGLTextureSampler>(*this, params);
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}
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}
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#endif
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