Merge branch 'ubo' into vulkan

This commit is contained in:
Lynix 2018-06-12 19:33:06 +02:00
parent a4aad3caac
commit 8ba8d2e92f
1 changed files with 0 additions and 54 deletions

View File

@ -15,23 +15,8 @@
namespace Nz
{
<<<<<<< HEAD
class AbstractBuffer;
class Buffer;
=======
class Color;
class Context;
class GpuQuery;
class IndexBuffer;
class RenderTarget;
struct RenderStates;
class Shader;
class Texture;
class TextureSampler;
class UniformBuffer;
class VertexBuffer;
class VertexDeclaration;
>>>>>>> ubo
class NAZARA_RENDERER_API Renderer
{
@ -39,46 +24,7 @@ namespace Nz
Renderer() = delete;
~Renderer() = delete;
<<<<<<< HEAD
static inline RendererImpl* GetRendererImpl();
=======
static void BeginCondition(const GpuQuery& query, GpuQueryCondition condition);
static void BindUniformBuffer(unsigned int bindingPoint, const UniformBuffer* uniformBuffer);
static void Clear(UInt32 flags = RendererBuffer_Color | RendererBuffer_Depth);
static void DrawFullscreenQuad();
static void DrawIndexedPrimitives(PrimitiveMode mode, unsigned int firstIndex, unsigned int indexCount);
static void DrawIndexedPrimitivesInstanced(unsigned int instanceCount, PrimitiveMode mode, unsigned int firstIndex, unsigned int indexCount);
static void DrawPrimitives(PrimitiveMode mode, unsigned int firstVertex, unsigned int vertexCount);
static void DrawPrimitivesInstanced(unsigned int instanceCount, PrimitiveMode mode, unsigned int firstVertex, unsigned int vertexCount);
static void Enable(RendererParameter parameter, bool enable);
static void EndCondition();
static void Flush();
static RendererComparison GetDepthFunc();
static VertexBuffer* GetInstanceBuffer();
static float GetLineWidth();
static Matrix4f GetMatrix(MatrixType type);
static UInt8 GetMaxAnisotropyLevel();
static unsigned int GetMaxColorAttachments();
static unsigned int GetMaxRenderTargets();
static unsigned int GetMaxTextureSize();
static unsigned int GetMaxTextureUnits();
static unsigned int GetMaxVertexAttribs();
static float GetPointSize();
static const RenderStates& GetRenderStates();
static Recti GetScissorRect();
static const Shader* GetShader();
static const RenderTarget* GetTarget();
static Recti GetViewport();
static bool HasCapability(RendererCap capability);
>>>>>>> ubo
static bool Initialize();