WIP
This commit is contained in:
committed by
Jérôme Leclercq
parent
4a10c1f8fe
commit
e990a320cc
@@ -16,7 +16,7 @@ namespace Nz
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{
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class OpenGLRenderPipelineLayout;
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class NAZARA_OPENGLRENDERER_API OpenGLShaderBinding : public ShaderBinding
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class NAZARA_OPENGLRENDERER_API OpenGLShaderBinding final : public ShaderBinding
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{
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public:
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inline OpenGLShaderBinding(OpenGLRenderPipelineLayout& owner, std::size_t poolIndex, std::size_t bindingIndex);
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@@ -38,6 +38,7 @@ namespace Nz
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OpenGLShaderBinding& operator=(OpenGLShaderBinding&&) = delete;
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private:
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void HandleTextureBinding(UInt32 bindingIndex, const TextureBinding& textureBinding);
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void Release() override;
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OpenGLRenderPipelineLayout& m_owner;
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@@ -33,7 +33,7 @@ namespace Nz
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inline GLenum ToOpenGL(BlendEquation blendEquation);
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inline GLenum ToOpenGL(BlendFunc blendFunc);
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inline GLenum ToOpenGL(FaceFilling filling);
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inline GLenum ToOpenGL(FaceSide side);
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inline GLenum ToOpenGL(FaceCulling side);
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inline GLenum ToOpenGL(FrontFace face);
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inline GLenum ToOpenGL(IndexType indexType);
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inline GLenum ToOpenGL(PrimitiveMode primitiveMode);
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@@ -92,16 +92,16 @@ namespace Nz
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return {};
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}
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inline GLenum ToOpenGL(FaceSide side)
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inline GLenum ToOpenGL(FaceCulling side)
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{
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switch (side)
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{
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case FaceSide::None:
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case FaceCulling::None:
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break;
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case FaceSide::Back: return GL_BACK;
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case FaceSide::Front: return GL_FRONT;
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case FaceSide::FrontAndBack: return GL_FRONT_AND_BACK;
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case FaceCulling::Back: return GL_BACK;
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case FaceCulling::Front: return GL_FRONT;
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case FaceCulling::FrontAndBack: return GL_FRONT_AND_BACK;
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}
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NazaraError("Unhandled FaceSide 0x" + NumberToString(UnderlyingCast(side), 16));
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@@ -141,6 +141,7 @@ typedef void (GL_APIENTRYP PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLch
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cb(glLinkProgram, PFNGLLINKPROGRAMPROC) \
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cb(glMapBufferRange, PFNGLMAPBUFFERRANGEPROC) \
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cb(glPixelStorei, PFNGLPIXELSTOREIPROC) \
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cb(glPolygonOffset, PFNGLPOLYGONOFFSETPROC) \
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cb(glProgramBinary, PFNGLPROGRAMBINARYPROC) \
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cb(glProgramParameteri, PFNGLPROGRAMPARAMETERIPROC) \
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cb(glReadPixels, PFNGLREADPIXELSPROC) \
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