Refactor engine to support double-precision vectors

This commit is contained in:
Wojtek Figat
2022-06-13 00:40:32 +02:00
parent f82e370392
commit a881c90b2e
744 changed files with 19062 additions and 12467 deletions

View File

@@ -167,7 +167,7 @@ void GPUContextDX11::ClearDepth(GPUTextureView* depthBuffer, float depthValue)
}
}
void GPUContextDX11::ClearUA(GPUBuffer* buf, const Vector4& value)
void GPUContextDX11::ClearUA(GPUBuffer* buf, const Float4& value)
{
ASSERT(buf != nullptr && buf->IsUnorderedAccess());
auto uav = ((GPUBufferViewDX11*)buf->View())->UAV();
@@ -188,7 +188,7 @@ void GPUContextDX11::ClearUA(GPUTexture* texture, const uint32 value[4])
_context->ClearUnorderedAccessViewUint(uav, value);
}
void GPUContextDX11::ClearUA(GPUTexture* texture, const Vector4& value)
void GPUContextDX11::ClearUA(GPUTexture* texture, const Float4& value)
{
ASSERT(texture != nullptr && texture->IsUnorderedAccess());
auto uav = ((GPUTextureViewDX11*)(texture->IsVolume() ? texture->ViewVolume() : texture->View()))->UAV();

View File

@@ -107,10 +107,10 @@ public:
bool IsDepthBufferBinded() override;
void Clear(GPUTextureView* rt, const Color& color) override;
void ClearDepth(GPUTextureView* depthBuffer, float depthValue) override;
void ClearUA(GPUBuffer* buf, const Vector4& value) override;
void ClearUA(GPUBuffer* buf, const Float4& value) override;
void ClearUA(GPUBuffer* buf, const uint32 value[4]) override;
void ClearUA(GPUTexture* texture, const uint32 value[4]) override;
void ClearUA(GPUTexture* texture, const Vector4& value) override;
void ClearUA(GPUTexture* texture, const Float4& value) override;
void ResetRenderTarget() override;
void SetRenderTarget(GPUTextureView* rt) override;
void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;