Refactor engine to support double-precision vectors
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@@ -167,7 +167,7 @@ void GPUContextDX11::ClearDepth(GPUTextureView* depthBuffer, float depthValue)
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}
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}
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void GPUContextDX11::ClearUA(GPUBuffer* buf, const Vector4& value)
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void GPUContextDX11::ClearUA(GPUBuffer* buf, const Float4& value)
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{
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ASSERT(buf != nullptr && buf->IsUnorderedAccess());
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auto uav = ((GPUBufferViewDX11*)buf->View())->UAV();
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@@ -188,7 +188,7 @@ void GPUContextDX11::ClearUA(GPUTexture* texture, const uint32 value[4])
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_context->ClearUnorderedAccessViewUint(uav, value);
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}
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void GPUContextDX11::ClearUA(GPUTexture* texture, const Vector4& value)
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void GPUContextDX11::ClearUA(GPUTexture* texture, const Float4& value)
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{
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ASSERT(texture != nullptr && texture->IsUnorderedAccess());
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auto uav = ((GPUTextureViewDX11*)(texture->IsVolume() ? texture->ViewVolume() : texture->View()))->UAV();
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@@ -107,10 +107,10 @@ public:
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bool IsDepthBufferBinded() override;
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void Clear(GPUTextureView* rt, const Color& color) override;
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void ClearDepth(GPUTextureView* depthBuffer, float depthValue) override;
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void ClearUA(GPUBuffer* buf, const Vector4& value) override;
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void ClearUA(GPUBuffer* buf, const Float4& value) override;
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void ClearUA(GPUBuffer* buf, const uint32 value[4]) override;
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void ClearUA(GPUTexture* texture, const uint32 value[4]) override;
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void ClearUA(GPUTexture* texture, const Vector4& value) override;
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void ClearUA(GPUTexture* texture, const Float4& value) override;
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void ResetRenderTarget() override;
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void SetRenderTarget(GPUTextureView* rt) override;
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void SetRenderTarget(GPUTextureView* depthBuffer, GPUTextureView* rt) override;
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