Refactor engine to support double-precision vectors
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@@ -713,7 +713,7 @@ void GPUContextDX12::ClearDepth(GPUTextureView* depthBuffer, float depthValue)
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}
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}
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void GPUContextDX12::ClearUA(GPUBuffer* buf, const Vector4& value)
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void GPUContextDX12::ClearUA(GPUBuffer* buf, const Float4& value)
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{
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ASSERT(buf != nullptr && buf->IsUnorderedAccess());
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auto bufDX12 = reinterpret_cast<GPUBufferDX12*>(buf);
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@@ -755,7 +755,7 @@ void GPUContextDX12::ClearUA(GPUTexture* texture, const uint32 value[4])
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_commandList->ClearUnorderedAccessViewUint(desc.GPU, uav, texDX12->GetResource(), value, 0, nullptr);
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}
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void GPUContextDX12::ClearUA(GPUTexture* texture, const Vector4& value)
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void GPUContextDX12::ClearUA(GPUTexture* texture, const Float4& value)
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{
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ASSERT(texture != nullptr && texture->IsUnorderedAccess());
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auto texDX12 = reinterpret_cast<GPUTextureDX12*>(texture);
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@@ -157,10 +157,10 @@ 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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