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

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

View File

@@ -157,10 +157,10 @@ 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;