Vulkan refactoring - Replaced GLint with int.
This commit is contained in:
@@ -379,7 +379,7 @@ void KRCamera::renderFrame(VkCommandBuffer& commandBuffer, KRSurface& compositeS
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}
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void KRCamera::createBuffers(GLint renderBufferWidth, GLint renderBufferHeight)
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void KRCamera::createBuffers(int renderBufferWidth, int renderBufferHeight)
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{
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{
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// TODO - Vulkan Refactoring..
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// TODO - Vulkan Refactoring..
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/*
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/*
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@@ -79,15 +79,15 @@ public:
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const std::string getSkyBox() const;
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const std::string getSkyBox() const;
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private:
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private:
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void createBuffers(GLint renderBufferWidth, GLint renderBufferHeight);
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void createBuffers(int renderBufferWidth, int renderBufferHeight);
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GLint volumetricBufferWidth, volumetricBufferHeight;
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int volumetricBufferWidth, volumetricBufferHeight;
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GLuint compositeFramebuffer, compositeDepthTexture, compositeColorTexture;
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int compositeFramebuffer, compositeDepthTexture, compositeColorTexture;
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GLuint lightAccumulationBuffer, lightAccumulationTexture;
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int lightAccumulationBuffer, lightAccumulationTexture;
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GLuint volumetricLightAccumulationBuffer, volumetricLightAccumulationTexture;
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int volumetricLightAccumulationBuffer, volumetricLightAccumulationTexture;
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void renderPost(VkCommandBuffer& commandBuffer, KRSurface& surface);
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void renderPost(VkCommandBuffer& commandBuffer, KRSurface& surface);
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@@ -393,7 +393,7 @@ void KRLight::render(RenderInfo& ri)
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if (m_flareTexture.size() && m_flareSize > 0.0f) {
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if (m_flareTexture.size() && m_flareSize > 0.0f) {
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if (m_occlusionQuery) {
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if (m_occlusionQuery) {
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GLuint params = 0;
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int params = 0;
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GLDEBUG(glGetQueryObjectuivEXT(m_occlusionQuery, GL_QUERY_RESULT_EXT, ¶ms));
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GLDEBUG(glGetQueryObjectuivEXT(m_occlusionQuery, GL_QUERY_RESULT_EXT, ¶ms));
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GLDEBUG(glDeleteQueriesEXT(1, &m_occlusionQuery));
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GLDEBUG(glDeleteQueriesEXT(1, &m_occlusionQuery));
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@@ -559,7 +559,7 @@ int KRLight::getShadowBufferCount()
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return cBuffers;
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return cBuffers;
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}
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}
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GLuint* KRLight::getShadowTextures()
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int* KRLight::getShadowTextures()
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{
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{
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return shadowDepthTexture;
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return shadowDepthTexture;
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}
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}
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@@ -67,7 +67,7 @@ public:
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virtual void render(RenderInfo& ri);
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virtual void render(RenderInfo& ri);
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int getShadowBufferCount();
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int getShadowBufferCount();
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GLuint* getShadowTextures();
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int* getShadowTextures();
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KRViewport* getShadowViewports();
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KRViewport* getShadowViewports();
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@@ -89,12 +89,12 @@ protected:
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float m_dust_particle_size;
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float m_dust_particle_size;
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float m_dust_particle_intensity;
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float m_dust_particle_intensity;
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GLuint m_occlusionQuery; // Occlusion query for attenuating occluded flares
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int m_occlusionQuery; // Occlusion query for attenuating occluded flares
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// Shadow Maps
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// Shadow Maps
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int m_cShadowBuffers;
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int m_cShadowBuffers;
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GLuint shadowFramebuffer[KRENGINE_MAX_SHADOW_BUFFERS], shadowDepthTexture[KRENGINE_MAX_SHADOW_BUFFERS];
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int shadowFramebuffer[KRENGINE_MAX_SHADOW_BUFFERS], shadowDepthTexture[KRENGINE_MAX_SHADOW_BUFFERS];
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bool shadowValid[KRENGINE_MAX_SHADOW_BUFFERS];
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bool shadowValid[KRENGINE_MAX_SHADOW_BUFFERS];
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KRViewport m_shadowViewports[KRENGINE_MAX_SHADOW_BUFFERS];
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KRViewport m_shadowViewports[KRENGINE_MAX_SHADOW_BUFFERS];
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@@ -66,7 +66,7 @@ public:
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void endOcclusionQuery();
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void endOcclusionQuery();
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GLuint m_occlusionQuery;
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int m_occlusionQuery;
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bool m_occlusionTested;
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bool m_occlusionTested;
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bool m_activeQuery;
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bool m_activeQuery;
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@@ -192,7 +192,7 @@ void KRScene::render(KRNode::RenderInfo& ri, KROctreeNode* pOctreeNode, unordere
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if (bOcclusionResultsPass) {
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if (bOcclusionResultsPass) {
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// ----====---- Occlusion results pass ----====----
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// ----====---- Occlusion results pass ----====----
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if (pOctreeNode->m_occlusionTested) {
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if (pOctreeNode->m_occlusionTested) {
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GLuint params = 0;
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int params = 0;
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GLDEBUG(glGetQueryObjectuivEXT(pOctreeNode->m_occlusionQuery, GL_QUERY_RESULT_EXT, ¶ms));
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GLDEBUG(glGetQueryObjectuivEXT(pOctreeNode->m_occlusionQuery, GL_QUERY_RESULT_EXT, ¶ms));
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if (params) {
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if (params) {
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@@ -104,7 +104,7 @@ void KRTextureAnimated::resetPoolExpiry(float lodCoverage, texture_usage_t textu
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// TODO - Vulkan refactoring. Perhaps The texture selection for animation should be done in the shader.
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// TODO - Vulkan refactoring. Perhaps The texture selection for animation should be done in the shader.
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/*
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/*
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void KRTextureAnimated::bind(GLuint texture_unit)
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void KRTextureAnimated::bind(int texture_unit)
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{
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{
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resetPoolExpiry(0.0f, TEXTURE_USAGE_NONE); // TODO - Need to set parameters here for streaming priority?
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resetPoolExpiry(0.0f, TEXTURE_USAGE_NONE); // TODO - Need to set parameters here for streaming priority?
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KRTexture::bind(texture_unit);
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KRTexture::bind(texture_unit);
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@@ -341,7 +341,7 @@ KRTexture* KRTextureTGA::compress(bool premultiply_alpha)
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getContext().getTextureManager()->_setActiveTexture(0);
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getContext().getTextureManager()->_setActiveTexture(0);
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GLuint compressed_handle = 0;
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int compressed_handle = 0;
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GLDEBUG(glGenTextures(1, &compressed_handle));
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GLDEBUG(glGenTextures(1, &compressed_handle));
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GLDEBUG(glBindTexture(GL_TEXTURE_2D, compressed_handle));
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GLDEBUG(glBindTexture(GL_TEXTURE_2D, compressed_handle));
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@@ -372,7 +372,7 @@ KRTexture* KRTextureTGA::compress(bool premultiply_alpha)
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break;
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break;
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}
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}
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GLuint lod_level = 0;
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int lod_level = 0;
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GLint compressed_size = 0;
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GLint compressed_size = 0;
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int lod_width = width;
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int lod_width = width;
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while(lod_width > 1) {
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while(lod_width > 1) {
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