OpenGL and metal rendering interface upgrades

This commit is contained in:
Jack Andersen
2017-03-13 21:02:53 -10:00
parent 73891af56a
commit 05c26a535b
14 changed files with 592 additions and 285 deletions

View File

@@ -308,7 +308,7 @@ struct TestApplicationCallback : IApplicationCallback
pipeline = glF.newShaderPipeline(VS, FS, 1, &texName, 0, nullptr,
BlendFactor::One, BlendFactor::Zero,
Primitive::TriStrips, true, true, CullMode::None);
Primitive::TriStrips, boo::ZTest::LEqual, true, true, false, CullMode::None);
}
#if BOO_HAS_VULKAN
else if (plat == IGraphicsDataFactory::Platform::Vulkan)
@@ -403,13 +403,14 @@ struct TestApplicationCallback : IApplicationCallback
pipeline = metalF.newShaderPipeline(VS, FS, vfmt, 1,
BlendFactor::One, BlendFactor::Zero, Primitive::TriStrips,
true, true, boo::CullMode::None);
boo::ZTest::LEqual, true, true, true, boo::CullMode::None);
}
#endif
/* Make shader data binding */
self->m_binding =
ctx.newShaderDataBinding(pipeline, vfmt, vbo, nullptr, nullptr, 0, nullptr, nullptr, 1, &texture);
ctx.newShaderDataBinding(pipeline, vfmt, vbo, nullptr, nullptr, 0, nullptr, nullptr,
1, &texture, nullptr, nullptr);
return true;
});