mirror of
https://github.com/AxioDL/boo.git
synced 2025-12-16 08:27:10 +00:00
Finish object tracker for remaining platforms
This commit is contained in:
@@ -27,12 +27,15 @@ public:
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{
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public:
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bool bindingNeedsVertexFormat() const {return false;}
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virtual IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>* vertBlobOut, ComPtr<ID3DBlob>* fragBlobOut,
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ComPtr<ID3DBlob>* pipelineBlob, IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling)=0;
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virtual boo::ObjToken<IShaderPipeline>
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newShaderPipeline(const char* vertSource, const char* fragSource,
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ComPtr<ID3DBlob>* vertBlobOut,
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ComPtr<ID3DBlob>* fragBlobOut,
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ComPtr<ID3DBlob>* pipelineBlob,
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const boo::ObjToken<IVertexFormat>& vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling)=0;
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};
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};
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@@ -15,6 +15,7 @@
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namespace boo
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{
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struct BaseGraphicsData;
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struct VulkanContext
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{
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@@ -108,50 +109,58 @@ public:
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{
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friend class VulkanDataFactoryImpl;
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VulkanDataFactory& m_parent;
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Context(VulkanDataFactory& parent) : m_parent(parent) {}
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boo::ObjToken<BaseGraphicsData> m_data;
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Context(VulkanDataFactory& parent);
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~Context();
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public:
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Platform platform() const {return Platform::Vulkan;}
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const SystemChar* platformName() const {return _S("Vulkan");}
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IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
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IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
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boo::ObjToken<IGraphicsBufferS> newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
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boo::ObjToken<IGraphicsBufferD> newDynamicBuffer(BufferUse use, size_t stride, size_t count);
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ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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TextureClampMode clampMode, const void* data, size_t sz);
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ITextureSA* newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, TextureClampMode clampMode, const void* data, size_t sz);
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ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode);
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ITextureR* newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
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size_t colorBindCount, size_t depthBindCount);
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boo::ObjToken<ITextureS> newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
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TextureClampMode clampMode, const void* data, size_t sz);
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boo::ObjToken<ITextureSA> newStaticArrayTexture(size_t width, size_t height, size_t layers, size_t mips,
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TextureFormat fmt, TextureClampMode clampMode,
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const void* data, size_t sz);
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boo::ObjToken<ITextureD> newDynamicTexture(size_t width, size_t height, TextureFormat fmt, TextureClampMode clampMode);
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boo::ObjToken<ITextureR> newRenderTexture(size_t width, size_t height, TextureClampMode clampMode,
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size_t colorBindCount, size_t depthBindCount);
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bool bindingNeedsVertexFormat() const {return false;}
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IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements,
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size_t baseVert = 0, size_t baseInst = 0);
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boo::ObjToken<IVertexFormat> newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements,
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size_t baseVert = 0, size_t baseInst = 0);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
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std::vector<unsigned int>* vertBlobOut, std::vector<unsigned int>* fragBlobOut,
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std::vector<unsigned char>* pipelineBlob, IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling);
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boo::ObjToken<IShaderPipeline> newShaderPipeline(const char* vertSource, const char* fragSource,
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std::vector<unsigned int>* vertBlobOut,
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std::vector<unsigned int>* fragBlobOut,
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std::vector<unsigned char>* pipelineBlob,
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const boo::ObjToken<IVertexFormat>& vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling);
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IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource, IVertexFormat* vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling)
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boo::ObjToken<IShaderPipeline> newShaderPipeline(const char* vertSource, const char* fragSource,
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const boo::ObjToken<IVertexFormat>& vtxFmt,
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BlendFactor srcFac, BlendFactor dstFac, Primitive prim,
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ZTest depthTest, bool depthWrite, bool colorWrite,
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bool alphaWrite, CullMode culling)
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{
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return newShaderPipeline(vertSource, fragSource, nullptr, nullptr, nullptr,
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vtxFmt, srcFac, dstFac, prim, depthTest, depthWrite,
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colorWrite, alphaWrite, culling);
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}
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IShaderDataBinding*
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newShaderDataBinding(IShaderPipeline* pipeline,
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IVertexFormat* vtxFormat,
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IGraphicsBuffer* vbo, IGraphicsBuffer* instVbo, IGraphicsBuffer* ibo,
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size_t ubufCount, IGraphicsBuffer** ubufs, const PipelineStage* ubufStages,
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boo::ObjToken<IShaderDataBinding>
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newShaderDataBinding(const boo::ObjToken<IShaderPipeline>& pipeline,
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const boo::ObjToken<IVertexFormat>& vtxFormat,
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const boo::ObjToken<IGraphicsBuffer>& vbo,
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const boo::ObjToken<IGraphicsBuffer>& instVbo,
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const boo::ObjToken<IGraphicsBuffer>& ibo,
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size_t ubufCount, const boo::ObjToken<IGraphicsBuffer>* ubufs, const PipelineStage* ubufStages,
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const size_t* ubufOffs, const size_t* ubufSizes,
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size_t texCount, ITexture** texs,
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size_t texCount, const boo::ObjToken<ITexture>* texs,
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const int* bindIdxs, const bool* bindDepth,
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size_t baseVert = 0, size_t baseInst = 0);
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};
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