mirror of https://github.com/AxioDL/boo.git
Full spelling of 'OpenGL' for enum consistency
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@ -82,7 +82,9 @@ elseif(APPLE)
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find_library(APPKIT_LIBRARY AppKit)
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find_library(IOKIT_LIBRARY IOKit)
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find_library(OPENGL_LIBRARY OpenGL)
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unset(BOO_HAS_METAL CACHE)
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if (NOT CMAKE_OSX_DEPLOYMENT_TARGET OR CMAKE_OSX_DEPLOYMENT_TARGET VERSION_GREATER 10.10)
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set(BOO_HAS_METAL ON CACHE BOOL "Metal is available in this OS X version" FORCE)
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find_library(METAL_LIBRARY Metal)
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list(APPEND _BOO_SYS_DEFINES -DBOO_HAS_METAL=1)
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else()
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@ -26,8 +26,8 @@ public:
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GLDataFactory(IGraphicsContext* parent, uint32_t drawSamples);
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~GLDataFactory() {destroyAllData();}
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Platform platform() const {return Platform::OGL;}
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const SystemChar* platformName() const {return _S("OGL");}
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Platform platform() const {return Platform::OpenGL;}
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const SystemChar* platformName() const {return _S("OpenGL");}
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class Context : public IGraphicsDataFactory::Context
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{
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@ -35,8 +35,8 @@ public:
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GLDataFactory& m_parent;
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Context(GLDataFactory& parent) : m_parent(parent) {}
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public:
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Platform platform() const {return Platform::OGL;}
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const SystemChar* platformName() const {return _S("OGL");}
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Platform platform() const {return Platform::OpenGL;}
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const SystemChar* platformName() const {return _S("OpenGL");}
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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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@ -191,7 +191,7 @@ struct IGraphicsDataFactory
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enum class Platform
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{
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Null,
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OGL,
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OpenGL,
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D3D11,
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D3D12,
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Metal,
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@ -753,8 +753,8 @@ static const GLenum SEMANTIC_TYPE_TABLE[] =
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struct GLCommandQueue : IGraphicsCommandQueue
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{
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Platform platform() const {return IGraphicsDataFactory::Platform::OGL;}
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const SystemChar* platformName() const {return _S("OGL");}
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Platform platform() const {return IGraphicsDataFactory::Platform::OpenGL;}
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const SystemChar* platformName() const {return _S("OpenGL");}
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IGraphicsContext* m_parent = nullptr;
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struct Command
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@ -277,7 +277,7 @@ struct TestApplicationCallback : IApplicationCallback
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/* Make shader pipeline */
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IShaderPipeline* pipeline = nullptr;
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auto plat = ctx.platform();
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if (plat == IGraphicsDataFactory::Platform::OGL)
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if (plat == IGraphicsDataFactory::Platform::OpenGL)
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{
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GLDataFactory::Context& glF = dynamic_cast<GLDataFactory::Context&>(ctx);
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