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https://github.com/AxioDL/metaforce.git
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More conservative resource use in Table
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@@ -22,32 +22,7 @@ SplitView::SplitView(ViewResources& res, View& parentView, Axis axis, int cleara
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: View(res, parentView), m_axis(axis), m_clearanceA(clearanceA), m_clearanceB(clearanceB)
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{
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m_splitBlockBuf = res.m_factory->newDynamicBuffer(boo::BufferUse::Uniform, sizeof(ViewBlock), 1);
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m_splitVertsBuf = res.m_factory->newDynamicBuffer(boo::BufferUse::Vertex, sizeof(TexShaderVert), 4);
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if (!res.m_viewRes.m_texVtxFmt)
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{
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boo::VertexElementDescriptor vdescs[] =
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{
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{m_splitVertsBuf, nullptr, boo::VertexSemantic::Position4},
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{m_splitVertsBuf, nullptr, boo::VertexSemantic::UV4}
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};
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m_splitVtxFmt = res.m_factory->newVertexFormat(2, vdescs);
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boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf};
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boo::ITexture* texs[] = {res.m_splitRes.m_shadingTex};
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m_splitShaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_texShader,
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m_splitVtxFmt, m_splitVertsBuf, nullptr,
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nullptr, 1, bufs, 1, texs);
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}
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else
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{
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boo::IGraphicsBuffer* bufs[] = {m_splitBlockBuf};
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boo::ITexture* texs[] = {res.m_splitRes.m_shadingTex};
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m_splitShaderBinding = res.m_factory->newShaderDataBinding(res.m_viewRes.m_texShader,
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res.m_viewRes.m_texVtxFmt,
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m_splitVertsBuf, nullptr,
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nullptr, 1, bufs, 1, texs);
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}
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m_splitVertsBinding.initTex(res, 4, m_splitBlockBuf, res.m_splitRes.m_shadingTex);
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commitResources(res);
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}
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@@ -210,7 +185,7 @@ void SplitView::resized(const boo::SWindowRect& root, const boo::SWindowRect& su
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setVerticalVerts(ssub.size[1]);
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}
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m_splitBlockBuf->load(&m_splitBlock, sizeof(ViewBlock));
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m_splitVertsBuf->load(m_splitVerts, sizeof(TexShaderVert) * 4);
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m_splitVertsBinding.load(m_splitVerts, sizeof(m_splitVerts));
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}
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void SplitView::draw(boo::IGraphicsCommandQueue* gfxQ)
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@@ -220,7 +195,7 @@ void SplitView::draw(boo::IGraphicsCommandQueue* gfxQ)
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m_views[0].m_view->draw(gfxQ);
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if (m_views[1].m_view)
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m_views[1].m_view->draw(gfxQ);
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gfxQ->setShaderDataBinding(m_splitShaderBinding);
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gfxQ->setShaderDataBinding(m_splitVertsBinding);
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gfxQ->draw(0, 4);
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}
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