- replaced IUniformBuffer with IDataBuffer, which reuses the code for the other buffer types and is more flexible.

This commit is contained in:
Christoph Oelckers 2018-10-28 11:54:26 +01:00
commit a1fb1f60f4
13 changed files with 74 additions and 147 deletions

View file

@ -38,7 +38,6 @@
#include "gl/textures/gl_samplers.h"
#include "hwrenderer/utility/hw_clock.h"
#include "hwrenderer/utility/hw_vrmodes.h"
#include "gl/data/gl_uniformbuffer.h"
#include "hwrenderer/models/hw_models.h"
#include "gl/shaders/gl_shaderprogram.h"
#include "gl_debug.h"
@ -353,11 +352,6 @@ FModelRenderer *OpenGLFrameBuffer::CreateModelRenderer(int mli)
return new FGLModelRenderer(nullptr, gl_RenderState, mli);
}
IUniformBuffer *OpenGLFrameBuffer::CreateUniformBuffer(size_t size, bool staticuse)
{
return new GLUniformBuffer(size, staticuse);
}
IShaderProgram *OpenGLFrameBuffer::CreateShaderProgram()
{
return new FShaderProgram;
@ -373,6 +367,11 @@ IIndexBuffer *OpenGLFrameBuffer::CreateIndexBuffer()
return new GLIndexBuffer;
}
IDataBuffer *OpenGLFrameBuffer::CreateDataBuffer(int bindingpoint, bool ssbo)
{
return new GLDataBuffer(bindingpoint, ssbo);
}
void OpenGLFrameBuffer::TextureFilterChanged()
{