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authorEgor Yusov <egor.yusov@gmail.com>2018-12-01 18:42:38 +0000
committerEgor Yusov <egor.yusov@gmail.com>2018-12-01 18:42:38 +0000
commit97a72224ba1788ade4890b3f737f150b240610e1 (patch)
treed0dc4e3e2290ccd7368d97e49ba597b8dac19b80 /Graphics/GraphicsEngineOpenGL
parentUpdated SetRenderTargets() in Vk backend to only transitin states. CommitRend... (diff)
downloadDiligentCore-97a72224ba1788ade4890b3f737f150b240610e1.tar.gz
DiligentCore-97a72224ba1788ade4890b3f737f150b240610e1.zip
Added explicit state transition mode to ClearRenderTarget() command
Diffstat (limited to 'Graphics/GraphicsEngineOpenGL')
-rw-r--r--Graphics/GraphicsEngineOpenGL/include/DeviceContextGLImpl.h2
-rw-r--r--Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp2
2 files changed, 2 insertions, 2 deletions
diff --git a/Graphics/GraphicsEngineOpenGL/include/DeviceContextGLImpl.h b/Graphics/GraphicsEngineOpenGL/include/DeviceContextGLImpl.h
index abd57cfa..a2a1f0be 100644
--- a/Graphics/GraphicsEngineOpenGL/include/DeviceContextGLImpl.h
+++ b/Graphics/GraphicsEngineOpenGL/include/DeviceContextGLImpl.h
@@ -74,7 +74,7 @@ public:
virtual void ClearDepthStencil( ITextureView *pView, CLEAR_DEPTH_STENCIL_FLAGS ClearFlags, float fDepth, Uint8 Stencil)override final;
- virtual void ClearRenderTarget( ITextureView *pView, const float *RGBA )override final;
+ virtual void ClearRenderTarget( ITextureView *pView, const float *RGBA, CLEAR_RENDER_TARGET_STATE_TRANSITION_MODE StateTransitionMode )override final;
virtual void Flush()override final;
diff --git a/Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp b/Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp
index 70041b20..a20685f3 100644
--- a/Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp
+++ b/Graphics/GraphicsEngineOpenGL/src/DeviceContextGLImpl.cpp
@@ -908,7 +908,7 @@ namespace Diligent
m_ContextState.EnableScissorTest( ScissorTestEnabled );
}
- void DeviceContextGLImpl::ClearRenderTarget( ITextureView *pView, const float *RGBA )
+ void DeviceContextGLImpl::ClearRenderTarget( ITextureView *pView, const float *RGBA, CLEAR_RENDER_TARGET_STATE_TRANSITION_MODE StateTransitionMode )
{
// Unlike OpenGL, in D3D10+, the full extent of the resource view is always cleared.
// Viewport and scissor settings are not applied.