/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once /// \file /// Declaration of Diligent::EngineGLImplTraits struct #include "RenderDeviceGL.h" #include "PipelineStateGL.h" #include "ShaderResourceBindingGL.h" #include "BufferGL.h" #include "BufferViewGL.h" #include "TextureGL.h" #include "TextureViewGL.h" #include "ShaderGL.h" #include "SamplerGL.h" #include "FenceGL.h" #include "QueryGL.h" #include "RenderPass.h" #include "Framebuffer.h" #include "PipelineResourceSignature.h" #include "DeviceContextGL.h" #include "BaseInterfacesGL.h" namespace Diligent { class RenderDeviceGLImpl; class DeviceContextGLImpl; class PipelineStateGLImpl; class ShaderResourceBindingGLImpl; class BufferGLImpl; class BufferViewGLImpl; class TextureBaseGL; class TextureViewGLImpl; class ShaderGLImpl; class SamplerGLImpl; class FenceGLImpl; class QueryGLImpl; class RenderPassGLImpl; class FramebufferGLImpl; class BottomLevelASGLImpl; class TopLevelASGLImpl; class ShaderBindingTableGLImpl; class PipelineResourceSignatureGLImpl; class FixedBlockMemoryAllocator; class ShaderResourceCacheGL; class ShaderVariableManagerGL; struct EngineGLImplTraits { using RenderDeviceInterface = IGLDeviceBaseInterface; using DeviceContextInterface = IDeviceContextGL; using PipelineStateInterface = IPipelineStateGL; using ShaderResourceBindingInterface = IShaderResourceBindingGL; using BufferInterface = IBufferGL; using BufferViewInterface = IBufferViewGL; using TextureInterface = ITextureGL; using TextureViewInterface = ITextureViewGL; using ShaderInterface = IShaderGL; using SamplerInterface = ISamplerGL; using FenceInterface = IFenceGL; using QueryInterface = IQueryGL; using RenderPassInterface = IRenderPass; using FramebufferInterface = IFramebuffer; using PipelineResourceSignatureInterface = IPipelineResourceSignature; using RenderDeviceImplType = RenderDeviceGLImpl; using DeviceContextImplType = DeviceContextGLImpl; using PipelineStateImplType = PipelineStateGLImpl; using ShaderResourceBindingImplType = ShaderResourceBindingGLImpl; using BufferImplType = BufferGLImpl; using BufferViewImplType = BufferViewGLImpl; using TextureImplType = TextureBaseGL; using TextureViewImplType = TextureViewGLImpl; using ShaderImplType = ShaderGLImpl; using SamplerImplType = SamplerGLImpl; using FenceImplType = FenceGLImpl; using QueryImplType = QueryGLImpl; using RenderPassImplType = RenderPassGLImpl; using FramebufferImplType = FramebufferGLImpl; using BottomLevelASImplType = BottomLevelASGLImpl; using TopLevelASImplType = TopLevelASGLImpl; using ShaderBindingTableImplType = ShaderBindingTableGLImpl; using PipelineResourceSignatureImplType = PipelineResourceSignatureGLImpl; using BuffViewObjAllocatorType = FixedBlockMemoryAllocator; using TexViewObjAllocatorType = FixedBlockMemoryAllocator; using ShaderResourceCacheImplType = ShaderResourceCacheGL; using ShaderVariableManagerImplType = ShaderVariableManagerGL; }; } // namespace Diligent