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/*
* 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
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