Initial work on unified graphics buffers representing different types of data.

This commit is contained in:
Alex Szpakowski
2020-01-12 16:41:23 -04:00
parent 23bc1a7aae
commit b0232a4a6b
14 changed files with 219 additions and 92 deletions
+4 -1
View File
@@ -445,7 +445,10 @@ public:
ShaderStage *newShaderStage(ShaderStage::StageType stage, const std::string &source);
Shader *newShader(const std::string &vertex, const std::string &pixel);
virtual Buffer *newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags) = 0;
virtual Buffer *newBuffer(size_t size, const void *data, BufferTypeFlags typeflags, vertex::Usage usage, uint32 mapflags) = 0;
virtual Buffer *newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataMember> &format, size_t arraylength) = 0;
// Buffer *newIndexBuffer(IndexDataType dataType, const void *indices, size_t bytesize, vertex::Usage usage, uint32 mapflags) = 0;
Mesh *newMesh(const std::vector<Vertex> &vertices, PrimitiveType drawmode, vertex::Usage usage);
Mesh *newMesh(int vertexcount, PrimitiveType drawmode, vertex::Usage usage);