mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-11-29 15:11:56 +00:00
Improved error reporting
This commit is contained in:
parent
7f09dd2aec
commit
502b641967
8 changed files with 979 additions and 819 deletions
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@ -29,6 +29,11 @@ using System.Reflection;
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namespace CodeImp.DoomBuilder.Rendering
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{
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public class RenderDeviceException : Exception
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{
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public RenderDeviceException(string message) : base(message) { }
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}
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public class RenderDevice : IDisposable
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{
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public RenderDevice(RenderTargetControl rendertarget)
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@ -59,6 +64,13 @@ namespace CodeImp.DoomBuilder.Rendering
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public bool Disposed { get { return Handle == IntPtr.Zero; } }
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private void CheckAndThrow()
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{
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string err = Marshal.PtrToStringAnsi(RenderDevice_GetError(Handle));
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if (err != "")
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throw new RenderDeviceException(err);
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}
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public void Dispose()
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{
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if (!Disposed)
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@ -71,36 +83,43 @@ namespace CodeImp.DoomBuilder.Rendering
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public void SetShader(ShaderName shader)
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{
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RenderDevice_SetShader(Handle, shader);
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CheckAndThrow();
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}
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public void SetUniform(UniformName uniform, bool value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value ? 1.0f : 0.0f }, 1);
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CheckAndThrow();
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}
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public void SetUniform(UniformName uniform, float value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value }, 1);
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CheckAndThrow();
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}
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public void SetUniform(UniformName uniform, Vector2 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y }, 2);
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CheckAndThrow();
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}
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public void SetUniform(UniformName uniform, Vector3 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z }, 3);
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CheckAndThrow();
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}
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public void SetUniform(UniformName uniform, Vector4 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.X, value.Y, value.Z, value.W }, 4);
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CheckAndThrow();
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}
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public void SetUniform(UniformName uniform, Color4 value)
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{
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RenderDevice_SetUniform(Handle, uniform, new float[] { value.Red, value.Green, value.Blue, value.Alpha }, 4);
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CheckAndThrow();
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}
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public void SetUniform(UniformName uniform, Matrix matrix)
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@ -111,173 +130,207 @@ namespace CodeImp.DoomBuilder.Rendering
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matrix.M31, matrix.M32, matrix.M33, matrix.M34,
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matrix.M41, matrix.M42, matrix.M43, matrix.M44
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}, 16);
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CheckAndThrow();
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}
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public void SetVertexBuffer(VertexBuffer buffer)
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{
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RenderDevice_SetVertexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
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CheckAndThrow();
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}
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public void SetIndexBuffer(IndexBuffer buffer)
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{
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RenderDevice_SetIndexBuffer(Handle, buffer != null ? buffer.Handle : IntPtr.Zero);
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CheckAndThrow();
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}
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public void SetAlphaBlendEnable(bool value)
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{
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RenderDevice_SetAlphaBlendEnable(Handle, value);
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CheckAndThrow();
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}
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public void SetAlphaTestEnable(bool value)
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{
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RenderDevice_SetAlphaTestEnable(Handle, value);
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CheckAndThrow();
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}
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public void SetCullMode(Cull mode)
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{
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RenderDevice_SetCullMode(Handle, mode);
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CheckAndThrow();
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}
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public void SetBlendOperation(BlendOperation op)
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{
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RenderDevice_SetBlendOperation(Handle, op);
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CheckAndThrow();
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}
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public void SetSourceBlend(Blend blend)
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{
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RenderDevice_SetSourceBlend(Handle, blend);
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CheckAndThrow();
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}
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public void SetDestinationBlend(Blend blend)
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{
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RenderDevice_SetDestinationBlend(Handle, blend);
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CheckAndThrow();
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}
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public void SetFillMode(FillMode mode)
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{
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RenderDevice_SetFillMode(Handle, mode);
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CheckAndThrow();
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}
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public void SetMultisampleAntialias(bool value)
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{
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RenderDevice_SetMultisampleAntialias(Handle, value);
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CheckAndThrow();
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}
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public void SetZEnable(bool value)
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{
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RenderDevice_SetZEnable(Handle, value);
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CheckAndThrow();
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}
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public void SetZWriteEnable(bool value)
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{
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RenderDevice_SetZWriteEnable(Handle, value);
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CheckAndThrow();
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}
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public void SetTexture(BaseTexture value)
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{
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RenderDevice_SetTexture(Handle, value != null ? value.Handle : IntPtr.Zero);
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CheckAndThrow();
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}
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public void SetSamplerFilter(TextureFilter filter)
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{
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SetSamplerFilter(filter, filter, TextureFilter.None, 0.0f);
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CheckAndThrow();
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}
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public void SetSamplerFilter(TextureFilter minfilter, TextureFilter magfilter, TextureFilter mipfilter, float maxanisotropy)
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{
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RenderDevice_SetSamplerFilter(Handle, minfilter, magfilter, mipfilter, maxanisotropy);
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CheckAndThrow();
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}
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public void SetSamplerState(TextureAddress address)
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{
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SetSamplerState(address, address, address);
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CheckAndThrow();
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}
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public void SetSamplerState(TextureAddress addressU, TextureAddress addressV, TextureAddress addressW)
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{
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RenderDevice_SetSamplerState(Handle, addressU, addressV, addressW);
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CheckAndThrow();
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}
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public void DrawIndexed(PrimitiveType type, int startIndex, int primitiveCount)
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{
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RenderDevice_DrawIndexed(Handle, type, startIndex, primitiveCount);
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CheckAndThrow();
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}
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public void Draw(PrimitiveType type, int startIndex, int primitiveCount)
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{
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RenderDevice_Draw(Handle, type, startIndex, primitiveCount);
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CheckAndThrow();
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}
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public void Draw(PrimitiveType type, int startIndex, int primitiveCount, FlatVertex[] data)
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{
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RenderDevice_DrawData(Handle, type, startIndex, primitiveCount, data);
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CheckAndThrow();
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}
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public void StartRendering(bool clear, Color4 backcolor)
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{
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RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), IntPtr.Zero, true);
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CheckAndThrow();
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}
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public void StartRendering(bool clear, Color4 backcolor, Texture target, bool usedepthbuffer)
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{
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RenderDevice_StartRendering(Handle, clear, backcolor.ToArgb(), target.Handle, usedepthbuffer);
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CheckAndThrow();
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}
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public void FinishRendering()
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{
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RenderDevice_FinishRendering(Handle);
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CheckAndThrow();
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}
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public void Present()
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{
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RenderDevice_Present(Handle);
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CheckAndThrow();
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}
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public void ClearTexture(Color4 backcolor, Texture texture)
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{
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RenderDevice_ClearTexture(Handle, backcolor.ToArgb(), texture.Handle);
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CheckAndThrow();
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}
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public void CopyTexture(CubeTexture dst, CubeMapFace face)
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{
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RenderDevice_CopyTexture(Handle, dst.Handle, face);
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CheckAndThrow();
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}
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public void SetBufferData(IndexBuffer buffer, int[] data)
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{
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RenderDevice_SetIndexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<int>());
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CheckAndThrow();
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}
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public void SetBufferData(VertexBuffer buffer, int length, VertexFormat format)
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{
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int stride = (format == VertexFormat.Flat) ? FlatVertex.Stride : WorldVertex.Stride;
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, IntPtr.Zero, length * stride, format);
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CheckAndThrow();
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}
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public void SetBufferData(VertexBuffer buffer, FlatVertex[] data)
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{
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<FlatVertex>(), VertexFormat.Flat);
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CheckAndThrow();
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}
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public void SetBufferData(VertexBuffer buffer, WorldVertex[] data)
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{
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RenderDevice_SetVertexBufferData(Handle, buffer.Handle, data, data.Length * Marshal.SizeOf<WorldVertex>(), VertexFormat.World);
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CheckAndThrow();
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}
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public void SetBufferSubdata(VertexBuffer buffer, long destOffset, FlatVertex[] data)
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{
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RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * FlatVertex.Stride, data, data.Length * FlatVertex.Stride);
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CheckAndThrow();
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}
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public void SetBufferSubdata(VertexBuffer buffer, long destOffset, WorldVertex[] data)
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{
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RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, destOffset * WorldVertex.Stride, data, data.Length * WorldVertex.Stride);
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CheckAndThrow();
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}
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public void SetBufferSubdata(VertexBuffer buffer, FlatVertex[] data, long size)
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{
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if (size < 0 || size > data.Length) throw new ArgumentOutOfRangeException("size");
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RenderDevice_SetVertexBufferSubdata(Handle, buffer.Handle, 0, data, size * FlatVertex.Stride);
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CheckAndThrow();
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}
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public void SetPixels(Texture texture, System.Drawing.Bitmap bitmap)
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@ -290,6 +343,7 @@ namespace CodeImp.DoomBuilder.Rendering
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RenderDevice_SetPixels(Handle, texture.Handle, bmpdata.Scan0);
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bitmap.UnlockBits(bmpdata);
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CheckAndThrow();
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}
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public void SetPixels(CubeTexture texture, CubeMapFace face, System.Drawing.Bitmap bitmap)
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@ -302,6 +356,7 @@ namespace CodeImp.DoomBuilder.Rendering
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RenderDevice_SetCubePixels(Handle, texture.Handle, face, bmpdata.Scan0);
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bitmap.UnlockBits(bmpdata);
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CheckAndThrow();
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}
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internal void RegisterResource(IRenderResource res)
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@ -350,10 +405,13 @@ namespace CodeImp.DoomBuilder.Rendering
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static extern void RenderDevice_Delete(IntPtr handle);
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[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
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static extern IntPtr RenderDevice_SetShader(IntPtr hwnd, ShaderName name);
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static extern IntPtr RenderDevice_GetError(IntPtr handle);
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[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
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static extern IntPtr RenderDevice_SetUniform(IntPtr hwnd, UniformName name, float[] data, int count);
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static extern IntPtr RenderDevice_SetShader(IntPtr handle, ShaderName name);
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[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
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static extern IntPtr RenderDevice_SetUniform(IntPtr handle, UniformName name, float[] data, int count);
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[DllImport("BuilderNative", CallingConvention = CallingConvention.Cdecl)]
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static extern void RenderDevice_SetVertexBuffer(IntPtr handle, IntPtr buffer);
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@ -6,10 +6,13 @@
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#include "Texture.h"
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#include "ShaderManager.h"
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#include <stdexcept>
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#include <cstdarg>
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RenderDevice::RenderDevice(void* disp, void* window)
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{
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memset(mUniforms, 0, sizeof(mUniforms));
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memset(mLastError, 0, sizeof(mLastError));
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memset(mReturnError, 0, sizeof(mReturnError));
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Context = IOpenGLContext::Create(disp, window);
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if (Context)
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@ -25,7 +28,7 @@ RenderDevice::RenderDevice(void* disp, void* window)
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mShaderManager = std::make_unique<ShaderManager>();
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CheckError();
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CheckGLError();
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Context->ClearCurrent();
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}
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}
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@ -270,7 +273,16 @@ void RenderDevice::StartRendering(bool clear, int backcolor, Texture* target, bo
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if (target)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, target->GetFramebuffer(usedepthbuffer));
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GLuint framebuffer = 0;
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try
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{
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framebuffer = target->GetFramebuffer(usedepthbuffer);
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}
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catch (std::runtime_error& e)
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{
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SetError("Error setting render target: %s", e.what());
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}
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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mViewportWidth = target->GetWidth();
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mViewportHeight = target->GetHeight();
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ApplyViewport();
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@ -310,7 +322,7 @@ void RenderDevice::StartRendering(bool clear, int backcolor, Texture* target, bo
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void RenderDevice::FinishRendering()
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{
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CheckError();
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CheckGLError();
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Context->ClearCurrent();
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mContextIsCurrent = false;
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}
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@ -408,11 +420,27 @@ void RenderDevice::InvalidateTexture(Texture* texture)
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}
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}
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void RenderDevice::CheckError()
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void RenderDevice::CheckGLError()
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{
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GLenum error = glGetError();
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if (error != GL_NO_ERROR)
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throw std::runtime_error("OpenGL error!");
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SetError("OpenGL error: %d", error);
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}
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void RenderDevice::SetError(const char* fmt, ...)
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{
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va_list va;
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va_start(va, fmt);
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mLastError[sizeof(mLastError) - 1] = 0;
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_vsnprintf(mLastError, sizeof(mLastError)-1, fmt, va);
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va_end(va);
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}
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const char* RenderDevice::GetError()
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{
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memcpy(mReturnError, mLastError, sizeof(mReturnError));
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mLastError[0] = 0;
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return mReturnError;
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}
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Shader* RenderDevice::GetActiveShader()
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@ -492,7 +520,14 @@ void RenderDevice::ApplyChanges()
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void RenderDevice::ApplyShader()
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{
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GetActiveShader()->Bind();
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Shader* curShader = GetActiveShader();
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if (!curShader->CheckCompile())
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{
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SetError("Failed to bind shader:\r\n%s", curShader->GetCompileError().c_str());
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return;
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}
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curShader->Bind();
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mShaderChanged = false;
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}
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@ -652,6 +687,11 @@ void RenderDevice_Delete(RenderDevice* device)
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delete device;
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}
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const char* RenderDevice_GetError(RenderDevice* device)
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{
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return device->GetError();
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}
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void RenderDevice_SetShader(RenderDevice* device, ShaderName name)
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{
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device->SetShader(name);
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@ -126,7 +126,9 @@ public:
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void ApplyBlendState();
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void ApplyDepthState();
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void CheckError();
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void CheckGLError();
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void SetError(const char* fmt, ...);
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const char* GetError();
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Shader* GetActiveShader();
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@ -186,6 +188,9 @@ public:
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bool mContextIsCurrent = false;
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char mLastError[4096];
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char mReturnError[4096];
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int mViewportWidth = 0;
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int mViewportHeight = 0;
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};
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@ -4,31 +4,54 @@
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#include "RenderDevice.h"
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#include <stdexcept>
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void Shader::Setup(const std::string& vertexShader, const std::string& fragmentShader, bool alphatest)
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void Shader::Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest)
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{
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mIdentifier = identifier;
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mVertexText = vertexShader;
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mFragmentText = fragmentShader;
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mAlphatest = alphatest;
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}
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void Shader::Bind()
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bool Shader::CheckCompile()
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{
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bool firstCall = !mProgramBuilt;
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if (firstCall)
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{
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mProgramBuilt = true;
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CreateProgram();
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glUseProgram(mProgram);
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glUniform1i(glGetUniformLocation(mProgram, "texture1"), 0);
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glUseProgram(0);
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}
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if (!mProgram)
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return !mErrors.size();
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}
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std::string Shader::GetCompileError()
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{
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std::string lines = "Error compiling ";
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if (!mVertexShader)
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lines += "vertex ";
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else if (!mFragmentShader)
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lines += "fragment ";
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lines += "shader \"" + mIdentifier + "\":\r\n";
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for (auto c : mErrors)
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{
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if (c == '\r')
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continue;
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if (c == '\n')
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lines += "\r\n";
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else lines += c;
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}
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return lines;
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}
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void Shader::Bind()
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{
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if (!mProgram || !mProgramBuilt || mErrors.size())
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return;
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glUseProgram(mProgram);
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if (firstCall)
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{
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glUniform1i(glGetUniformLocation(mProgram, "texture1"), 0);
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}
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}
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void Shader::CreateProgram()
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|
@ -11,15 +11,20 @@ public:
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Shader() = default;
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void ReleaseResources();
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void Setup(const std::string& vertexShader, const std::string& fragmentShader, bool alphatest);
|
||||
void Setup(const std::string& identifier, const std::string& vertexShader, const std::string& fragmentShader, bool alphatest);
|
||||
bool CheckCompile();
|
||||
void Bind();
|
||||
|
||||
std::string GetIdentifier();
|
||||
std::string GetCompileError();
|
||||
|
||||
GLuint UniformLocations[(int)UniformName::NumUniforms] = { 0 };
|
||||
|
||||
private:
|
||||
void CreateProgram();
|
||||
GLuint CompileShader(const std::string& code, GLenum type);
|
||||
|
||||
std::string mIdentifier;
|
||||
std::string mVertexText;
|
||||
std::string mFragmentText;
|
||||
bool mAlphatest = false;
|
||||
|
|
|
@ -37,14 +37,42 @@ static const ShaderPair ShaderSources[(int)ShaderName::count] = {
|
|||
{ world3D_vs_lightpass, world3D_ps_lightpass }
|
||||
};
|
||||
|
||||
static const std::string ShaderNames[(int)ShaderName::count] = {
|
||||
"display2d_fsaa",
|
||||
"display2d_normal",
|
||||
"display2d_fullbright",
|
||||
"things2d_thing",
|
||||
"things2d_sprite",
|
||||
"things2d_fill",
|
||||
"plotter",
|
||||
"world3d_main",
|
||||
"world3d_fullbright",
|
||||
"world3d_main_highlight",
|
||||
"world3d_fullbright_highlight",
|
||||
"world3d_main_vertexcolor",
|
||||
"world3d_skybox",
|
||||
"world3d_main_highlight_vertexcolor",
|
||||
"world3d_p7",
|
||||
"world3d_main_fog",
|
||||
"world3d_p9",
|
||||
"world3d_main_highlight_fog",
|
||||
"world3d_p11",
|
||||
"world3d_main_fog_vertexcolor",
|
||||
"world3d_p13",
|
||||
"world3d_main_highlight_fog_vertexcolor",
|
||||
"world3d_vertex_color",
|
||||
"world3d_constant_color",
|
||||
"world3d_lightpass",
|
||||
};
|
||||
|
||||
ShaderManager::ShaderManager()
|
||||
{
|
||||
for (int i = 0; i < (int)ShaderName::count; i++)
|
||||
{
|
||||
if (ShaderSources[i].vs && ShaderSources[i].ps)
|
||||
{
|
||||
Shaders[i].Setup(ShaderSources[i].vs, ShaderSources[i].ps, false);
|
||||
AlphaTestShaders[i].Setup(ShaderSources[i].vs, ShaderSources[i].ps, true);
|
||||
Shaders[i].Setup(ShaderNames[i], ShaderSources[i].vs, ShaderSources[i].ps, false);
|
||||
AlphaTestShaders[i].Setup(ShaderNames[i], ShaderSources[i].vs, ShaderSources[i].ps, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@ EXPORTS
|
|||
|
||||
RenderDevice_New
|
||||
RenderDevice_Delete
|
||||
RenderDevice_GetError
|
||||
RenderDevice_SetShader
|
||||
RenderDevice_SetUniform
|
||||
RenderDevice_SetVertexBuffer
|
||||
|
|
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Reference in a new issue