コード例 #1
0
void RenderDeviceD3D11Impl :: CreateTexture(const TextureDesc& TexDesc, const TextureData &Data, ITexture **ppTexture)
{
    CreateDeviceObject( "texture", TexDesc, ppTexture, 
        [&]()
        {
            TextureBaseD3D11 *pTextureD3D11 = nullptr;
            switch( TexDesc.Type )
            {
                case RESOURCE_DIM_TEX_1D:
                case RESOURCE_DIM_TEX_1D_ARRAY:
                    pTextureD3D11 = NEW_RC_OBJ(m_TexObjAllocator, "Texture1D_D3D11 instance", Texture1D_D3D11)
                                              (m_TexViewObjAllocator, this, TexDesc, Data );
                break;

                case RESOURCE_DIM_TEX_2D:
                case RESOURCE_DIM_TEX_2D_ARRAY:
                case RESOURCE_DIM_TEX_CUBE:
                case RESOURCE_DIM_TEX_CUBE_ARRAY:
                    pTextureD3D11 = NEW_RC_OBJ(m_TexObjAllocator, "Texture2D_D3D11 instance", Texture2D_D3D11)
                                              (m_TexViewObjAllocator, this, TexDesc, Data );
                break;

                case RESOURCE_DIM_TEX_3D:
                    pTextureD3D11 = NEW_RC_OBJ(m_TexObjAllocator, "Texture3D_D3D11 instance", Texture3D_D3D11)
                                              (m_TexViewObjAllocator, this, TexDesc, Data );
                break;

                default: LOG_ERROR_AND_THROW( "Unknown texture type. (Did you forget to initialize the Type member of TextureDesc structure?)" );
            }
            pTextureD3D11->QueryInterface( IID_Texture, reinterpret_cast<IObject**>(ppTexture) );
            pTextureD3D11->CreateDefaultViews();
            OnCreateDeviceObject( pTextureD3D11 );
        } 
    );
}
コード例 #2
0
void BufferGLImpl::CreateViewInternal( const BufferViewDesc &OrigViewDesc, class IBufferView **ppView, bool bIsDefaultView )
{
    VERIFY( ppView != nullptr, "Buffer view pointer address is null" );
    if( !ppView )return;
    VERIFY( *ppView == nullptr, "Overwriting reference to existing object may cause memory leaks" );
    
    *ppView = nullptr;

    try
    {
        auto ViewDesc = OrigViewDesc;
        CorrectBufferViewDesc( ViewDesc );

        auto *pDeviceGLImpl = ValidatedCast<RenderDeviceGLImpl>(GetDevice());
        auto &BuffViewAllocator = pDeviceGLImpl->GetBuffViewObjAllocator();
        VERIFY( &BuffViewAllocator == &m_dbgBuffViewAllocator, "Buff view allocator does not match allocator provided at buffer initialization" );

        auto pContext = pDeviceGLImpl->GetImmediateContext();
        VERIFY( pContext, "Immediate context has been released" );
        
        *ppView = NEW_RC_OBJ(BuffViewAllocator, "BufferViewGLImpl instance", BufferViewGLImpl, bIsDefaultView ? this : nullptr)(pDeviceGLImpl, pContext, ViewDesc, this, bIsDefaultView);
        
        if( !bIsDefaultView )
            (*ppView)->AddRef();
    }
    catch( const std::runtime_error & )
    {
        const auto *ViewTypeName = GetBufferViewTypeLiteralName(OrigViewDesc.ViewType);
        LOG_ERROR("Failed to create view \"", OrigViewDesc.Name ? OrigViewDesc.Name : "", "\" (", ViewTypeName, ") for buffer \"", m_Desc.Name ? m_Desc.Name : "", "\"");
    }
}
コード例 #3
0
/// \param [in] CreationAttribs - Engine creation attributes.
/// \param [out] ppDevice - Address of the memory location where pointer to 
///                         the created device will be written.
/// \param [out] ppImmediateContext - Address of the memory location where pointers to 
///                                   the immediate context will be written.
void EngineFactoryOpenGLImpl::AttachToActiveGLContext( const EngineGLAttribs& CreationAttribs,
                                                       IRenderDevice **ppDevice,
                                                       IDeviceContext **ppImmediateContext )
{
    if (CreationAttribs.DebugMessageCallback != nullptr)
        SetDebugMessageCallback(CreationAttribs.DebugMessageCallback);

    VERIFY( ppDevice && ppImmediateContext, "Null pointer provided" );
    if( !ppDevice || !ppImmediateContext )
        return;

    *ppDevice = nullptr;
    *ppImmediateContext = nullptr;

    try
    {
        SetRawAllocator(CreationAttribs.pRawMemAllocator);
        auto &RawMemAllocator = GetRawAllocator();

        RenderDeviceGLImpl *pRenderDeviceOpenGL( NEW_RC_OBJ(RawMemAllocator, "TRenderDeviceGLImpl instance", TRenderDeviceGLImpl)(RawMemAllocator, CreationAttribs) );
        pRenderDeviceOpenGL->QueryInterface(IID_RenderDevice, reinterpret_cast<IObject**>(ppDevice) );

        DeviceContextGLImpl *pDeviceContextOpenGL( NEW_RC_OBJ(RawMemAllocator, "DeviceContextGLImpl instance", DeviceContextGLImpl)(pRenderDeviceOpenGL, false ) );
        // We must call AddRef() (implicitly through QueryInterface()) because pRenderDeviceOpenGL will
        // keep a weak reference to the context
        pDeviceContextOpenGL->QueryInterface(IID_DeviceContext, reinterpret_cast<IObject**>(ppImmediateContext) );
        pRenderDeviceOpenGL->SetImmediateContext(pDeviceContextOpenGL);
    }
    catch( const std::runtime_error & )
    {
        if( *ppDevice )
        {
            (*ppDevice)->Release();
            *ppDevice = nullptr;
        }

        if( *ppImmediateContext )
        {
            (*ppImmediateContext)->Release();
            *ppImmediateContext = nullptr;
        }

        LOG_ERROR( "Failed to initialize OpenGL-based render device" );
    }
}
コード例 #4
0
void RenderDeviceD3D12Impl::CreateTexture(const TextureDesc& TexDesc, ID3D12Resource *pd3d12Texture, class TextureD3D12Impl **ppTexture)
{
    CreateDeviceObject( "texture", TexDesc, ppTexture, 
        [&]()
        {
            TextureD3D12Impl *pTextureD3D12 = NEW_RC_OBJ(m_TexObjAllocator, "TextureD3D12Impl instance", TextureD3D12Impl)(m_TexViewObjAllocator, this, TexDesc, pd3d12Texture );
            pTextureD3D12->QueryInterface( IID_TextureD3D12, reinterpret_cast<IObject**>(ppTexture) );
        }
    );
}
コード例 #5
0
void RenderDeviceD3D12Impl::CreatePipelineState(const PipelineStateDesc &PipelineDesc, IPipelineState **ppPipelineState)
{
    CreateDeviceObject("Pipeline State", PipelineDesc, ppPipelineState, 
        [&]()
        {
            PipelineStateD3D12Impl *pPipelineStateD3D12( NEW_RC_OBJ(m_PSOAllocator, "PipelineStateD3D12Impl instance", PipelineStateD3D12Impl)(this, PipelineDesc ) );
            pPipelineStateD3D12->QueryInterface( IID_PipelineState, reinterpret_cast<IObject**>(ppPipelineState) );
            OnCreateDeviceObject( pPipelineStateD3D12 );
        } 
    );
}
コード例 #6
0
void RenderDeviceD3D12Impl :: CreateShader(const ShaderCreationAttribs &ShaderCreationAttribs, IShader **ppShader)
{
    CreateDeviceObject( "shader", ShaderCreationAttribs.Desc, ppShader, 
        [&]()
        {
            ShaderD3D12Impl *pShaderD3D12( NEW_RC_OBJ(m_ShaderObjAllocator, "ShaderD3D12Impl instance", ShaderD3D12Impl)(this, ShaderCreationAttribs ) );
            pShaderD3D12->QueryInterface( IID_Shader, reinterpret_cast<IObject**>(ppShader) );

            OnCreateDeviceObject( pShaderD3D12 );
        } 
    );
}
コード例 #7
0
void RenderDeviceD3D12Impl :: CreateBuffer(const BufferDesc& BuffDesc, const BufferData &BuffData, IBuffer **ppBuffer)
{
    CreateDeviceObject("buffer", BuffDesc, ppBuffer, 
        [&]()
        {
            BufferD3D12Impl *pBufferD3D12( NEW_RC_OBJ(m_BufObjAllocator, "BufferD3D12Impl instance", BufferD3D12Impl)(m_BuffViewObjAllocator, this, BuffDesc, BuffData ) );
            pBufferD3D12->QueryInterface( IID_Buffer, reinterpret_cast<IObject**>(ppBuffer) );
            pBufferD3D12->CreateDefaultViews();
            OnCreateDeviceObject( pBufferD3D12 );
        } 
    );
}
コード例 #8
0
void RenderDeviceD3D11Impl :: CreateBufferFromD3DResource(ID3D11Buffer *pd3d11Buffer, const BufferDesc& BuffDesc, IBuffer **ppBuffer)
{
    CreateDeviceObject("buffer", BuffDesc, ppBuffer, 
        [&]()
        {
            BufferD3D11Impl *pBufferD3D11( NEW_RC_OBJ(m_BufObjAllocator, "BufferD3D11Impl instance", BufferD3D11Impl)
                                                     (m_BuffViewObjAllocator, this, BuffDesc, pd3d11Buffer ) );
            pBufferD3D11->QueryInterface( IID_Buffer, reinterpret_cast<IObject**>(ppBuffer) );
            pBufferD3D11->CreateDefaultViews();
            OnCreateDeviceObject( pBufferD3D11 );
        } 
    );
}
コード例 #9
0
void RenderDeviceD3D12Impl :: CreateTexture(const TextureDesc& TexDesc, const TextureData &Data, ITexture **ppTexture)
{
    CreateDeviceObject( "texture", TexDesc, ppTexture, 
        [&]()
        {
            TextureD3D12Impl *pTextureD3D12 = NEW_RC_OBJ(m_TexObjAllocator, "TextureD3D12Impl instance", TextureD3D12Impl)(m_TexViewObjAllocator, this, TexDesc, Data );

            pTextureD3D12->QueryInterface( IID_Texture, reinterpret_cast<IObject**>(ppTexture) );
            pTextureD3D12->CreateDefaultViews();
            OnCreateDeviceObject( pTextureD3D12 );
        } 
    );
}
コード例 #10
0
void BufferD3D11Impl::CreateViewInternal( const BufferViewDesc &OrigViewDesc, IBufferView **ppView, bool bIsDefaultView )
{
    VERIFY( ppView != nullptr, "Null pointer provided" );
    if( !ppView )return;
    VERIFY( *ppView == nullptr, "Overwriting reference to existing object may cause memory leaks" );

    *ppView = nullptr;

    try
    {
        auto *pDeviceD3D11Impl = ValidatedCast<RenderDeviceD3D11Impl>(GetDevice());
        auto &BuffViewAllocator = pDeviceD3D11Impl->GetBuffViewObjAllocator();
        VERIFY( &BuffViewAllocator == &m_dbgBuffViewAllocator, "Buff view allocator does not match allocator provided at buffer initialization" );

        BufferViewDesc ViewDesc = OrigViewDesc;
        if( ViewDesc.ViewType == BUFFER_VIEW_UNORDERED_ACCESS )
        {
            CComPtr<ID3D11UnorderedAccessView> pUAV;
            CreateUAV( ViewDesc, &pUAV );
            *ppView = NEW_RC_OBJ(BuffViewAllocator, "BufferViewD3D11Impl instance",  BufferViewD3D11Impl, bIsDefaultView ? this : nullptr)
                                ( pDeviceD3D11Impl, ViewDesc, this, pUAV, bIsDefaultView );
        }
        else if( ViewDesc.ViewType == BUFFER_VIEW_SHADER_RESOURCE )
        {
			CComPtr<ID3D11ShaderResourceView> pSRV;
            CreateSRV( ViewDesc, &pSRV );
            *ppView = NEW_RC_OBJ(BuffViewAllocator, "BufferViewD3D11Impl instance",  BufferViewD3D11Impl, bIsDefaultView ? this : nullptr)
                                (pDeviceD3D11Impl, ViewDesc, this, pSRV, bIsDefaultView );
        }

        if( !bIsDefaultView && *ppView )
            (*ppView)->AddRef();
    }
    catch( const std::runtime_error & )
    {
        const auto *ViewTypeName = GetBufferViewTypeLiteralName(OrigViewDesc.ViewType);
        LOG_ERROR("Failed to create view \"", OrigViewDesc.Name ? OrigViewDesc.Name : "", "\" (", ViewTypeName, ") for buffer \"", m_Desc.Name, "\"" );
    }
}
コード例 #11
0
void RenderDeviceD3D12Impl::CreateTextureFromD3DResource(ID3D12Resource *pd3d12Texture, ITexture **ppTexture)
{
    TextureDesc TexDesc;
    TexDesc.Name = "Texture from d3d12 resource";
    CreateDeviceObject( "texture", TexDesc, ppTexture, 
        [&]()
        {
            TextureD3D12Impl *pTextureD3D12 = NEW_RC_OBJ(m_TexObjAllocator, "TextureD3D12Impl instance", TextureD3D12Impl)(m_TexViewObjAllocator, this, TexDesc, pd3d12Texture );

            pTextureD3D12->QueryInterface( IID_Texture, reinterpret_cast<IObject**>(ppTexture) );
            pTextureD3D12->CreateDefaultViews();
            OnCreateDeviceObject( pTextureD3D12 );
        } 
    );
}
コード例 #12
0
void RenderDeviceD3D12Impl :: CreateSampler(const SamplerDesc& SamplerDesc, ISampler **ppSampler)
{
    CreateDeviceObject( "sampler", SamplerDesc, ppSampler, 
        [&]()
        {
            m_SamplersRegistry.Find( SamplerDesc, reinterpret_cast<IDeviceObject**>(ppSampler) );
            if( *ppSampler == nullptr )
            {
                SamplerD3D12Impl *pSamplerD3D12( NEW_RC_OBJ(m_SamplerObjAllocator, "SamplerD3D12Impl instance", SamplerD3D12Impl)(this, SamplerDesc ) );
                pSamplerD3D12->QueryInterface( IID_Sampler, reinterpret_cast<IObject**>(ppSampler) );
                OnCreateDeviceObject( pSamplerD3D12 );
                m_SamplersRegistry.Add( SamplerDesc, *ppSampler );
            }
        }
    );
}
コード例 #13
0
void RenderDeviceD3D11Impl::CreateTextureFromD3DResource(ID3D11Texture3D *pd3d11Texture, ITexture **ppTexture)
{
    if (pd3d11Texture == nullptr)
        return;

    TextureDesc TexDesc;
    TexDesc.Name = "Texture3D from native d3d11 texture";
    CreateDeviceObject( "texture", TexDesc, ppTexture, 
        [&]()
        {
            TextureBaseD3D11 *pTextureD3D11 = NEW_RC_OBJ(m_TexObjAllocator, "Texture3D_D3D11 instance", Texture3D_D3D11)
                                                        (m_TexViewObjAllocator, this, pd3d11Texture);
            pTextureD3D11->QueryInterface( IID_Texture, reinterpret_cast<IObject**>(ppTexture) );
            pTextureD3D11->CreateDefaultViews();
            OnCreateDeviceObject( pTextureD3D11 );
        } 
    );
}
コード例 #14
0
void TextureBaseGL::CreateViewInternal( const struct TextureViewDesc &OrigViewDesc, class ITextureView **ppView, bool bIsDefaultView )
{
    VERIFY( ppView != nullptr, "Null pointer provided" );
    if( !ppView )return;
    VERIFY( *ppView == nullptr, "Overwriting reference to existing object may cause memory leaks" );

    *ppView = nullptr;

    try
    {
        auto ViewDesc = OrigViewDesc;
        CorrectTextureViewDesc(ViewDesc);

        auto *pDeviceGLImpl = ValidatedCast<RenderDeviceGLImpl>(GetDevice());
        auto &TexViewAllocator = pDeviceGLImpl->GetTexViewObjAllocator();
        VERIFY( &TexViewAllocator == &m_dbgTexViewObjAllocator, "Texture view allocator does not match allocator provided during texture initialization" );

        // http://www.opengl.org/wiki/Texture_Storage#Texture_views

        GLenum GLViewFormat = TexFormatToGLInternalTexFormat( ViewDesc.Format, m_Desc.BindFlags );
        VERIFY( GLViewFormat != 0, "Unsupported texture format" );
        
        TextureViewGLImpl *pViewOGL = nullptr;
        if( ViewDesc.ViewType == TEXTURE_VIEW_SHADER_RESOURCE )
        {
            bool bIsFullTextureView =
                ViewDesc.TextureDim     == m_Desc.Type       &&
                ViewDesc.Format          == GetDefaultTextureViewFormat( m_Desc.Format, ViewDesc.ViewType, m_Desc.BindFlags ) &&
                ViewDesc.MostDetailedMip == 0                &&
                ViewDesc.NumMipLevels    == m_Desc.MipLevels &&
                ViewDesc.FirstArraySlice == 0                &&
                ViewDesc.NumArraySlices  == m_Desc.ArraySize;

            pViewOGL = NEW_RC_OBJ(TexViewAllocator, "TextureViewGLImpl instance", TextureViewGLImpl, bIsDefaultView ? this : nullptr)(
                                               pDeviceGLImpl, ViewDesc, this, 
                                               !bIsFullTextureView, // Create OpenGL texture view object if view
                                                                    // does not address the whole texture
                                               bIsDefaultView
                                               );
            if( !bIsFullTextureView )
            {
                GLenum GLViewTarget = 0;
                switch(ViewDesc.TextureDim)
                {
                    case RESOURCE_DIM_TEX_1D:
                        GLViewTarget = GL_TEXTURE_1D;
                        ViewDesc.NumArraySlices = 1;
                        break;
        
                    case RESOURCE_DIM_TEX_1D_ARRAY:
                        GLViewTarget = GL_TEXTURE_1D_ARRAY;
                        break;

                    case RESOURCE_DIM_TEX_2D:
                        GLViewTarget = m_Desc.SampleCount > 1 ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
                        ViewDesc.NumArraySlices = 1;
                        break;
        
                    case RESOURCE_DIM_TEX_2D_ARRAY:
                        GLViewTarget = m_Desc.SampleCount > 1 ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY;
                        break;

                    case RESOURCE_DIM_TEX_3D:
                        GLViewTarget = GL_TEXTURE_3D;
                        break;

                    case RESOURCE_DIM_TEX_CUBE:
                        GLViewTarget = GL_TEXTURE_CUBE_MAP;
                        break;

                    case RESOURCE_DIM_TEX_CUBE_ARRAY:
                        GLViewTarget = GL_TEXTURE_CUBE_MAP_ARRAY;
                        break;

                    default: UNEXPECTED("Unsupported texture view type");
                }

                glTextureView( pViewOGL->GetHandle(), GLViewTarget, m_GlTexture, GLViewFormat, ViewDesc.MostDetailedMip, ViewDesc.NumMipLevels, ViewDesc.FirstArraySlice, ViewDesc.NumArraySlices );
                CHECK_GL_ERROR_AND_THROW( "Failed to create texture view" );
                pViewOGL->SetBindTarget(GLViewTarget);
            }
        }
        else if( ViewDesc.ViewType == TEXTURE_VIEW_UNORDERED_ACCESS )
        {
            VERIFY( ViewDesc.NumArraySlices == 1 || ViewDesc.NumArraySlices == m_Desc.ArraySize,
                    "Only single array/depth slice or the whole texture can be bound as UAV in OpenGL");
            VERIFY( ViewDesc.AccessFlags != 0, "At least one access flag must be specified" );
            pViewOGL = NEW_RC_OBJ(TexViewAllocator, "TextureViewGLImpl instance", TextureViewGLImpl, bIsDefaultView ? this : nullptr)(
                                               pDeviceGLImpl, ViewDesc, this, 
                                               false, // Do NOT create texture view OpenGL object
                                               bIsDefaultView
                                               );
        }
        else if( ViewDesc.ViewType == TEXTURE_VIEW_RENDER_TARGET )
        {
            VERIFY( ViewDesc.NumMipLevels == 1, "Only single mip level can be bound as RTV" );
            pViewOGL = NEW_RC_OBJ(TexViewAllocator, "TextureViewGLImpl instance", TextureViewGLImpl, bIsDefaultView ? this : nullptr)(
                                               pDeviceGLImpl, ViewDesc, this, 
                                               false, // Do NOT create texture view OpenGL object
                                               bIsDefaultView
                                              );
        }
        else if( ViewDesc.ViewType == TEXTURE_VIEW_DEPTH_STENCIL )
        {
            VERIFY( ViewDesc.NumMipLevels == 1, "Only single mip level can be bound as DSV" );
            pViewOGL = NEW_RC_OBJ(TexViewAllocator, "TextureViewGLImpl instance", TextureViewGLImpl, bIsDefaultView ? this : nullptr)(
                                               pDeviceGLImpl, ViewDesc, this, 
                                               false, // Do NOT create texture view OpenGL object
                                               bIsDefaultView
                                              );
        }

        if( bIsDefaultView )
            *ppView = pViewOGL;
        else
        {
            if( pViewOGL )
            {
                pViewOGL->QueryInterface( IID_TextureView, reinterpret_cast<IObject**>(ppView) );
            }
        }
    }
    catch( const std::runtime_error& )
    {
        const auto *ViewTypeName = GetTexViewTypeLiteralName(OrigViewDesc.ViewType);
        LOG_ERROR("Failed to create view \"", OrigViewDesc.Name ? OrigViewDesc.Name : "", "\" (", ViewTypeName, ") for texture \"", m_Desc.Name ? m_Desc.Name : "", "\"" )
    }
}
コード例 #15
0
/// \param [in] CreationAttribs - Engine creation attributes.
/// \param [out] ppDevice - Address of the memory location where pointer to 
///                         the created device will be written.
/// \param [out] ppImmediateContext - Address of the memory location where pointers to 
///                                   the immediate context will be written.
/// \param [in] SCDesc - Swap chain description.
/// \param [out] ppSwapChain    - Address of the memory location where pointer to the new 
///                               swap chain will be written.
void EngineFactoryOpenGLImpl::CreateDeviceAndSwapChainGL(const EngineGLAttribs& CreationAttribs,
                                                         IRenderDevice **ppDevice,
                                                         IDeviceContext **ppImmediateContext,
                                                         const SwapChainDesc& SCDesc, 
                                                         ISwapChain **ppSwapChain )
{
    if (CreationAttribs.DebugMessageCallback != nullptr)
        SetDebugMessageCallback(CreationAttribs.DebugMessageCallback);

    VERIFY( ppDevice && ppImmediateContext && ppSwapChain, "Null pointer provided" );
    if( !ppDevice || !ppImmediateContext || !ppSwapChain )
        return;

    *ppDevice = nullptr;
    *ppImmediateContext = nullptr;
    *ppSwapChain = nullptr;

    try
    {
        SetRawAllocator(CreationAttribs.pRawMemAllocator);
        auto &RawMemAllocator = GetRawAllocator();

        RenderDeviceGLImpl *pRenderDeviceOpenGL( NEW_RC_OBJ(RawMemAllocator, "TRenderDeviceGLImpl instance", TRenderDeviceGLImpl)(RawMemAllocator, CreationAttribs) );
        pRenderDeviceOpenGL->QueryInterface(IID_RenderDevice, reinterpret_cast<IObject**>(ppDevice) );

        DeviceContextGLImpl *pDeviceContextOpenGL( NEW_RC_OBJ(RawMemAllocator, "DeviceContextGLImpl instance", DeviceContextGLImpl)(pRenderDeviceOpenGL, false ) );
        // We must call AddRef() (implicitly through QueryInterface()) because pRenderDeviceOpenGL will
        // keep a weak reference to the context
        pDeviceContextOpenGL->QueryInterface(IID_DeviceContext, reinterpret_cast<IObject**>(ppImmediateContext) );
        pRenderDeviceOpenGL->SetImmediateContext(pDeviceContextOpenGL);

        TSwapChain *pSwapChainGL = NEW_RC_OBJ(RawMemAllocator, "SwapChainGLImpl instance", TSwapChain)(CreationAttribs, SCDesc, pRenderDeviceOpenGL, pDeviceContextOpenGL );
        pSwapChainGL->QueryInterface(IID_SwapChain, reinterpret_cast<IObject**>(ppSwapChain) );

        pDeviceContextOpenGL->SetSwapChain(pSwapChainGL);
        // Bind default framebuffer and viewport
        pDeviceContextOpenGL->SetRenderTargets( 0, nullptr, nullptr );
        pDeviceContextOpenGL->SetViewports( 1, nullptr, 0, 0 );
    }
    catch( const std::runtime_error & )
    {
        if( *ppDevice )
        {
            (*ppDevice)->Release();
            *ppDevice = nullptr;
        }

        if( *ppImmediateContext )
        {
            (*ppImmediateContext)->Release();
            *ppImmediateContext = nullptr;
        }

        if( *ppSwapChain )
        {
            (*ppSwapChain)->Release();
            *ppSwapChain = nullptr;
        }

        LOG_ERROR( "Failed to initialize OpenGL-based render device" );
    }
}
コード例 #16
0
void EngineFactoryOpenGLImpl::CreateHLSL2GLSLConverter(IHLSL2GLSLConverter **ppConverter)
{
    HLSL2GLSLConverterObject *pConverter( NEW_RC_OBJ(GetRawAllocator(), "HLSL2GLSLConverterObject instance", HLSL2GLSLConverterObject)() );
    pConverter->QueryInterface( IID_HLSL2GLSLConverter, reinterpret_cast<IObject**>(ppConverter) );
}