Пример #1
0
// --------------------------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------------------------
// --------------------------------------------------------------------------------------------------------------------
ProblemFactory::ProblemFactory(bool _skipInit)
{
    Problem* newProb = nullptr;
    // Null
    newProb = new NullProblem();
    if (_skipInit || newProb->Init()) {
        if (!_skipInit) {
            newProb->Shutdown();
        }
        mProblems.push_back(newProb);
        mSolutions[mProblems.back()->GetName()].push_back(new NullSolution());
    } else {
        newProb->Shutdown();
        SafeDelete(newProb);
        console::error("Unable to create the Null Problem--exiting.");
    }

    // DynamicStreaming
    newProb = new DynamicStreamingProblem();
    if (_skipInit || newProb->Init()) {
        if (!_skipInit) {
            newProb->Shutdown();
        }
        mProblems.push_back(newProb);
        mSolutions[mProblems.back()->GetName()].push_back(new DynamicStreamingGLBufferSubData());
        mSolutions[mProblems.back()->GetName()].push_back(new DynamicStreamingGLMapUnsynchronized());
        mSolutions[mProblems.back()->GetName()].push_back(new DynamicStreamingGLMapPersistent());
        #if WITH_D3D11
            mSolutions[mProblems.back()->GetName()].push_back(new DynamicStreamingD3D11MapNoOverwrite());
            mSolutions[mProblems.back()->GetName()].push_back(new DynamicStreamingD3D11UpdateSubresource());
        #endif
    } else {
        newProb->Shutdown();
        SafeDelete(newProb);
    }

    // UntexturedObjects
    newProb = new UntexturedObjectsProblem();
    if (_skipInit || newProb->Init()) {
        if (!_skipInit) {
            newProb->Shutdown();
        }
        mProblems.push_back(newProb);
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLUniform());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLDrawLoop());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLMultiDraw(true));
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLMultiDraw(false));
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLMultiDrawBuffer(true));
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLMultiDrawBuffer(false));
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLBindless());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLBindlessIndirect());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLBufferRange());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLBufferStorage(true));
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLBufferStorage(false));
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLDynamicBuffer());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLMapUnsynchronized());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLMapPersistent());
        mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsGLTexCoord());
        #if WITH_D3D11
            mSolutions[mProblems.back()->GetName()].push_back(new UntexturedObjectsD3D11Naive());
        #endif
    } else {
        newProb->Shutdown();
        SafeDelete(newProb);
    }

    // Textured Quads
    newProb = new TexturedQuadsProblem();
    if (_skipInit || newProb->Init()) {
        if (!_skipInit) {
            newProb->Shutdown();
        }
        mProblems.push_back(newProb);
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLBindless());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLBindlessMultiDraw());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLNaive());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLNaiveUniform());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLNoTex());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLNoTexUniform());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLSparseBindlessTextureArray());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLSparseBindlessTextureArrayMultiDraw(true));
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLSparseBindlessTextureArrayMultiDraw(false));
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLTextureArray());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLTextureArrayUniform());
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLTextureArrayMultiDraw(true));
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLTextureArrayMultiDraw(false));
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLTextureArrayMultiDrawBuffer(true));
        mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsGLTextureArrayMultiDrawBuffer(false));
        #if WITH_D3D11
            mSolutions[mProblems.back()->GetName()].push_back(new TexturedQuadsD3D11Naive());
        #endif

    } else {
        newProb->Shutdown();
        SafeDelete(newProb);
    }
}