Renderer::applyRenderTarget now returns a success/failure bool.

TRAC #22124 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1460 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent c43a6055
...@@ -90,7 +90,7 @@ class Renderer ...@@ -90,7 +90,7 @@ class Renderer
unsigned int renderTargetWidth, unsigned int renderTargetHeight, unsigned int renderTargetWidth, unsigned int renderTargetHeight,
gl::ProgramBinary *currentProgram, bool forceSetUniforms) = 0; gl::ProgramBinary *currentProgram, bool forceSetUniforms) = 0;
virtual void applyRenderTarget(gl::Framebuffer *frameBuffer) = 0; virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0;
virtual void clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear, virtual void clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
gl::Framebuffer *frameBuffer) = 0; gl::Framebuffer *frameBuffer) = 0;
......
...@@ -380,12 +380,14 @@ bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float z ...@@ -380,12 +380,14 @@ bool Renderer11::setViewport(const gl::Rectangle& viewport, float zNear, float z
return true; return true;
} }
void Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer) bool Renderer11::applyRenderTarget(gl::Framebuffer *frameBuffer)
{ {
// TODO // TODO
UNIMPLEMENTED(); UNIMPLEMENTED();
mForceSetScissor = true; mForceSetScissor = true;
return true;
} }
void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear, void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
......
...@@ -61,7 +61,7 @@ class Renderer11 : public Renderer ...@@ -61,7 +61,7 @@ class Renderer11 : public Renderer
unsigned int renderTargetWidth, unsigned int renderTargetHeight, unsigned int renderTargetWidth, unsigned int renderTargetHeight,
gl::ProgramBinary *currentProgram, bool forceSetUniforms); gl::ProgramBinary *currentProgram, bool forceSetUniforms);
virtual void applyRenderTarget(gl::Framebuffer *frameBuffer); virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear, virtual void clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
gl::Framebuffer *frameBuffer); gl::Framebuffer *frameBuffer);
......
...@@ -924,13 +924,15 @@ bool Renderer9::setViewport(const gl::Rectangle& viewport, float zNear, float zF ...@@ -924,13 +924,15 @@ bool Renderer9::setViewport(const gl::Rectangle& viewport, float zNear, float zF
return true; return true;
} }
void Renderer9::applyRenderTarget(gl::Framebuffer *frameBuffer) bool Renderer9::applyRenderTarget(gl::Framebuffer *framebuffer)
{ {
// TODO: only set these when the rendertarget actually changes // TODO: only set these when the rendertarget actually changes
mForceSetScissor = true; mForceSetScissor = true;
mForceSetViewport = true; mForceSetViewport = true;
// TODO // TODO
return true;
} }
void Renderer9::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear, void Renderer9::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
......
...@@ -81,7 +81,7 @@ class Renderer9 : public Renderer ...@@ -81,7 +81,7 @@ class Renderer9 : public Renderer
unsigned int renderTargetWidth, unsigned int renderTargetHeight, unsigned int renderTargetWidth, unsigned int renderTargetHeight,
gl::ProgramBinary *currentProgram, bool forceSetUniforms); gl::ProgramBinary *currentProgram, bool forceSetUniforms);
virtual void applyRenderTarget(gl::Framebuffer *frameBuffer); virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear, virtual void clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
gl::Framebuffer *frameBuffer); gl::Framebuffer *frameBuffer);
......
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