More error checking, probably way more than I would ever need but oh well, it looks cool
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@@ -164,21 +164,21 @@ public:
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bool assign_lights(std::vector<PackedData> *data) ;
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// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
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void assign_map(Old_Map *map) ;
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bool assign_map(Old_Map *map) ;
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// We take a ptr to the camera and create a camera direction and position buffer
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void assign_camera(Camera *camera) ;
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bool assign_camera(Camera *camera) ;
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// TODO: Hoist this to the base class
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// Creates 3 buffers relating to the texture atlas: texture_atlas, atlas_dim, and tile_dim
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// With these on the GPU we can texture any quad with an atlas tile
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void create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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bool create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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// Check to make sure that the buffers have been initiated and set them as kernel args
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void validate() ;
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bool validate() ;
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// Aquires the GL objects, runs the kernel, releases back the GL objects
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void compute() ;
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bool compute() ;
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// Take the viewport sprite and draw it to the screen
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void draw(sf::RenderWindow* window) ;
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@@ -202,14 +202,14 @@ private:
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bool aquire_hardware();
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int query_hardware();
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bool query_hardware();
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// With respect to the individual platforms implementation of sharing
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// create a shared cl_gl context
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int create_shared_context();
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// Using the context and the device create a command queue for them
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int create_command_queue();
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bool create_command_queue();
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// Buffer operations
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// All of these functions create and store a buffer in a map with the key representing their name
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