Renamed osg::ComputeDispatch to osg::DispatchCompute to make sure the nameing between GL and OSG is consistent i.e glDispatchCompute -> osg::DispatchCompute
Updated AUTHORS.txt, NEWS.txt and README.txt for CMakeLists.txt for 3.6.0 release
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2014 Robert Osfield
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* Copyright (C) 2017 Julien Valentin
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_COMPUTEDISPATCH
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#define OSG_COMPUTEDISPATCH 1
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#include <osg/Export>
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#include <osg/Geometry>
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namespace osg{
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class OSG_EXPORT ComputeDispatch : public osg::Drawable
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{
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public:
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ComputeDispatch(GLint numGroupsX=0, GLint numGroupsY=0, GLint numGroupsZ=0):
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Drawable(),
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_numGroupsX(numGroupsX),
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_numGroupsY(numGroupsY),
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_numGroupsZ(numGroupsZ)
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{}
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ComputeDispatch(const ComputeDispatch&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Node(osg, ComputeDispatch);
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virtual void compileGLObjects(RenderInfo&) const {}
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virtual VertexArrayState* createVertexArrayStateImplememtation(RenderInfo&) const { return 0; }
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virtual void drawImplementation(RenderInfo& renderInfo) const;
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/** Set compute shader work groups */
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void setComputeGroups( GLint numGroupsX, GLint numGroupsY, GLint numGroupsZ ) { _numGroupsX=numGroupsX; _numGroupsY=numGroupsY; _numGroupsZ=numGroupsZ; }
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/** Get compute shader work groups */
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void getComputeGroups( GLint& numGroupsX, GLint& numGroupsY, GLint& numGroupsZ ) const{ numGroupsX=_numGroupsX; numGroupsY=_numGroupsY; numGroupsZ=_numGroupsZ; }
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protected:
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GLint _numGroupsX, _numGroupsY, _numGroupsZ;
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};
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}
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#endif
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59
include/osg/DispatchCompute
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59
include/osg/DispatchCompute
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@@ -0,0 +1,59 @@
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2014 Robert Osfield
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* Copyright (C) 2017 Julien Valentin
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSG_DispatchCompute
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#define OSG_DispatchCompute 1
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#include <osg/Export>
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#include <osg/Geometry>
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namespace osg
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{
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/** Wrapper around glDispatchCompute.*/
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class OSG_EXPORT DispatchCompute : public osg::Drawable
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{
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public:
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DispatchCompute(GLint numGroupsX=0, GLint numGroupsY=0, GLint numGroupsZ=0):
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Drawable(),
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_numGroupsX(numGroupsX),
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_numGroupsY(numGroupsY),
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_numGroupsZ(numGroupsZ)
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{}
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DispatchCompute(const DispatchCompute&,const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Node(osg, DispatchCompute);
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virtual void compileGLObjects(RenderInfo&) const {}
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virtual VertexArrayState* createVertexArrayStateImplememtation(RenderInfo&) const { return 0; }
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virtual void drawImplementation(RenderInfo& renderInfo) const;
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/** Set compute shader work groups */
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void setComputeGroups( GLint numGroupsX, GLint numGroupsY, GLint numGroupsZ ) { _numGroupsX=numGroupsX; _numGroupsY=numGroupsY; _numGroupsZ=numGroupsZ; }
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/** Get compute shader work groups */
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void getComputeGroups( GLint& numGroupsX, GLint& numGroupsY, GLint& numGroupsZ ) const{ numGroupsX=_numGroupsX; numGroupsY=_numGroupsY; numGroupsZ=_numGroupsZ; }
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protected:
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GLint _numGroupsX, _numGroupsY, _numGroupsZ;
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};
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}
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#endif
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