OGL: implement bounding box support with ssbo

This implemention tries to be as accurate as the old SW implemention, but it will remove the dependcy of our vertexloader on videosw.
This commit is contained in:
degasus
2014-11-13 23:26:49 +01:00
parent dced84d440
commit c211450b99
24 changed files with 231 additions and 7 deletions

View File

@ -48,6 +48,7 @@ Make AA apply instantly during gameplay if possible
#include "Core/Core.h"
#include "Core/Host.h"
#include "VideoBackends/OGL/BoundingBox.h"
#include "VideoBackends/OGL/FramebufferManager.h"
#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/GLUtil.h"
@ -205,6 +206,7 @@ void VideoBackend::Video_Prepare()
Renderer::Init();
VertexLoaderManager::Init();
TextureConverter::Init();
BoundingBox::Init();
// Notify the core that the video backend is ready
Host_Message(WM_USER_CREATE);
@ -229,6 +231,7 @@ void VideoBackend::Video_Cleanup()
// The following calls are NOT Thread Safe
// And need to be called from the video thread
Renderer::Shutdown();
BoundingBox::Shutdown();
TextureConverter::Shutdown();
VertexLoaderManager::Shutdown();
delete g_sampler_cache;