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Given we use a base-class type within the renderer for the rasterizer (RasterizerInterface), we want to allow renderers to perform more complex initialization if they need to do such a thing. This makes it important to reserve type information. Given the OpenGL renderer is quite simple settings-wise, this is just a simple shuffling of the initialization code. For something like Vulkan however this might involve doing something like: // Initialize and call rasterizer-specific function that requires // the full type of the instance created. auto raster = std::make_unique<VulkanRasterizer>(some, params); raster->CallSomeVulkanRasterizerSpecificFunction(); // Assign to base class variable rasterizer = std::move(raster) |
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.. | ||
debug_utils | ||
engines | ||
renderer_opengl | ||
textures | ||
CMakeLists.txt | ||
command_processor.cpp | ||
command_processor.h | ||
gpu.cpp | ||
gpu.h | ||
macro_interpreter.cpp | ||
macro_interpreter.h | ||
memory_manager.cpp | ||
memory_manager.h | ||
rasterizer_interface.h | ||
renderer_base.cpp | ||
renderer_base.h | ||
utils.h | ||
video_core.cpp | ||
video_core.h |