initial work on custom Platform to wrap EGL D3D surface
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@@ -109,13 +109,14 @@ static constexpr float4 sFullScreenTriangleVertices[3] = {
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static const uint16_t sFullScreenTriangleIndices[3] = {0, 1, 2};
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FilamentViewer::FilamentViewer(const void* sharedContext, const ResourceLoaderWrapper* const resourceLoaderWrapper)
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FilamentViewer::FilamentViewer(const void* sharedContext, const ResourceLoaderWrapper* const resourceLoaderWrapper, void* const platform)
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: _resourceLoaderWrapper(resourceLoaderWrapper) {
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#if TARGET_OS_IPHONE
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ASSERT_POSTCONDITION(platform == nullptr);
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_engine = Engine::create(Engine::Backend::METAL);
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#else
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_engine = Engine::create(Engine::Backend::OPENGL, nullptr, (void*)sharedContext, nullptr);
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_engine = Engine::create(Engine::Backend::OPENGL, (backend::Platform*)platform, (void*)sharedContext, nullptr);
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#endif
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_renderer = _engine->createRenderer();
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