fix(OpenGL): 修复工厂方法返回 nullptr 的问题

- OpenGLDevice::CreateBuffer 现在创建并返回 OpenGLBuffer 对象
- OpenGLDevice::CreateTexture 现在创建并返回 OpenGLTexture 对象
- OpenGLDevice::CreateSwapChain 现在创建并返回 OpenGLSwapChain 对象
- OpenGLDevice::CreateCommandList 现在创建并返回 OpenGLCommandList 对象
- OpenGLDevice::CreateCommandQueue 现在创建并返回 OpenGLCommandQueue 对象
- OpenGLDevice::CompileShader 现在创建并返回 OpenGLShader 对象
- OpenGLDevice::CreatePipelineState 现在创建并返回 OpenGLPipelineState 对象
- OpenGLDevice::CreateFence 现在创建并返回 OpenGLFence 对象
- OpenGLDevice::CreateSampler 现在创建并返回 OpenGLSampler 对象
This commit is contained in:
2026-03-18 02:29:12 +08:00
parent a532cabf92
commit 83c2426830

View File

@@ -1,5 +1,14 @@
#define GLFW_INCLUDE_NONE #define GLFW_INCLUDE_NONE
#include "XCEngine/RHI/OpenGL/OpenGLDevice.h" #include "XCEngine/RHI/OpenGL/OpenGLDevice.h"
#include "XCEngine/RHI/OpenGL/OpenGLBuffer.h"
#include "XCEngine/RHI/OpenGL/OpenGLTexture.h"
#include "XCEngine/RHI/OpenGL/OpenGLShader.h"
#include "XCEngine/RHI/OpenGL/OpenGLPipelineState.h"
#include "XCEngine/RHI/OpenGL/OpenGLFence.h"
#include "XCEngine/RHI/OpenGL/OpenGLSampler.h"
#include "XCEngine/RHI/OpenGL/OpenGLCommandList.h"
#include "XCEngine/RHI/OpenGL/OpenGLCommandQueue.h"
#include "XCEngine/RHI/OpenGL/OpenGLSwapChain.h"
#include <glad/glad.h> #include <glad/glad.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
@@ -124,39 +133,93 @@ bool OpenGLDevice::ShouldClose() const {
} }
RHIBuffer* OpenGLDevice::CreateBuffer(const BufferDesc& desc) { RHIBuffer* OpenGLDevice::CreateBuffer(const BufferDesc& desc) {
return nullptr; auto* buffer = new OpenGLBuffer();
OpenGLBufferType bufferType = OpenGLBufferType::Vertex;
switch (desc.usage) {
case ResourceUsage::IndexBuffer:
bufferType = OpenGLBufferType::Index;
break;
case ResourceUsage::ConstantBuffer:
bufferType = OpenGLBufferType::Uniform;
break;
default:
bufferType = OpenGLBufferType::Vertex;
break;
}
buffer->Initialize(bufferType, desc.size, nullptr, desc.cpuAccess == CPUAccess::Write);
return buffer;
} }
RHITexture* OpenGLDevice::CreateTexture(const TextureDesc& desc) { RHITexture* OpenGLDevice::CreateTexture(const TextureDesc& desc) {
return nullptr; auto* texture = new OpenGLTexture();
OpenGLTextureType type = OpenGLTextureType::Texture2D;
switch (desc.type) {
case TextureType::Texture1D:
type = OpenGLTextureType::Texture1D;
break;
case TextureType::Texture3D:
type = OpenGLTextureType::Texture3D;
break;
case TextureType::TextureCube:
type = OpenGLTextureType::TextureCube;
break;
default:
type = OpenGLTextureType::Texture2D;
break;
}
OpenGLFormat format = OpenGLFormat::RGBA8;
texture->Initialize(type, desc.width, desc.height, desc.depth, desc.mipLevels, format, nullptr);
return texture;
} }
RHISwapChain* OpenGLDevice::CreateSwapChain(const SwapChainDesc& desc) { RHISwapChain* OpenGLDevice::CreateSwapChain(const SwapChainDesc& desc) {
return nullptr; auto* swapChain = new OpenGLSwapChain();
if (m_window) {
swapChain->Initialize(m_window, desc.width, desc.height);
}
return swapChain;
} }
RHICommandList* OpenGLDevice::CreateCommandList(const CommandListDesc& desc) { RHICommandList* OpenGLDevice::CreateCommandList(const CommandListDesc& desc) {
return nullptr; auto* cmdList = new OpenGLCommandList();
return cmdList;
} }
RHICommandQueue* OpenGLDevice::CreateCommandQueue(const CommandQueueDesc& desc) { RHICommandQueue* OpenGLDevice::CreateCommandQueue(const CommandQueueDesc& desc) {
return nullptr; auto* queue = new OpenGLCommandQueue();
return queue;
} }
RHIShader* OpenGLDevice::CompileShader(const ShaderCompileDesc& desc) { RHIShader* OpenGLDevice::CompileShader(const ShaderCompileDesc& desc) {
return nullptr; auto* shader = new OpenGLShader();
if (desc.sourceData && desc.sourceSize > 0) {
shader->Compile(static_cast<const char*>(desc.sourceData), desc.sourceSize);
} else if (desc.filePath) {
shader->CompileFromFile(desc.filePath);
}
return shader;
} }
RHIPipelineState* OpenGLDevice::CreatePipelineState(const PipelineStateDesc& desc) { RHIPipelineState* OpenGLDevice::CreatePipelineState(const PipelineStateDesc& desc) {
return nullptr; auto* pso = new OpenGLPipelineState();
return pso;
} }
RHIFence* OpenGLDevice::CreateFence(const FenceDesc& desc) { RHIFence* OpenGLDevice::CreateFence(const FenceDesc& desc) {
return nullptr; auto* fence = new OpenGLFence();
fence->Initialize(desc.initialValue > 0);
return fence;
} }
RHISampler* OpenGLDevice::CreateSampler(const SamplerDesc& desc) { RHISampler* OpenGLDevice::CreateSampler(const SamplerDesc& desc) {
return nullptr; auto* sampler = new OpenGLSampler();
OpenGLSamplerDesc samplerDesc = {};
sampler->Initialize(samplerDesc);
return sampler;
} }
const RHICapabilities& OpenGLDevice::GetCapabilities() const { const RHICapabilities& OpenGLDevice::GetCapabilities() const {