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RendererFoundation refactor #358
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…on't need to link against DX11 or Vulkan and can change the renderer via command line
C-Core
commented
Dec 27, 2020
Code/Engine/GameEngine/GameApplication/Implementation/GameApplicationInit.cpp
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jankrassnigg
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Dec 30, 2020
C-Core
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Jan 8, 2021
@@ -222,7 +222,7 @@ class EZ_FOUNDATION_DLL ezCommandLineOptionString : public ezCommandLineOptionDo | |||
ezCommandLineOptionString(const char* szSortingGroup, const char* szArgument, const char* szLongDesc, const char* szDefaultValue, bool bCaseSensitive = false); | |||
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/// \brief Returns the value of this option. Either what was specified on the command line, or the default value. | |||
ezString GetOptionValue(LogMode logMode, const ezCommandLineUtils* pUtils = ezCommandLineUtils::GetGlobalInstance()) const; // [tested] | |||
const char* GetOptionValue(LogMode logMode, const ezCommandLineUtils* pUtils = ezCommandLineUtils::GetGlobalInstance()) const; // [tested] |
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@jankrassnigg I changed the return value to const char* because you can easily end up with garbage strings if you return an ezString by value but the user assign it to a const char* then.
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Added concept of passes and command encoder to renderer foundation
Also added a factory for device creation. This allows us to switch between renderer implementations via command line argument e.g. "-renderer DX11" or "-renderer Vulkan".