mirror of
https://github.com/scratchfoundation/bgfx.git
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Fixed issue #313.
This commit is contained in:
parent
ec9ba5d15b
commit
590996b704
1 changed files with 212 additions and 183 deletions
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@ -117,209 +117,238 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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, 0
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);
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// Imgui.
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imguiCreate();
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const bgfx::Caps* caps = bgfx::getCaps();
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const bool computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE);
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bgfx::VertexDecl quadVertexDecl;
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quadVertexDecl.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.end();
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_quadVertices, sizeof(s_quadVertices) )
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, quadVertexDecl
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);
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_quadIndices, sizeof(s_quadIndices) )
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);
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// Create particle program from shaders.
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bgfx::ProgramHandle particleProgram = loadProgram("vs_particle", "fs_particle");
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// Setup compute buffers
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bgfx::VertexDecl computeVertexDecl;
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computeVertexDecl.begin()
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.add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
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.end();
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const uint32_t threadGroupUpdateSize = 512;
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const uint32_t maxParticleCount = 32 * 1024;
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bgfx::DynamicVertexBufferHandle currPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle currPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle prevPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle prevPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv, 3);
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bgfx::ShaderHandle initInstancesShader = loadShader("cs_init_instances");
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bgfx::ProgramHandle initInstancesProgram = bgfx::createProgram(initInstancesShader, true);
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bgfx::ShaderHandle updateInstancesShader = loadShader("cs_update_instances");
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bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(updateInstancesShader, true);
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u_paramsDataStruct u_paramsData;
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InitializeParams(0, &u_paramsData);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
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bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);
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float view[16];
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float initialPos[3] = { 0.0f, 0.0f, -45.0f };
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cameraCreate();
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cameraSetPosition(initialPos);
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cameraSetVerticalAngle(0.0f);
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cameraGetViewMtx(view);
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int32_t scrollArea = 0;
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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if (computeSupported)
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{
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const float deltaTime = float(frameTime/freq);
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// Imgui.
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imguiCreate();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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bgfx::VertexDecl quadVertexDecl;
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quadVertexDecl.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.end();
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers.");
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_quadVertices, sizeof(s_quadVertices) )
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, quadVertexDecl
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);
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imguiBeginFrame(mouseState.m_mx
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, mouseState.m_my
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, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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, 0
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, width
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, height
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);
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imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, 500, &scrollArea);
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imguiSlider("Random seed", u_paramsData.baseSeed, 0, 100);
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int32_t shape = imguiChoose(u_paramsData.initialShape, "Point", "Sphere", "Box", "Donut");
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imguiSlider("Initial speed", u_paramsData.initialSpeed, 0.0f, 300.0f, 0.1f);
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bool defaults = imguiButton("Reset");
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imguiSeparatorLine();
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imguiSlider("Particle count (x512)", u_paramsData.dispatchSize, 1, 64);
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imguiSlider("Gravity", u_paramsData.gravity, 0.0f, 0.3f, 0.001f);
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imguiSlider("Damping", u_paramsData.damping, 0.0f, 1.0f, 0.01f);
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imguiSlider("Max acceleration", u_paramsData.maxAccel, 0.0f, 100.0f, 0.01f);
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imguiSlider("Time step", u_paramsData.timeStep, 0.0f, 0.02f, 0.0001f);
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imguiSeparatorLine();
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imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f);
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imguiEndScrollArea();
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imguiEndFrame();
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_quadIndices, sizeof(s_quadIndices) )
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);
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// Modify parameters and reset if shape is changed
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if (shape != u_paramsData.initialShape)
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{
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defaults = true;
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InitializeParams(shape, &u_paramsData);
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}
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// Create particle program from shaders.
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bgfx::ProgramHandle particleProgram = loadProgram("vs_particle", "fs_particle");
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if (defaults)
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{
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);
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}
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// Setup compute buffers
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bgfx::VertexDecl computeVertexDecl;
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computeVertexDecl.begin()
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.add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
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.end();
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const uint32_t threadGroupUpdateSize = 512;
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const uint32_t maxParticleCount = 32 * 1024;
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bgfx::DynamicVertexBufferHandle currPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle currPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle prevPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle prevPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv, 3);
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bgfx::ShaderHandle initInstancesShader = loadShader("cs_init_instances");
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bgfx::ProgramHandle initInstancesProgram = bgfx::createProgram(initInstancesShader, true);
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bgfx::ShaderHandle updateInstancesShader = loadShader("cs_update_instances");
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bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(updateInstancesShader, true);
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u_paramsDataStruct u_paramsData;
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InitializeParams(0, &u_paramsData);
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write);
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bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1);
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
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bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);
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bx::xchg(currPositionBuffer0, currPositionBuffer1);
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bx::xchg(prevPositionBuffer0, prevPositionBuffer1);
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// Update camera.
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cameraUpdate(deltaTime, mouseState);
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float view[16];
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float initialPos[3] = { 0.0f, 0.0f, -45.0f };
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cameraCreate();
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cameraSetPosition(initialPos);
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cameraSetVerticalAngle(0.0f);
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cameraGetViewMtx(view);
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd)
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int32_t scrollArea = 0;
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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float viewHead[16];
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float eye[3] = {};
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bx::mtxQuatTranslationHMD(viewHead, hmd->eye[0].rotation, eye);
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float tmp[16];
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bx::mtxMul(tmp, view, viewHead);
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 10000.0f);
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bgfx::setViewTransform(0, tmp, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float proj[16];
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bx::mtxProj(proj, 90.0f, float(width)/float(height), 0.1f, 10000.0f);
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bgfx::setViewTransform(0, view, proj);
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const float deltaTime = float(frameTime/freq);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers.");
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imguiBeginFrame(mouseState.m_mx
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, mouseState.m_my
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, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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, 0
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, width
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, height
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);
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imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, 500, &scrollArea);
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imguiSlider("Random seed", u_paramsData.baseSeed, 0, 100);
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int32_t shape = imguiChoose(u_paramsData.initialShape, "Point", "Sphere", "Box", "Donut");
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imguiSlider("Initial speed", u_paramsData.initialSpeed, 0.0f, 300.0f, 0.1f);
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bool defaults = imguiButton("Reset");
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imguiSeparatorLine();
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imguiSlider("Particle count (x512)", u_paramsData.dispatchSize, 1, 64);
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imguiSlider("Gravity", u_paramsData.gravity, 0.0f, 0.3f, 0.001f);
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imguiSlider("Damping", u_paramsData.damping, 0.0f, 1.0f, 0.01f);
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imguiSlider("Max acceleration", u_paramsData.maxAccel, 0.0f, 100.0f, 0.01f);
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imguiSlider("Time step", u_paramsData.timeStep, 0.0f, 0.02f, 0.0001f);
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imguiSeparatorLine();
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imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f);
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imguiEndScrollArea();
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imguiEndFrame();
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// Modify parameters and reset if shape is changed
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if (shape != u_paramsData.initialShape)
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{
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defaults = true;
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InitializeParams(shape, &u_paramsData);
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}
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if (defaults)
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{
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);
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}
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write);
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bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1);
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bx::xchg(currPositionBuffer0, currPositionBuffer1);
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bx::xchg(prevPositionBuffer0, prevPositionBuffer1);
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// Update camera.
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cameraUpdate(deltaTime, mouseState);
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cameraGetViewMtx(view);
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd)
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{
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float viewHead[16];
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float eye[3] = {};
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bx::mtxQuatTranslationHMD(viewHead, hmd->eye[0].rotation, eye);
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float tmp[16];
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bx::mtxMul(tmp, view, viewHead);
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 10000.0f);
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bgfx::setViewTransform(0, tmp, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float proj[16];
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bx::mtxProj(proj, 90.0f, float(width)/float(height), 0.1f, 10000.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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}
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// Set vertex and fragment shaders.
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bgfx::setProgram(particleProgram);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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bgfx::setInstanceDataBuffer(currPositionBuffer0, 0, u_paramsData.dispatchSize * threadGroupUpdateSize);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_BLEND_ADD
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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// Set vertex and fragment shaders.
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bgfx::setProgram(particleProgram);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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bgfx::setInstanceDataBuffer(currPositionBuffer0, 0, u_paramsData.dispatchSize * threadGroupUpdateSize);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_BLEND_ADD
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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// Cleanup.
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cameraDestroy();
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imguiDestroy();
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bgfx::destroyUniform(u_params);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer1);
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bgfx::destroyDynamicVertexBuffer(prevPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(prevPositionBuffer1);
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bgfx::destroyProgram(updateInstancesProgram);
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bgfx::destroyProgram(initInstancesProgram);
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(particleProgram);
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}
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else
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{
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int64_t timeOffset = bx::getHPCounter();
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// Cleanup.
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cameraDestroy();
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imguiDestroy();
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bgfx::destroyUniform(u_params);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer1);
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bgfx::destroyDynamicVertexBuffer(prevPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(prevPositionBuffer1);
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bgfx::destroyProgram(updateInstancesProgram);
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bgfx::destroyProgram(initInstancesProgram);
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(particleProgram);
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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int64_t now = bx::getHPCounter();
|
||||
float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
|
||||
|
||||
bgfx::setViewRect(0, 0, 0, width, height);
|
||||
|
||||
bgfx::dbgTextClear();
|
||||
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody");
|
||||
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers.");
|
||||
|
||||
bool blink = uint32_t(time*3.0f)&1;
|
||||
bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Compute is not supported by GPU. ");
|
||||
|
||||
bgfx::submit(0);
|
||||
bgfx::frame();
|
||||
}
|
||||
}
|
||||
|
||||
// Shutdown bgfx.
|
||||
bgfx::shutdown();
|
||||
|
|
Loading…
Reference in a new issue