| 137 | #endif // /LLGL_BUILD_STATIC_LIB |
| 138 | |
| 139 | std::unique_ptr<RenderSystem> RenderSystem::Load( |
| 140 | const RenderSystemDescriptor& renderSystemDesc, |
| 141 | RenderingProfiler* profiler, |
| 142 | RenderingDebugger* debugger) |
| 143 | { |
| 144 | /* Initialize mobile specific states */ |
| 145 | #if defined LLGL_OS_ANDROID |
| 146 | |
| 147 | AndroidApp::Get().Initialize(renderSystemDesc.androidApp); |
| 148 | |
| 149 | #endif |
| 150 | |
| 151 | #ifdef LLGL_BUILD_STATIC_LIB |
| 152 | |
| 153 | /* Allocate render system */ |
| 154 | auto renderSystem = std::unique_ptr<RenderSystem>( |
| 155 | reinterpret_cast<RenderSystem*>(StaticModule::AllocRenderSystem(renderSystemDesc)) |
| 156 | ); |
| 157 | |
| 158 | if (profiler != nullptr || debugger != nullptr) |
| 159 | { |
| 160 | #ifdef LLGL_ENABLE_DEBUG_LAYER |
| 161 | |
| 162 | /* Create debug layer render system */ |
| 163 | renderSystem = MakeUnique<DbgRenderSystem>(std::move(renderSystem), profiler, debugger); |
| 164 | |
| 165 | #else |
| 166 | |
| 167 | Log::PostReport(Log::ReportType::Error, "LLGL was not compiled with debug layer support"); |
| 168 | |
| 169 | #endif // /LLGL_ENABLE_DEBUG_LAYER |
| 170 | } |
| 171 | |
| 172 | renderSystem->name_ = StaticModule::GetRendererName(renderSystemDesc.moduleName); |
| 173 | renderSystem->rendererID_ = StaticModule::GetRendererID(renderSystemDesc.moduleName); |
| 174 | |
| 175 | /* Return new render system and unique pointer */ |
| 176 | return renderSystem; |
| 177 | |
| 178 | #else // LLGL_BUILD_STATIC_LIB |
| 179 | |
| 180 | /* Load render system module */ |
| 181 | auto moduleFilename = Module::GetModuleFilename(renderSystemDesc.moduleName.c_str()); |
| 182 | auto module = Module::Load(moduleFilename.c_str()); |
| 183 | |
| 184 | /* |
| 185 | Verify build ID from render system module to detect a module, |
| 186 | that has compiled with a different compiler (type, version, debug/release mode etc.) |
| 187 | */ |
| 188 | if (!LoadRenderSystemBuildID(*module, moduleFilename)) |
| 189 | throw std::runtime_error("build ID mismatch in render system module"); |
| 190 | |
| 191 | try |
| 192 | { |
| 193 | /* Allocate render system */ |
| 194 | auto renderSystem = std::unique_ptr<RenderSystem>(LoadRenderSystem(*module, moduleFilename, renderSystemDesc)); |
| 195 | |
| 196 | if (profiler != nullptr || debugger != nullptr) |
no test coverage detected