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Split Pipeline in Render and Compute, OpenGL part
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committed by
Corentin Wallez
parent
494a157f66
commit
b085eecb31
39
src/backend/opengl/RenderPipelineGL.cpp
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39
src/backend/opengl/RenderPipelineGL.cpp
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// Copyright 2017 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/opengl/RenderPipelineGL.h"
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#include "backend/opengl/DepthStencilStateGL.h"
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#include "backend/opengl/PersistentPipelineStateGL.h"
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#include "backend/opengl/OpenGLBackend.h"
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namespace backend {
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namespace opengl {
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RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
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: RenderPipelineBase(builder), PipelineGL(this, builder) {
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}
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void RenderPipeline::ApplyNow(PersistentPipelineState &persistentPipelineState) {
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PipelineGL::ApplyNow();
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auto inputState = ToBackend(GetInputState());
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glBindVertexArray(inputState->GetVAO());
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auto depthStencilState = ToBackend(GetDepthStencilState());
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depthStencilState->ApplyNow(persistentPipelineState);
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}
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}
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}
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