Split Pipeline in Render and Compute, OpenGL part

This commit is contained in:
Corentin Wallez
2017-07-14 14:04:52 -04:00
committed by Corentin Wallez
parent 494a157f66
commit b085eecb31
11 changed files with 205 additions and 40 deletions

View File

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