Implement primitive topology in OpenGL, Metal, and D3D12 backends

This commit is contained in:
Austin Eng
2017-07-24 14:40:06 -04:00
committed by Austin Eng
parent 3e9e315636
commit d81fd82bde
9 changed files with 88 additions and 11 deletions

View File

@@ -21,8 +21,32 @@
namespace backend {
namespace opengl {
namespace {
GLenum GLPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case nxt::PrimitiveTopology::Point:
return GL_POINTS;
case nxt::PrimitiveTopology::Line:
return GL_LINES;
case nxt::PrimitiveTopology::LineStrip:
return GL_LINE_STRIP;
case nxt::PrimitiveTopology::Triangle:
return GL_TRIANGLES;
case nxt::PrimitiveTopology::TriangleStrip:
return GL_TRIANGLE_STRIP;
default:
UNREACHABLE();
}
}
}
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
: RenderPipelineBase(builder), PipelineGL(this, builder) {
: RenderPipelineBase(builder), PipelineGL(this, builder),
glPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
}
GLenum RenderPipeline::GetGLPrimitiveTopology() const {
return glPrimitiveTopology;
}
void RenderPipeline::ApplyNow(PersistentPipelineState &persistentPipelineState) {