// Copyright 2017 The Dawn 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. #ifndef DAWNNATIVE_OPENGL_RENDERPIPELINEGL_H_ #define DAWNNATIVE_OPENGL_RENDERPIPELINEGL_H_ #include "dawn_native/RenderPipeline.h" #include "dawn_native/opengl/PipelineGL.h" #include "dawn_native/opengl/opengl_platform.h" #include namespace dawn_native { namespace opengl { class Device; class PersistentPipelineState; class RenderPipeline : public RenderPipelineBase, public PipelineGL { public: RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor); ~RenderPipeline(); GLenum GetGLPrimitiveTopology() const; void ApplyNow(PersistentPipelineState& persistentPipelineState); private: void CreateVAOForVertexInput(const VertexInputDescriptor* vertexInput); // TODO(yunchao.he@intel.com): vao need to be deduplicated between pipelines. GLuint mVertexArrayObject; GLenum mGlPrimitiveTopology; }; }} // namespace dawn_native::opengl #endif // DAWNNATIVE_OPENGL_RENDERPIPELINEGL_H_