34 lines
1.2 KiB
C++
34 lines
1.2 KiB
C++
// Copyright 2017 The Dawn 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 "dawn_native/opengl/ComputePipelineGL.h"
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#include "dawn_native/opengl/DeviceGL.h"
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namespace dawn_native { namespace opengl {
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ComputePipeline::ComputePipeline(Device* device, const ComputePipelineDescriptor* descriptor)
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: ComputePipelineBase(device, descriptor) {
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PerStage<const ShaderModule*> modules(nullptr);
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modules[SingleShaderStage::Compute] = ToBackend(descriptor->computeStage.module);
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PipelineGL::Initialize(device->gl, ToBackend(descriptor->layout), modules);
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}
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void ComputePipeline::ApplyNow() {
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PipelineGL::ApplyNow(ToBackend(GetDevice())->gl);
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}
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}} // namespace dawn_native::opengl
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