| // 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); |
| } |
| |
| } |
| } |