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// 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 <vector>
namespace dawn_native { namespace opengl {
class Device;
class PersistentPipelineState;
class RenderPipeline final : public RenderPipelineBase, public PipelineGL {
public:
RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor);
GLenum GetGLPrimitiveTopology() const;
void ApplyNow(PersistentPipelineState& persistentPipelineState);
private:
~RenderPipeline() override;
void CreateVAOForVertexState(const VertexStateDescriptor* vertexState);
// 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_