blob: 7684f76bd709f2db3a751d519af515d37b5856f1 [file] [log] [blame]
// 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/BlendStateGL.h"
#include "backend/opengl/DepthStencilStateGL.h"
#include "backend/opengl/InputStateGL.h"
#include "backend/opengl/OpenGLBackend.h"
#include "backend/opengl/PersistentPipelineStateGL.h"
namespace backend {
namespace opengl {
namespace {
GLenum GLPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case nxt::PrimitiveTopology::PointList:
return GL_POINTS;
case nxt::PrimitiveTopology::LineList:
return GL_LINES;
case nxt::PrimitiveTopology::LineStrip:
return GL_LINE_STRIP;
case nxt::PrimitiveTopology::TriangleList:
return GL_TRIANGLES;
case nxt::PrimitiveTopology::TriangleStrip:
return GL_TRIANGLE_STRIP;
default:
UNREACHABLE();
}
}
}
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
: RenderPipelineBase(builder), PipelineGL(this, builder),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
}
GLenum RenderPipeline::GetGLPrimitiveTopology() const {
return mGlPrimitiveTopology;
}
void RenderPipeline::ApplyNow(PersistentPipelineState &persistentPipelineState) {
PipelineGL::ApplyNow();
auto inputState = ToBackend(GetInputState());
glBindVertexArray(inputState->GetVAO());
auto depthStencilState = ToBackend(GetDepthStencilState());
depthStencilState->ApplyNow(persistentPipelineState);
RenderPass* renderPass = ToBackend(GetRenderPass());
auto& subpassInfo = renderPass->GetSubpassInfo(GetSubPass());
for (uint32_t attachmentSlot : IterateBitSet(subpassInfo.colorAttachmentsSet)) {
ToBackend(GetBlendState(attachmentSlot))->ApplyNow(attachmentSlot);
}
}
}
}