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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.
#include "dawn_native/opengl/RenderPipelineGL.h"
#include "dawn_native/opengl/BlendStateGL.h"
#include "dawn_native/opengl/DepthStencilStateGL.h"
#include "dawn_native/opengl/Forward.h"
#include "dawn_native/opengl/InputStateGL.h"
#include "dawn_native/opengl/PersistentPipelineStateGL.h"
namespace dawn_native { namespace opengl {
namespace {
GLenum GLPrimitiveTopology(dawn::PrimitiveTopology primitiveTopology) {
switch (primitiveTopology) {
case dawn::PrimitiveTopology::PointList:
return GL_POINTS;
case dawn::PrimitiveTopology::LineList:
return GL_LINES;
case dawn::PrimitiveTopology::LineStrip:
return GL_LINE_STRIP;
case dawn::PrimitiveTopology::TriangleList:
return GL_TRIANGLES;
case dawn::PrimitiveTopology::TriangleStrip:
return GL_TRIANGLE_STRIP;
default:
UNREACHABLE();
}
}
} // namespace
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
: RenderPipelineBase(builder),
mGlPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
PerStage<const ShaderModule*> modules(nullptr);
for (dawn::ShaderStage stage : IterateStages(GetStageMask())) {
modules[stage] = ToBackend(builder->GetStageInfo(stage).module.Get());
}
PipelineGL::Initialize(ToBackend(GetLayout()), modules);
}
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);
for (uint32_t attachmentSlot : IterateBitSet(GetColorAttachmentsMask())) {
ToBackend(GetBlendState(attachmentSlot))->ApplyNow(attachmentSlot);
}
}
}} // namespace dawn_native::opengl