Split Pipeline in Render and Compute, OpenGL part
diff --git a/src/backend/opengl/RenderPipelineGL.cpp b/src/backend/opengl/RenderPipelineGL.cpp
new file mode 100644
index 0000000..1492b4f
--- /dev/null
+++ b/src/backend/opengl/RenderPipelineGL.cpp
@@ -0,0 +1,39 @@
+// 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);
+    }
+
+}
+}