| // Copyright 2017 The Dawn & Tint Authors |
| // |
| // Redistribution and use in source and binary forms, with or without |
| // modification, are permitted provided that the following conditions are met: |
| // |
| // 1. Redistributions of source code must retain the above copyright notice, this |
| // list of conditions and the following disclaimer. |
| // |
| // 2. Redistributions in binary form must reproduce the above copyright notice, |
| // this list of conditions and the following disclaimer in the documentation |
| // and/or other materials provided with the distribution. |
| // |
| // 3. Neither the name of the copyright holder nor the names of its |
| // contributors may be used to endorse or promote products derived from |
| // this software without specific prior written permission. |
| // |
| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| // DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE |
| // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| // DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR |
| // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER |
| // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, |
| // OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| |
| #ifndef SRC_DAWN_NATIVE_OPENGL_RENDERPIPELINEGL_H_ |
| #define SRC_DAWN_NATIVE_OPENGL_RENDERPIPELINEGL_H_ |
| |
| #include <vector> |
| |
| #include "dawn/native/RenderPipeline.h" |
| |
| #include "dawn/native/opengl/PipelineGL.h" |
| #include "dawn/native/opengl/opengl_platform.h" |
| |
| namespace dawn::native::opengl { |
| |
| class Device; |
| class PersistentPipelineState; |
| |
| class RenderPipeline final : public RenderPipelineBase, public PipelineGL { |
| public: |
| static Ref<RenderPipeline> CreateUninitialized(Device* device, |
| const RenderPipelineDescriptor* descriptor); |
| |
| GLenum GetGLPrimitiveTopology() const; |
| VertexAttributeMask GetAttributesUsingVertexBuffer(VertexBufferSlot slot) const; |
| |
| void ApplyNow(PersistentPipelineState& persistentPipelineState); |
| |
| MaybeError Initialize() override; |
| |
| private: |
| RenderPipeline(Device* device, const RenderPipelineDescriptor* descriptor); |
| ~RenderPipeline() override; |
| void DestroyImpl() override; |
| |
| void CreateVAOForVertexState(); |
| |
| // TODO(yunchao.he@intel.com): vao need to be deduplicated between pipelines. |
| GLuint mVertexArrayObject; |
| GLenum mGlPrimitiveTopology; |
| |
| PerVertexBuffer<VertexAttributeMask> mAttributesUsingVertexBuffer; |
| }; |
| |
| } // namespace dawn::native::opengl |
| |
| #endif // SRC_DAWN_NATIVE_OPENGL_RENDERPIPELINEGL_H_ |