Implement primitive topology in OpenGL, Metal, and D3D12 backends
diff --git a/src/backend/opengl/RenderPipelineGL.cpp b/src/backend/opengl/RenderPipelineGL.cpp
index 1492b4f..8992a84 100644
--- a/src/backend/opengl/RenderPipelineGL.cpp
+++ b/src/backend/opengl/RenderPipelineGL.cpp
@@ -21,8 +21,32 @@
namespace backend {
namespace opengl {
+ namespace {
+ GLenum GLPrimitiveTopology(nxt::PrimitiveTopology primitiveTopology) {
+ switch (primitiveTopology) {
+ case nxt::PrimitiveTopology::Point:
+ return GL_POINTS;
+ case nxt::PrimitiveTopology::Line:
+ return GL_LINES;
+ case nxt::PrimitiveTopology::LineStrip:
+ return GL_LINE_STRIP;
+ case nxt::PrimitiveTopology::Triangle:
+ return GL_TRIANGLES;
+ case nxt::PrimitiveTopology::TriangleStrip:
+ return GL_TRIANGLE_STRIP;
+ default:
+ UNREACHABLE();
+ }
+ }
+ }
+
RenderPipeline::RenderPipeline(RenderPipelineBuilder* builder)
- : RenderPipelineBase(builder), PipelineGL(this, builder) {
+ : RenderPipelineBase(builder), PipelineGL(this, builder),
+ glPrimitiveTopology(GLPrimitiveTopology(GetPrimitiveTopology())) {
+ }
+
+ GLenum RenderPipeline::GetGLPrimitiveTopology() const {
+ return glPrimitiveTopology;
}
void RenderPipeline::ApplyNow(PersistentPipelineState &persistentPipelineState) {