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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/ComputePipelineGL.h"
#include "dawn_native/opengl/DeviceGL.h"
namespace dawn_native { namespace opengl {
ComputePipeline::ComputePipeline(Device* device, const ComputePipelineDescriptor* descriptor)
: ComputePipelineBase(device, descriptor) {
PerStage<const ShaderModule*> modules(nullptr);
modules[SingleShaderStage::Compute] = ToBackend(descriptor->compute.module);
PipelineGL::Initialize(device->gl, ToBackend(descriptor->layout), GetAllStages());
}
void ComputePipeline::ApplyNow() {
PipelineGL::ApplyNow(ToBackend(GetDevice())->gl);
}
}} // namespace dawn_native::opengl