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// 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 UnpackedPtr<RenderPipelineDescriptor>& descriptor);
GLenum GetGLPrimitiveTopology() const;
VertexAttributeMask GetAttributesUsingVertexBuffer(VertexBufferSlot slot) const;
void ApplyNow(PersistentPipelineState& persistentPipelineState);
MaybeError InitializeImpl() override;
private:
RenderPipeline(Device* device, const UnpackedPtr<RenderPipelineDescriptor>& descriptor);
~RenderPipeline() override;
void DestroyImpl() override;
void CreateVAOForVertexState();
void ApplyDepthStencilState(const OpenGLFunctions& gl,
PersistentPipelineState* persistentPipelineState);
// 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_