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VideoBackends: Add AbstractShader and AbstractPipeline classes
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43
Source/Core/VideoBackends/OGL/OGLPipeline.h
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43
Source/Core/VideoBackends/OGL/OGLPipeline.h
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// Copyright 2017 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#pragma once
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#include <memory>
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/RenderState.h"
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namespace OGL
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{
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class OGLPipeline final : public AbstractPipeline
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{
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public:
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explicit OGLPipeline(const GLVertexFormat* vertex_format,
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const RasterizationState& rasterization_state, const DepthState& depth_state,
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const BlendingState& blending_state, const PipelineProgram* program,
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GLenum gl_primitive);
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~OGLPipeline() override;
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const GLVertexFormat* GetVertexFormat() const { return m_vertex_format; }
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const RasterizationState& GetRasterizationState() const { return m_rasterization_state; }
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const DepthState& GetDepthState() const { return m_depth_state; }
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const BlendingState& GetBlendingState() const { return m_blending_state; }
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const PipelineProgram* GetProgram() const { return m_program; }
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bool HasVertexInput() const { return m_vertex_format != nullptr; }
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GLenum GetGLPrimitive() const { return m_gl_primitive; }
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static std::unique_ptr<OGLPipeline> Create(const AbstractPipelineConfig& config);
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private:
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const GLVertexFormat* m_vertex_format;
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RasterizationState m_rasterization_state;
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DepthState m_depth_state;
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BlendingState m_blending_state;
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const PipelineProgram* m_program;
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GLenum m_gl_primitive;
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};
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} // namespace OGL
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