dolphin/Source/Core/VideoBackends/OGL/OGLPipeline.cpp
2018-03-10 15:56:34 +10:00

64 lines
2.2 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Assert.h"
#include "VideoBackends/OGL/OGLPipeline.h"
#include "VideoBackends/OGL/OGLShader.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/Render.h"
#include "VideoBackends/OGL/VertexManager.h"
namespace OGL
{
static GLenum MapToGLPrimitive(PrimitiveType primitive_type)
{
switch (primitive_type)
{
case PrimitiveType::Points:
return GL_POINTS;
case PrimitiveType::Lines:
return GL_LINES;
case PrimitiveType::Triangles:
return GL_TRIANGLES;
case PrimitiveType::TriangleStrip:
return GL_TRIANGLE_STRIP;
default:
return 0;
}
}
OGLPipeline::OGLPipeline(const GLVertexFormat* vertex_format,
const RasterizationState& rasterization_state,
const DepthState& depth_state, const BlendingState& blending_state,
const PipelineProgram* program, GLuint gl_primitive)
: m_vertex_format(vertex_format), m_rasterization_state(rasterization_state),
m_depth_state(depth_state), m_blending_state(blending_state), m_program(program),
m_gl_primitive(gl_primitive)
{
}
OGLPipeline::~OGLPipeline()
{
// We don't want to destroy the shaders.
ProgramShaderCache::ReleasePipelineProgram(m_program);
}
std::unique_ptr<OGLPipeline> OGLPipeline::Create(const AbstractPipelineConfig& config)
{
const PipelineProgram* program = ProgramShaderCache::GetPipelineProgram(
static_cast<const GLVertexFormat*>(config.vertex_format),
static_cast<const OGLShader*>(config.vertex_shader),
static_cast<const OGLShader*>(config.geometry_shader),
static_cast<const OGLShader*>(config.pixel_shader));
if (!program)
return nullptr;
const GLVertexFormat* vertex_format = static_cast<const GLVertexFormat*>(config.vertex_format);
GLenum gl_primitive = MapToGLPrimitive(config.rasterization_state.primitive);
return std::make_unique<OGLPipeline>(vertex_format, config.rasterization_state,
config.depth_state, config.blending_state, program,
gl_primitive);
}
} // namespace OGL