// 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::Create(const AbstractPipelineConfig& config) { const PipelineProgram* program = ProgramShaderCache::GetPipelineProgram( static_cast(config.vertex_format), static_cast(config.vertex_shader), static_cast(config.geometry_shader), static_cast(config.pixel_shader)); if (!program) return nullptr; const GLVertexFormat* vertex_format = static_cast(config.vertex_format); GLenum gl_primitive = MapToGLPrimitive(config.rasterization_state.primitive); return std::make_unique(vertex_format, config.rasterization_state, config.depth_state, config.blending_state, program, gl_primitive); } } // namespace OGL