2017-09-08 09:42:56 +00:00
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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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#include "Common/Assert.h"
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#include "VideoBackends/OGL/OGLPipeline.h"
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#include "VideoBackends/OGL/OGLShader.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/Render.h"
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#include "VideoBackends/OGL/VertexManager.h"
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namespace OGL
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{
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static GLenum MapToGLPrimitive(PrimitiveType primitive_type)
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{
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switch (primitive_type)
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{
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case PrimitiveType::Points:
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return GL_POINTS;
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case PrimitiveType::Lines:
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return GL_LINES;
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case PrimitiveType::Triangles:
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return GL_TRIANGLES;
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case PrimitiveType::TriangleStrip:
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return GL_TRIANGLE_STRIP;
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default:
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return 0;
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}
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}
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OGLPipeline::OGLPipeline(const GLVertexFormat* vertex_format,
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const RasterizationState& rasterization_state,
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const DepthState& depth_state, const BlendingState& blending_state,
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const PipelineProgram* program, GLuint gl_primitive)
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: m_vertex_format(vertex_format), m_rasterization_state(rasterization_state),
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m_depth_state(depth_state), m_blending_state(blending_state), m_program(program),
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m_gl_primitive(gl_primitive)
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{
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}
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OGLPipeline::~OGLPipeline()
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{
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// We don't want to destroy the shaders.
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ProgramShaderCache::ReleasePipelineProgram(m_program);
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}
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std::unique_ptr<OGLPipeline> OGLPipeline::Create(const AbstractPipelineConfig& config)
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{
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2018-02-25 07:56:09 +00:00
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const PipelineProgram* program = ProgramShaderCache::GetPipelineProgram(
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static_cast<const GLVertexFormat*>(config.vertex_format),
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static_cast<const OGLShader*>(config.vertex_shader),
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static_cast<const OGLShader*>(config.geometry_shader),
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static_cast<const OGLShader*>(config.pixel_shader));
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2017-09-08 09:42:56 +00:00
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if (!program)
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return nullptr;
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const GLVertexFormat* vertex_format = static_cast<const GLVertexFormat*>(config.vertex_format);
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GLenum gl_primitive = MapToGLPrimitive(config.rasterization_state.primitive);
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return std::make_unique<OGLPipeline>(vertex_format, config.rasterization_state,
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config.depth_state, config.blending_state, program,
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gl_primitive);
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}
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} // namespace OGL
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