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83 lines
2.8 KiB
83 lines
2.8 KiB
/****************************************************************************
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Copyright (c) 2019-2023 Xiamen Yaji Software Co., Ltd.
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http://www.cocos.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "GLES2Std.h"
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#include "GLES2Commands.h"
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#include "GLES2PipelineLayout.h"
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#include "GLES2PipelineState.h"
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#include "GLES2RenderPass.h"
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#include "GLES2Shader.h"
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namespace cc {
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namespace gfx {
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const GLenum GLE_S2_PRIMITIVES[] = {
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GL_POINTS,
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GL_LINES,
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GL_LINE_STRIP,
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GL_LINE_LOOP,
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GL_NONE,
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GL_NONE,
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GL_NONE,
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN,
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GL_NONE,
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GL_NONE,
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GL_NONE,
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GL_NONE,
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};
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GLES2PipelineState::GLES2PipelineState() {
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_typedID = generateObjectID<decltype(this)>();
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}
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GLES2PipelineState::~GLES2PipelineState() {
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destroy();
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}
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void GLES2PipelineState::doInit(const PipelineStateInfo & /*info*/) {
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_gpuPipelineState = ccnew GLES2GPUPipelineState;
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_gpuPipelineState->glPrimitive = GLE_S2_PRIMITIVES[static_cast<int>(_primitive)];
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_gpuPipelineState->gpuShader = static_cast<GLES2Shader *>(_shader)->gpuShader();
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_gpuPipelineState->rs = _rasterizerState;
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_gpuPipelineState->dss = _depthStencilState;
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_gpuPipelineState->bs = _blendState;
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_gpuPipelineState->gpuPipelineLayout = static_cast<GLES2PipelineLayout *>(_pipelineLayout)->gpuPipelineLayout();
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if (_renderPass) _gpuPipelineState->gpuRenderPass = static_cast<GLES2RenderPass *>(_renderPass)->gpuRenderPass();
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for (uint32_t i = 0; i < 31; i++) {
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if (static_cast<uint32_t>(_dynamicStates) & (1 << i)) {
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_gpuPipelineState->dynamicStates.push_back(static_cast<DynamicStateFlagBit>(1 << i));
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}
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}
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}
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void GLES2PipelineState::doDestroy() {
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CC_SAFE_DELETE(_gpuPipelineState);
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}
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} // namespace gfx
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} // namespace cc
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