OpenGL: Implement RenderPipeline
This commit is contained in:
@@ -2,273 +2,39 @@
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// This file is part of the "Nazara Engine - OpenGL Renderer"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#if 0
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipeline.hpp>
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#include <Nazara/Core/ErrorFlags.hpp>
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#include <Nazara/OpenGLRenderer/Utils.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPipelineLayout.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLShaderStage.hpp>
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#include <cassert>
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#include <stdexcept>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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OpenGLRenderPipeline::OpenGLRenderPipeline(Vk::Device& device, RenderPipelineInfo pipelineInfo) :
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m_device(&device),
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OpenGLRenderPipeline::OpenGLRenderPipeline(OpenGLDevice& device, RenderPipelineInfo pipelineInfo) :
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m_pipelineInfo(std::move(pipelineInfo))
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{
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m_pipelineCreateInfo = BuildCreateInfo(m_pipelineInfo);
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}
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if (!m_program.Create(device))
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throw std::runtime_error("failed to create program");
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VkPipeline OpenGLRenderPipeline::Get(const Vk::RenderPass& renderPass) const
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{
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if (auto it = m_pipelines.find(renderPass); it != m_pipelines.end())
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return it->second;
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// Copy create info to make Get re-entrant
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VkGraphicsPipelineCreateInfo pipelineCreateInfo = m_pipelineCreateInfo.pipelineInfo;
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pipelineCreateInfo.renderPass = renderPass;
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Vk::Pipeline newPipeline;
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if (!newPipeline.CreateGraphics(*m_device, pipelineCreateInfo))
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return VK_NULL_HANDLE;
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auto it = m_pipelines.emplace(renderPass, std::move(newPipeline)).first;
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return it->second;
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}
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std::vector<VkPipelineColorBlendAttachmentState> OpenGLRenderPipeline::BuildColorBlendAttachmentStateList(const RenderPipelineInfo& pipelineInfo)
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{
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std::vector<VkPipelineColorBlendAttachmentState> colorBlendStates;
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VkPipelineColorBlendAttachmentState& colorBlendState = colorBlendStates.emplace_back();
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colorBlendState.blendEnable = pipelineInfo.blending;
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colorBlendState.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; //< TODO
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if (pipelineInfo.blending)
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for (const auto& shaderStagePtr : m_pipelineInfo.shaderStages)
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{
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//TODO
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/*switch (pipelineInfo.dstBlend)
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{
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blendState.dstAlphaBlendFactor
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}*/
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}
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else
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{
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colorBlendState.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
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colorBlendState.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
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colorBlendState.colorBlendOp = VK_BLEND_OP_ADD;
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colorBlendState.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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colorBlendState.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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colorBlendState.alphaBlendOp = VK_BLEND_OP_ADD;
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OpenGLShaderStage& shaderStage = static_cast<OpenGLShaderStage&>(*shaderStagePtr);
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m_program.AttachShader(shaderStage.GetShader().GetObjectId());
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}
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return colorBlendStates;
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m_program.Link();
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std::string errLog;
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if (!m_program.GetLinkStatus(&errLog))
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throw std::runtime_error("failed to link program: " + errLog);
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}
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VkPipelineColorBlendStateCreateInfo OpenGLRenderPipeline::BuildColorBlendInfo(const RenderPipelineInfo& pipelineInfo, const std::vector<VkPipelineColorBlendAttachmentState>& attachmentState)
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void OpenGLRenderPipeline::Apply(const GL::Context& context) const
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{
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VkPipelineColorBlendStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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createInfo.attachmentCount = std::uint32_t(attachmentState.size());
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createInfo.pAttachments = attachmentState.data();
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return createInfo;
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}
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VkPipelineDepthStencilStateCreateInfo OpenGLRenderPipeline::BuildDepthStencilInfo(const RenderPipelineInfo& pipelineInfo)
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{
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VkPipelineDepthStencilStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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createInfo.depthTestEnable = pipelineInfo.depthBuffer;
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createInfo.depthWriteEnable = pipelineInfo.depthWrite;
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createInfo.depthCompareOp = ToOpenGL(pipelineInfo.depthCompare);
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createInfo.stencilTestEnable = pipelineInfo.stencilTest;
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createInfo.front = BuildStencilOp(pipelineInfo, true);
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createInfo.back = BuildStencilOp(pipelineInfo, false);
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return createInfo;
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}
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VkPipelineDynamicStateCreateInfo OpenGLRenderPipeline::BuildDynamicStateInfo(const RenderPipelineInfo& pipelineInfo, const std::vector<VkDynamicState>& dynamicStates)
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{
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VkPipelineDynamicStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
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createInfo.dynamicStateCount = std::uint32_t(dynamicStates.size());
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createInfo.pDynamicStates = dynamicStates.data();
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return createInfo;
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}
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std::vector<VkDynamicState> OpenGLRenderPipeline::BuildDynamicStateList(const RenderPipelineInfo& pipelineInfo)
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{
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return { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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}
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VkPipelineInputAssemblyStateCreateInfo OpenGLRenderPipeline::BuildInputAssemblyInfo(const RenderPipelineInfo& pipelineInfo)
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{
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VkPipelineInputAssemblyStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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createInfo.topology = ToOpenGL(pipelineInfo.primitiveMode);
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return createInfo;
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}
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VkPipelineMultisampleStateCreateInfo OpenGLRenderPipeline::BuildMultisampleInfo(const RenderPipelineInfo& pipelineInfo)
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{
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VkPipelineMultisampleStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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createInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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createInfo.minSampleShading = 1.0f; //< TODO: Remove
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return createInfo;
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}
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VkPipelineRasterizationStateCreateInfo OpenGLRenderPipeline::BuildRasterizationInfo(const RenderPipelineInfo& pipelineInfo)
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{
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VkPipelineRasterizationStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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createInfo.polygonMode = ToOpenGL(pipelineInfo.faceFilling);
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createInfo.cullMode = ToOpenGL(pipelineInfo.cullingSide);
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createInfo.frontFace = VK_FRONT_FACE_CLOCKWISE; //< TODO
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createInfo.lineWidth = pipelineInfo.lineWidth;
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return createInfo;
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}
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VkPipelineViewportStateCreateInfo OpenGLRenderPipeline::BuildViewportInfo(const RenderPipelineInfo& pipelineInfo)
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{
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VkPipelineViewportStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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createInfo.scissorCount = createInfo.viewportCount = 1; //< TODO
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return createInfo;
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}
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VkStencilOpState OpenGLRenderPipeline::BuildStencilOp(const RenderPipelineInfo& pipelineInfo, bool front)
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{
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const auto& pipelineStencil = (front) ? pipelineInfo.stencilFront : pipelineInfo.stencilBack;
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VkStencilOpState stencilStates;
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stencilStates.compareMask = pipelineStencil.compareMask;
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stencilStates.compareOp = ToOpenGL(pipelineStencil.compare);
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stencilStates.depthFailOp = ToOpenGL(pipelineStencil.depthFail);
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stencilStates.failOp = ToOpenGL(pipelineStencil.fail);
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stencilStates.passOp = ToOpenGL(pipelineStencil.pass);
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stencilStates.reference = pipelineStencil.reference;
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stencilStates.writeMask = pipelineStencil.writeMask;
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return stencilStates;
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}
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std::vector<VkPipelineShaderStageCreateInfo> OpenGLRenderPipeline::BuildShaderStageInfo(const RenderPipelineInfo& pipelineInfo)
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{
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std::vector<VkPipelineShaderStageCreateInfo> shaderStageCreateInfos;
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for (auto&& stagePtr : pipelineInfo.shaderStages)
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{
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Nz::OpenGLShaderStage& vulkanStage = *static_cast<Nz::OpenGLShaderStage*>(stagePtr.get());
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VkPipelineShaderStageCreateInfo& createInfo = shaderStageCreateInfos.emplace_back();
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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createInfo.module = vulkanStage.GetHandle();
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createInfo.pName = "main";
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createInfo.stage = ToOpenGL(vulkanStage.GetStageType());
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}
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return shaderStageCreateInfos;
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}
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std::vector<VkVertexInputAttributeDescription> OpenGLRenderPipeline::BuildVertexAttributeDescription(const RenderPipelineInfo& pipelineInfo)
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{
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std::vector<VkVertexInputAttributeDescription> vertexAttributes;
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std::uint32_t locationIndex = 0;
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for (const auto& bufferData : pipelineInfo.vertexBuffers)
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{
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std::uint32_t binding = std::uint32_t(bufferData.binding);
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for (const auto& componentInfo : *bufferData.declaration)
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{
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auto& bufferAttribute = vertexAttributes.emplace_back();
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bufferAttribute.binding = binding;
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bufferAttribute.location = locationIndex++;
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bufferAttribute.offset = std::uint32_t(componentInfo.offset);
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bufferAttribute.format = ToOpenGL(componentInfo.type);
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}
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}
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return vertexAttributes;
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}
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std::vector<VkVertexInputBindingDescription> OpenGLRenderPipeline::BuildVertexBindingDescription(const RenderPipelineInfo& pipelineInfo)
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{
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std::vector<VkVertexInputBindingDescription> vertexBindings;
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for (const auto& bufferData : pipelineInfo.vertexBuffers)
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{
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auto& bufferBinding = vertexBindings.emplace_back();
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bufferBinding.binding = std::uint32_t(bufferData.binding);
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bufferBinding.stride = std::uint32_t(bufferData.declaration->GetStride());
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bufferBinding.inputRate = ToOpenGL(bufferData.declaration->GetInputRate());
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}
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return vertexBindings;
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}
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VkPipelineVertexInputStateCreateInfo OpenGLRenderPipeline::BuildVertexInputInfo(const RenderPipelineInfo& pipelineInfo, const std::vector<VkVertexInputAttributeDescription>& vertexAttributes, const std::vector<VkVertexInputBindingDescription>& bindingDescriptions)
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{
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VkPipelineVertexInputStateCreateInfo createInfo = {};
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createInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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createInfo.vertexAttributeDescriptionCount = std::uint32_t(vertexAttributes.size());
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createInfo.pVertexAttributeDescriptions = vertexAttributes.data();
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createInfo.vertexBindingDescriptionCount = std::uint32_t(bindingDescriptions.size());
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createInfo.pVertexBindingDescriptions = bindingDescriptions.data();
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return createInfo;
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}
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auto OpenGLRenderPipeline::BuildCreateInfo(const RenderPipelineInfo& pipelineInfo) -> CreateInfo
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{
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CreateInfo createInfo = {};
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createInfo.stateData = std::make_unique<CreateInfo::StateData>();
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createInfo.colorBlendAttachmentState = BuildColorBlendAttachmentStateList(pipelineInfo);
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createInfo.dynamicStates = BuildDynamicStateList(pipelineInfo);
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createInfo.shaderStages = BuildShaderStageInfo(pipelineInfo);
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createInfo.vertexAttributesDescription = BuildVertexAttributeDescription(pipelineInfo);
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createInfo.vertexBindingDescription = BuildVertexBindingDescription(pipelineInfo);
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createInfo.stateData->colorBlendState = BuildColorBlendInfo(pipelineInfo, createInfo.colorBlendAttachmentState);
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createInfo.stateData->depthStencilState = BuildDepthStencilInfo(pipelineInfo);
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createInfo.stateData->dynamicState = BuildDynamicStateInfo(pipelineInfo, createInfo.dynamicStates);
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createInfo.stateData->inputAssemblyState = BuildInputAssemblyInfo(pipelineInfo);
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createInfo.stateData->multiSampleState = BuildMultisampleInfo(pipelineInfo);
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createInfo.stateData->rasterizationState = BuildRasterizationInfo(pipelineInfo);
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createInfo.stateData->viewportState = BuildViewportInfo(pipelineInfo);
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createInfo.stateData->vertexInputState = BuildVertexInputInfo(pipelineInfo, createInfo.vertexAttributesDescription, createInfo.vertexBindingDescription);
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createInfo.pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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createInfo.pipelineInfo.stageCount = std::uint32_t(createInfo.shaderStages.size());
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createInfo.pipelineInfo.pStages = createInfo.shaderStages.data();
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createInfo.pipelineInfo.pColorBlendState = &createInfo.stateData->colorBlendState;
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createInfo.pipelineInfo.pDepthStencilState = &createInfo.stateData->depthStencilState;
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createInfo.pipelineInfo.pDynamicState = &createInfo.stateData->dynamicState;
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createInfo.pipelineInfo.pInputAssemblyState = &createInfo.stateData->inputAssemblyState;
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createInfo.pipelineInfo.pMultisampleState = &createInfo.stateData->multiSampleState;
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createInfo.pipelineInfo.pRasterizationState = &createInfo.stateData->rasterizationState;
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createInfo.pipelineInfo.pVertexInputState = &createInfo.stateData->vertexInputState;
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createInfo.pipelineInfo.pViewportState = &createInfo.stateData->viewportState;
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OpenGLRenderPipelineLayout& pipelineLayout = *static_cast<OpenGLRenderPipelineLayout*>(pipelineInfo.pipelineLayout.get());
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createInfo.pipelineInfo.layout = pipelineLayout.GetPipelineLayout();
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return createInfo;
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context.UpdateStates(m_pipelineInfo);
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context.BindProgram(m_program.GetObjectId()); //< Bind program after states
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}
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}
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#endif
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@@ -197,6 +197,157 @@ namespace Nz::GL
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return true;
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}
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void Context::UpdateStates(const RenderStates& renderStates) const
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{
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if (!SetCurrentContext(this))
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throw std::runtime_error("failed to activate context");
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if (renderStates.blending)
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{
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if (m_state.renderStates.dstBlend != renderStates.dstBlend ||
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m_state.renderStates.srcBlend != renderStates.srcBlend)
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{
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glBlendFunc(ToOpenGL(renderStates.srcBlend), ToOpenGL(renderStates.dstBlend));
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m_state.renderStates.dstBlend = renderStates.dstBlend;
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m_state.renderStates.srcBlend = renderStates.srcBlend;
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}
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}
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if (renderStates.depthBuffer)
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{
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if (m_state.renderStates.depthCompare != renderStates.depthCompare)
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{
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glDepthFunc(ToOpenGL(m_state.renderStates.depthCompare));
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m_state.renderStates.depthCompare = renderStates.depthCompare;
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}
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if (m_state.renderStates.depthWrite != renderStates.depthWrite)
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{
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glDepthMask((renderStates.depthWrite) ? GL_TRUE : GL_FALSE);
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m_state.renderStates.depthWrite = renderStates.depthWrite;
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}
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}
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if (renderStates.faceCulling)
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{
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if (m_state.renderStates.cullingSide != renderStates.cullingSide)
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{
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glCullFace(ToOpenGL(m_state.renderStates.cullingSide));
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m_state.renderStates.cullingSide = renderStates.cullingSide;
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}
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}
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/*
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TODO: Use glPolyonMode if available (OpenGL)
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if (m_state.renderStates.faceFilling != renderStates.faceFilling)
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{
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glPolygonMode(GL_FRONT_AND_BACK, FaceFilling[states.faceFilling]);
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m_state.renderStates.faceFilling = renderStates.faceFilling;
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}*/
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if (renderStates.stencilTest)
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{
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auto ApplyStencilStates = [&](bool front)
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{
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auto& currentStencilData = (front) ? m_state.renderStates.stencilFront : m_state.renderStates.stencilBack;
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auto& newStencilData = (front) ? renderStates.stencilFront : renderStates.stencilBack;
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if (currentStencilData.compare != newStencilData.compare ||
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currentStencilData.reference != newStencilData.reference ||
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currentStencilData.writeMask != newStencilData.writeMask)
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{
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glStencilFuncSeparate((front) ? GL_FRONT : GL_BACK, ToOpenGL(newStencilData.compare), newStencilData.reference, newStencilData.writeMask);
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currentStencilData.compare = newStencilData.compare;
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currentStencilData.reference = newStencilData.reference;
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currentStencilData.writeMask = newStencilData.writeMask;
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}
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if (currentStencilData.depthFail != newStencilData.depthFail ||
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currentStencilData.fail != newStencilData.fail ||
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currentStencilData.pass != newStencilData.pass)
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{
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glStencilOpSeparate((front) ? GL_FRONT : GL_BACK, ToOpenGL(newStencilData.fail), ToOpenGL(newStencilData.depthFail), ToOpenGL(newStencilData.pass));
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currentStencilData.depthFail = newStencilData.depthFail;
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currentStencilData.fail = newStencilData.fail;
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currentStencilData.pass = newStencilData.pass;
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}
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};
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ApplyStencilStates(true);
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ApplyStencilStates(false);
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}
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if (!NumberEquals(m_state.renderStates.lineWidth, renderStates.lineWidth, 0.001f))
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{
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glLineWidth(renderStates.lineWidth);
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m_state.renderStates.lineWidth = renderStates.lineWidth;
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}
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/*if (!NumberEquals(m_state.renderStates.pointSize, renderStates.pointSize, 0.001f))
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{
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glPointSize(renderStates.pointSize);
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m_state.renderStates.pointSize = renderStates.pointSize;
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}*/
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if (m_state.renderStates.blending != renderStates.blending)
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{
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if (renderStates.blending)
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glEnable(GL_BLEND);
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else
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glDisable(GL_BLEND);
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m_state.renderStates.blending = renderStates.blending;
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}
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if (m_state.renderStates.colorWrite != renderStates.colorWrite)
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{
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GLboolean param = (renderStates.colorWrite) ? GL_TRUE : GL_FALSE;
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glColorMask(param, param, param, param);
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m_state.renderStates.colorWrite = renderStates.colorWrite;
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}
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if (m_state.renderStates.depthBuffer != renderStates.depthBuffer)
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{
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if (renderStates.depthBuffer)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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m_state.renderStates.depthBuffer = renderStates.depthBuffer;
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}
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if (m_state.renderStates.faceCulling != renderStates.faceCulling)
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{
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if (renderStates.faceCulling)
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glEnable(GL_CULL_FACE);
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else
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
m_state.renderStates.faceCulling = renderStates.faceCulling;
|
||||
}
|
||||
|
||||
if (m_state.renderStates.scissorTest != renderStates.scissorTest)
|
||||
{
|
||||
if (renderStates.scissorTest)
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
else
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
m_state.renderStates.scissorTest = renderStates.scissorTest;
|
||||
}
|
||||
|
||||
if (m_state.renderStates.stencilTest != renderStates.stencilTest)
|
||||
{
|
||||
if (renderStates.stencilTest)
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
else
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
m_state.renderStates.stencilTest = renderStates.stencilTest;
|
||||
}
|
||||
}
|
||||
|
||||
const Context* Context::GetCurrentContext()
|
||||
{
|
||||
return s_currentContext;
|
||||
|
||||
Reference in New Issue
Block a user