Graphics: Separate pipeline state from Material into a new class, MaterialPipeline

This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API


Former-commit-id: 0b7e82d78d15e8b5e128f1856df3b28e6d7aaa44 [formerly 828c211f472b1fd2c839a0436ce43b4189a9f50a] [formerly 2e56582c87a8e2b0949ee946319655792e925f4a [formerly e6626b101b2c29f10e0025325a29463807504b3c]]
Former-commit-id: 0cabdfb1e5e38c21e11407d19b8543578f0aa260 [formerly 91fbd0ab2fb10de6802962ec9e6e5819f0391b94]
Former-commit-id: dc3fff253a97c2e78ce9c3500c81f66788e3480f
This commit is contained in:
Lynix
2016-08-05 22:09:39 +02:00
parent d4d3a64b77
commit a7ce82c2c9
31 changed files with 2249 additions and 1422 deletions

View File

@@ -7,8 +7,8 @@
#ifndef NAZARA_RENDERSTATES_HPP
#define NAZARA_RENDERSTATES_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Utility/Enums.hpp>
#include <Nazara/Renderer/Shader.hpp>
namespace Nz
{
@@ -74,10 +74,7 @@ namespace Nz
float pointSize = 1.f;
};
struct RenderPipeline : RenderStates
{
ShaderConstRef shader;
};
inline bool operator==(const RenderStates& lhs, const RenderStates& rhs);
}
#include <Nazara/Renderer/RenderStates.inl>