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
43 lines
899 B
C++
43 lines
899 B
C++
// Copyright (C) 2016 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_RENDERPIPELINE_HPP
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#define NAZARA_RENDERPIPELINE_HPP
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#include <Nazara/Utility/Enums.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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namespace Nz
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{
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struct RenderPipelineInfo : RenderStates
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{
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ShaderConstRef shader;
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};
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class RenderPipeline
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{
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public:
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inline RenderPipeline();
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inline ~RenderPipeline();
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inline bool Create(const RenderPipelineInfo& pipelineInfo);
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inline void Destroy();
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inline const RenderPipelineInfo& GetInfo() const;
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inline bool IsValid() const;
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private:
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RenderPipelineInfo m_pipelineInfo;
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bool m_valid;
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};
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}
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#include <Nazara/Renderer/RenderPipeline.inl>
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#endif // NAZARA_RENDERPIPELINE_HPP
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