This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API Former-commit-id: fd2de2f0e9612ea275ee69c5578c68e7169cd05b [formerly 53bd8a5ed5695311b7543ad717df63f93fad2da6] [formerly 171740929652ac9fe30e84983709388859cedd6b [formerly 25096a76678f1052e76f67d26b458077a0632cc3]] Former-commit-id: 7978dbeb87af2eac9e5501a97afa83849648bf6e [formerly 81b6cce1ee81a2ca8873d3c70d468b2c71510c95] Former-commit-id: 6663e2721c3f79d5f1e3f33c6183174378b502f4
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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