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60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
//
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// Created by Bradley Austin Davis on 2016/05/15
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "GLPipeline.h"
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#include "GLShader.h"
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#include "GLState.h"
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#include "GLBackend.h"
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using namespace gpu;
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using namespace gpu::gl;
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GLPipeline* GLPipeline::sync(GLBackend& backend, const Pipeline& pipeline) {
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GLPipeline* object = Backend::getGPUObject<GLPipeline>(pipeline);
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// If GPU object already created then good
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if (object) {
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return object;
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}
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// No object allocated yet, let's see if it's worth it...
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ShaderPointer shader = pipeline.getProgram();
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// If this pipeline's shader has already failed to compile, don't try again
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if (shader->compilationHasFailed()) {
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return nullptr;
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}
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GLShader* programObject = GLShader::sync(backend, *shader);
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if (programObject == nullptr) {
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shader->setCompilationHasFailed(true);
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return nullptr;
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}
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StatePointer state = pipeline.getState();
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GLState* stateObject = GLState::sync(*state);
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if (stateObject == nullptr) {
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return nullptr;
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}
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// Program and state are valid, we can create the pipeline object
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if (!object) {
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object = new GLPipeline();
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Backend::setGPUObject(pipeline, object);
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}
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// Special case for view correction matrices, any pipeline that declares the correction buffer
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// uniform will automatically have it provided without any client code necessary.
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// Required for stable lighting in the HMD.
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object->_cameraCorrection = shader->getUniformBuffers().isValid(gpu::slot::buffer::CameraCorrection);
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object->_program = programObject;
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object->_state = stateObject;
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return object;
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}
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