overte-HifiExperiments/libraries/gpu-gl-common/src/gpu/gl/GLPipeline.cpp
2018-08-03 14:58:11 -07:00

60 lines
1.8 KiB
C++

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