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0ad/source/renderer/backend/gl/DeviceCommandContext.h
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vladislavbelov 5adbe4f1a3 Moves blend state management to DeviceCommandContext. Fixes #6420
Tested By: Langbart
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D4441
This was SVN commit r26228.
2022-01-19 17:28:47 +00:00

76 lines
2.0 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT
#define INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT
#include "renderer/backend/Format.h"
#include "renderer/backend/PipelineState.h"
#include <memory>
#include <optional>
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CTexture;
class CDeviceCommandContext
{
public:
~CDeviceCommandContext();
static std::unique_ptr<CDeviceCommandContext> Create();
void SetGraphicsPipelineState(const GraphicsPipelineStateDesc& pipelineStateDesc);
void UploadTexture(CTexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t level = 0, const uint32_t layer = 0);
void UploadTextureRegion(CTexture* texture, const Format dataFormat,
const void* data, const size_t dataSize,
const uint32_t xOffset, const uint32_t yOffset,
const uint32_t width, const uint32_t height,
const uint32_t level = 0, const uint32_t layer = 0);
void Flush();
private:
CDeviceCommandContext();
void ResetStates();
void SetGraphicsPipelineStateImpl(
const GraphicsPipelineStateDesc& pipelineStateDesc, const bool force);
GraphicsPipelineStateDesc m_GraphicsPipelineStateDesc{};
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_GL_DEVICECOMMANDCONTEXT