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#include "video.hpp"

extern "C" {
#include "qstd/memory.h"
#include "qstd/plat.h"
}

Pipeline_Builder::Pipeline_Builder(Arena* arena):
	arena(arena) {}

void Pipeline_Builder::begin_rp() {
	pass = (Render_Pass*)arena_alloc(arena, sizeof *pass);
	pass->target = 0;
	pass->clear = { 0, 0, 0, 0 };
}

void Pipeline_Builder::rp_target(Texture_Id id, Colour clear) {
	pass->target = id;
	pass->clear = clear;
}

void Pipeline_Builder::validate_rp() {
	assert(pass->target);
}

Render_Pass& Pipeline_Builder::build_rp() {
	validate_rp();
	return *pass;
}

void Pipeline_Builder::begin() {
	pip = (Pipeline*)arena_alloc(arena, sizeof *pip);
	pip->vertex_format = 0;
	pip->shader = 0;
	pip->descriptors = 0;
}

void Pipeline_Builder::shader(Shader_Id s) {
	pip->shader = s;
}

void Pipeline_Builder::texture(
	int binding,
	Texture_Id t,
	Sampler_Id s
) {
	Texture_Descriptor* d = (Texture_Descriptor*)arena_alloc(
		arena,
		sizeof *d
	);
	d->slot = binding;
	d->type = Descriptor::Type::texture;
	d->sampler = s;
	d->texture = t;
	d->next = pip->descriptors;
	pip->descriptors = d;
}

void Pipeline_Builder::vertex_format(Vertex_Format_Id vf) {
	pip->vertex_format = vf;
}

Pipeline& Pipeline_Builder::build() {
	validate();
	return *pip;
}

void Pipeline_Builder::validate() {
	assert(pip->vertex_format);
	assert(pip->shader);
}