0ad/source/renderer/backend/gl/PipelineState.cpp
vladislavbelov 4ed41d4a9a Switches from pipeline state descriptions to pipeline states.
Tested By: phosit, Stan
Differential Revision: https://code.wildfiregames.com/D4850
This was SVN commit r27328.
2022-12-31 18:29:44 +00:00

52 lines
1.3 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/>.
*/
#include "precompiled.h"
#include "PipelineState.h"
#include "renderer/backend/gl/Device.h"
namespace Renderer
{
namespace Backend
{
namespace GL
{
// static
std::unique_ptr<CGraphicsPipelineState> CGraphicsPipelineState::Create(
CDevice* device, const SGraphicsPipelineStateDesc& desc)
{
std::unique_ptr<CGraphicsPipelineState> pipelineState{new CGraphicsPipelineState()};
pipelineState->m_Device = device;
pipelineState->m_Desc = desc;
return pipelineState;
}
IDevice* CGraphicsPipelineState::GetDevice()
{
return m_Device;
}
} // namespace GL
} // namespace Backend
} // namespace Renderer