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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/lib/gpu/render_pipeline.h"
#include "flutter/lib/gpu/shader.h"
#include "impeller/renderer/pipeline_descriptor.h"
namespace flutter {
namespace gpu {
IMPLEMENT_WRAPPERTYPEINFO(flutter_gpu, RenderPipeline);
RenderPipeline::RenderPipeline(
fml::RefPtr<flutter::gpu::Shader> vertex_shader,
fml::RefPtr<flutter::gpu::Shader> fragment_shader)
: vertex_shader_(std::move(vertex_shader)),
fragment_shader_(std::move(fragment_shader)) {}
void RenderPipeline::BindToPipelineDescriptor(
impeller::ShaderLibrary& library,
impeller::PipelineDescriptor& desc) {
desc.SetVertexDescriptor(vertex_shader_->GetVertexDescriptor());
desc.AddStageEntrypoint(vertex_shader_->GetFunctionFromLibrary(library));
desc.AddStageEntrypoint(fragment_shader_->GetFunctionFromLibrary(library));
}
RenderPipeline::~RenderPipeline() = default;
} // namespace gpu
} // namespace flutter
//----------------------------------------------------------------------------
/// Exports
///
Dart_Handle InternalFlutterGpu_RenderPipeline_Initialize(
Dart_Handle wrapper,
flutter::gpu::Context* gpu_context,
flutter::gpu::Shader* vertex_shader,
flutter::gpu::Shader* fragment_shader) {
// Lazily register the shaders synchronously if they haven't been already.
vertex_shader->RegisterSync(*gpu_context);
fragment_shader->RegisterSync(*gpu_context);
auto res = fml::MakeRefCounted<flutter::gpu::RenderPipeline>(
fml::RefPtr<flutter::gpu::Shader>(vertex_shader), //
fml::RefPtr<flutter::gpu::Shader>(fragment_shader));
res->AssociateWithDartWrapper(wrapper);
return Dart_Null();
}