blob: 54057e48454fc9bd580ec544252567f714deb795 [file] [log] [blame]
/*
* Copyright © 2012 Linaro Limited
*
* This file is part of the glmark2 OpenGL (ES) 2.0 benchmark.
*
* glmark2 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 3 of the License, or (at your option) any later
* version.
*
* glmark2 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
* glmark2. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Alexandros Frantzis
*/
#include "renderer.h"
void
RendererChain::setup(const LibMatrix::vec2 &size, bool onscreen, bool has_depth)
{
static_cast<void>(size);
static_cast<void>(onscreen);
static_cast<void>(has_depth);
}
void
RendererChain::setup_texture(GLint min_filter, GLint mag_filter,
GLint wrap_s, GLint wrap_t)
{
static_cast<void>(min_filter);
static_cast<void>(mag_filter);
static_cast<void>(wrap_s);
static_cast<void>(wrap_t);
}
void
RendererChain::input_texture(GLuint t)
{
if (!renderers_.empty()) {
IRenderer &renderer(*renderers_.front());
renderer.input_texture(t);
}
}
GLuint
RendererChain::texture()
{
GLuint t(0);
if (!renderers_.empty()) {
IRenderer &renderer(*renderers_.back());
t = renderer.texture();
}
return t;
}
LibMatrix::vec2
RendererChain::size()
{
LibMatrix::vec2 s;
if (!renderers_.empty()) {
IRenderer &renderer(*renderers_.back());
s = renderer.size();
}
return s;
}
void
RendererChain::make_current()
{
if (!renderers_.empty()) {
IRenderer &renderer(*renderers_.back());
renderer.make_current();
}
}
void
RendererChain::update_mipmap()
{
if (!renderers_.empty()) {
IRenderer &renderer(*renderers_.back());
renderer.update_mipmap();
}
}
void
RendererChain::render()
{
for(std::vector<IRenderer *>::iterator iter = renderers_.begin();
iter != renderers_.end();
iter++)
{
(*iter)->render();
}
}
void
RendererChain::append(IRenderer &renderer)
{
if (!renderers_.empty()) {
IRenderer &prev_renderer(*renderers_.back());
renderer.input_texture(prev_renderer.texture());
}
renderers_.push_back(&renderer);
}