#include <algorithm>
+#include <msp/gl/extensions/arb_compute_shader.h>
#include <msp/gl/extensions/arb_direct_state_access.h>
#include <msp/gl/extensions/arb_draw_instanced.h>
#include <msp/gl/extensions/arb_occlusion_query.h>
namespace Msp {
namespace GL {
+void OpenGLCommands::submit_frame()
+{
+ glFlush();
+}
+
void OpenGLCommands::use_pipeline(const PipelineState *ps)
{
pipeline_state = ps;
if(!target)
throw invalid_operation("OpenGLCommands::clear");
+ if(!values)
+ return;
+
static Require _req(MSP_clear_buffer);
pipeline_state->apply();
glDrawElementsInstanced(batch.gl_prim_type, batch.size(), batch.gl_index_type, data_ptr, count);
}
+void OpenGLCommands::dispatch(unsigned count_x, unsigned count_y, unsigned count_z)
+{
+ if(!pipeline_state)
+ throw invalid_operation("OpenGLCommands::dispatch_compute");
+
+ static Require req(ARB_compute_shader);
+
+ pipeline_state->apply();
+ glDispatchCompute(count_x, count_y, count_z);
+}
+
void OpenGLCommands::resolve_multisample(Framebuffer &target)
{
const Framebuffer *source = (pipeline_state ? pipeline_state->get_framebuffer() : 0);
unsigned buffers = get_gl_buffer_bits(source->get_format())&get_gl_buffer_bits(target.get_format());
if(ARB_direct_state_access)
+ {
+ target.refresh();
glBlitNamedFramebuffer(source->id, target.id, 0, 0, width, height, 0, 0, width, height, buffers, GL_NEAREST);
+ }
else
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, source->id);