#include "RenderPipelineGL.h" #include "ShaderModuleGL.h" #include "DepthStencilStateGL.h" #include "ProgramGL.h" #include "BlendStateGL.h" #include CC_BACKEND_BEGIN RenderPipelineGL::RenderPipelineGL(const RenderPipelineDescriptor& descriptor) { _programGL = static_cast(descriptor.programState->getProgram()); _programGL->computeAttributeInfos(descriptor); CC_SAFE_RETAIN(_programGL); const auto& blendState = descriptor.blendState; CC_SAFE_RETAIN(blendState); _blendState = static_cast(blendState); } RenderPipelineGL::~RenderPipelineGL() { CC_SAFE_RELEASE(_programGL); CC_SAFE_RELEASE(_blendState); } CC_BACKEND_END