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#include <mbgl/gl/render_pass.hpp>
#include <mbgl/gl/command_encoder.hpp>
#include <mbgl/gl/renderable_resource.hpp>
#include <mbgl/gl/context.hpp>
namespace mbgl {
namespace gl {
RenderPass::RenderPass(gl::CommandEncoder& commandEncoder_,
const char* name,
const gfx::RenderPassDescriptor& descriptor)
: commandEncoder(commandEncoder_), debugGroup(commandEncoder.createDebugGroup(name)) {
descriptor.renderable.getResource<gl::RenderableResource>().bind();
const auto clearDebugGroup(commandEncoder.createDebugGroup("clear"));
commandEncoder.context.clear(descriptor.clearColor, descriptor.clearDepth,
descriptor.clearStencil);
}
void RenderPass::pushDebugGroup(const char* name) {
commandEncoder.pushDebugGroup(name);
}
void RenderPass::popDebugGroup() {
commandEncoder.popDebugGroup();
}
} // namespace gl
} // namespace mbgl
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