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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ShaderProgram.h"
#include "ps/VideoMode.h"
#include "renderer/backend/IDevice.h"
CShaderProgram::CShaderProgram(const CStr& name, const CShaderDefines& defines)
: m_Name(name), m_Defines(defines)
{
}
// static
CShaderProgramPtr CShaderProgram::Create(const CStr& name, const CShaderDefines& defines)
{
CShaderProgramPtr shaderProgram(new CShaderProgram(name, defines));
shaderProgram->Reload();
return shaderProgram->m_BackendShaderProgram ? shaderProgram : nullptr;
}
void CShaderProgram::Reload()
{
std::unique_ptr<Renderer::Backend::IShaderProgram> backendShaderProgram =
g_VideoMode.GetBackendDevice()->CreateShaderProgram(m_Name, m_Defines);
if (backendShaderProgram)
m_BackendShaderProgram = std::move(backendShaderProgram);
}
std::vector<VfsPath> CShaderProgram::GetFileDependencies() const
{
if (m_BackendShaderProgram)
return m_BackendShaderProgram->GetFileDependencies();
return {};
}
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