/* Copyright (C) 2023 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 . */ #ifndef INCLUDED_SHADERPROGRAM #define INCLUDED_SHADERPROGRAM #include "graphics/ShaderDefines.h" #include "graphics/ShaderProgramPtr.h" #include "lib/file/vfs/vfs_path.h" #include "ps/CStr.h" #include "renderer/backend/IShaderProgram.h" #include /** * A wrapper for backend shader program to handle high-level operations like * file reloading and handling errors on reload. */ class CShaderProgram { NONCOPYABLE(CShaderProgram); public: static CShaderProgramPtr Create( Renderer::Backend::IDevice* device, const CStr& name, const CShaderDefines& defines); void Reload(); std::vector GetFileDependencies() const; Renderer::Backend::IShaderProgram* GetBackendShaderProgram() { return m_BackendShaderProgram.get(); } // TODO: add reloadable handles. protected: CShaderProgram( Renderer::Backend::IDevice* device, const CStr& name, const CShaderDefines& defines); Renderer::Backend::IDevice* m_Device = nullptr; CStr m_Name; CShaderDefines m_Defines; std::unique_ptr m_BackendShaderProgram; }; #endif // INCLUDED_SHADERPROGRAM