/* 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 . */ #ifndef INCLUDED_RENDERER_BACKEND_DUMMY_SHADERPROGRAM #define INCLUDED_RENDERER_BACKEND_DUMMY_SHADERPROGRAM #include "renderer/backend/IShaderProgram.h" #include namespace Renderer { namespace Backend { namespace Dummy { class CDevice; class CShaderProgram : public IShaderProgram { public: ~CShaderProgram() override; IDevice* GetDevice() override; int32_t GetBindingSlot(const CStrIntern name) const override; std::vector GetFileDependencies() const override; protected: friend class CDevice; CShaderProgram(); static std::unique_ptr Create(CDevice* device); CDevice* m_Device = nullptr; }; } // namespace Dummy } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_DUMMY_SHADERPROGRAM