/* 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 .
*/
#include "precompiled.h"
#include "ShaderProgram.h"
#include "renderer/backend/dummy/Device.h"
namespace Renderer
{
namespace Backend
{
namespace Dummy
{
CShaderProgram::CShaderProgram() = default;
CShaderProgram::~CShaderProgram() = default;
// static
std::unique_ptr CShaderProgram::Create(CDevice* device)
{
std::unique_ptr shaderProgram(new CShaderProgram());
shaderProgram->m_Device = device;
return shaderProgram;
}
IDevice* CShaderProgram::GetDevice()
{
return m_Device;
}
int32_t CShaderProgram::GetBindingSlot(const CStrIntern UNUSED(name)) const
{
return -1;
}
std::vector CShaderProgram::GetFileDependencies() const
{
return {};
}
} // namespace Dummy
} // namespace Backend
} // namespace Renderer