/* 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