2022-05-08 15:02:46 -07:00
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/* Copyright (C) 2022 Wildfire Games.
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2023-07-27 13:54:46 -07:00
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* This file is part of 0 A.D.
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2022-05-08 15:02:46 -07:00
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*
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2023-07-27 13:54:46 -07:00
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* 0 A.D. is free software: you can redistribute it and/or modify
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2022-05-08 15:02:46 -07:00
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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2023-07-27 13:54:46 -07:00
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* 0 A.D. is distributed in the hope that it will be useful,
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2022-05-08 15:02:46 -07:00
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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2023-07-27 13:54:46 -07:00
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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2022-05-08 15:02:46 -07:00
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*/
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#include "precompiled.h"
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#include "ShaderProgram.h"
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#include "renderer/backend/dummy/Device.h"
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namespace Renderer
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{
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namespace Backend
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{
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namespace Dummy
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{
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CShaderProgram::CShaderProgram() = default;
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CShaderProgram::~CShaderProgram() = default;
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// static
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std::unique_ptr<CShaderProgram> CShaderProgram::Create(CDevice* device)
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{
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std::unique_ptr<CShaderProgram> shaderProgram(new CShaderProgram());
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shaderProgram->m_Device = device;
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return shaderProgram;
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}
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IDevice* CShaderProgram::GetDevice()
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{
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return m_Device;
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}
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int32_t CShaderProgram::GetBindingSlot(const CStrIntern UNUSED(name)) const
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{
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return -1;
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}
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std::vector<VfsPath> CShaderProgram::GetFileDependencies() const
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{
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return {};
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}
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} // namespace Dummy
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} // namespace Backend
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} // namespace Renderer
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