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Make include-what-you-use happy with some files in source/renderer and fix what needs to be fixed. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
91 lines
2.2 KiB
C++
91 lines
2.2 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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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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* 0 A.D. is distributed in the hope that it will be useful,
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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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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_GL_PIPELINESTATE
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#define INCLUDED_RENDERER_BACKEND_GL_PIPELINESTATE
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#include "graphics/Color.h"
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#include "renderer/backend/PipelineState.h"
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#include <memory>
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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 GL
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{
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class CDevice;
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class CGraphicsPipelineState final : public IGraphicsPipelineState
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{
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public:
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~CGraphicsPipelineState() override = default;
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IDevice* GetDevice() override;
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IShaderProgram* GetShaderProgram() const override { return m_Desc.shaderProgram; }
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const SGraphicsPipelineStateDesc& GetDesc() const { return m_Desc; }
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private:
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friend class CDevice;
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static std::unique_ptr<CGraphicsPipelineState> Create(
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CDevice* device, const SGraphicsPipelineStateDesc& desc);
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CGraphicsPipelineState() = default;
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CDevice* m_Device = nullptr;
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SGraphicsPipelineStateDesc m_Desc{};
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};
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class CComputePipelineState final : public IComputePipelineState
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{
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public:
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~CComputePipelineState() override = default;
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IDevice* GetDevice() override;
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IShaderProgram* GetShaderProgram() const override { return m_Desc.shaderProgram; }
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const SComputePipelineStateDesc& GetDesc() const { return m_Desc; }
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private:
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friend class CDevice;
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static std::unique_ptr<CComputePipelineState> Create(
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CDevice* device, const SComputePipelineStateDesc& desc);
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CComputePipelineState() = default;
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CDevice* m_Device = nullptr;
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SComputePipelineStateDesc m_Desc{};
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};
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} // namespace GL
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_GL_PIPELINESTATE
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