forked from 0ad/0ad
vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
/* Copyright (C) 2023 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_SHADERPROGRAM
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#define INCLUDED_SHADERPROGRAM
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#include "graphics/ShaderDefines.h"
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#include "graphics/ShaderProgramPtr.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include "renderer/backend/IShaderProgram.h"
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#include <vector>
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/**
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* A wrapper for backend shader program to handle high-level operations like
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* file reloading and handling errors on reload.
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*/
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class CShaderProgram
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{
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NONCOPYABLE(CShaderProgram);
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public:
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static CShaderProgramPtr Create(
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Renderer::Backend::IDevice* device, const CStr& name, const CShaderDefines& defines);
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void Reload();
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std::vector<VfsPath> GetFileDependencies() const;
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Renderer::Backend::IShaderProgram* GetBackendShaderProgram() { return m_BackendShaderProgram.get(); }
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// TODO: add reloadable handles.
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protected:
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CShaderProgram(
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Renderer::Backend::IDevice* device, const CStr& name, const CShaderDefines& defines);
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Renderer::Backend::IDevice* m_Device = nullptr;
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CStr m_Name;
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CShaderDefines m_Defines;
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std::unique_ptr<Renderer::Backend::IShaderProgram> m_BackendShaderProgram;
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};
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#endif // INCLUDED_SHADERPROGRAM
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