/* 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 "ps/VideoMode.h" #include "renderer/backend/IDevice.h" CShaderProgram::CShaderProgram(const CStr& name, const CShaderDefines& defines) : m_Name(name), m_Defines(defines) { } // static CShaderProgramPtr CShaderProgram::Create(const CStr& name, const CShaderDefines& defines) { CShaderProgramPtr shaderProgram(new CShaderProgram(name, defines)); shaderProgram->Reload(); return shaderProgram->m_BackendShaderProgram ? shaderProgram : nullptr; } void CShaderProgram::Reload() { std::unique_ptr backendShaderProgram = g_VideoMode.GetBackendDevice()->CreateShaderProgram(m_Name, m_Defines); if (backendShaderProgram) m_BackendShaderProgram = std::move(backendShaderProgram); } std::vector CShaderProgram::GetFileDependencies() const { if (m_BackendShaderProgram) return m_BackendShaderProgram->GetFileDependencies(); return {}; }