Moves CShaderProgram to backend and handling via CDeviceCommandContext.

Differential Revision: https://code.wildfiregames.com/D4548
This was SVN commit r26652.
This commit is contained in:
vladislavbelov
2022-03-14 22:16:14 +00:00
parent 1b0891c566
commit b4253d48cb
52 changed files with 1802 additions and 1517 deletions
+6 -28
View File
@@ -21,22 +21,12 @@
#include "graphics/ShaderProgram.h"
CShaderPass::CShaderPass() = default;
void CShaderPass::Bind()
CShaderPass::CShaderPass(
const Renderer::Backend::GraphicsPipelineStateDesc& pipelineStateDesc,
const CShaderProgramPtr& shader)
: m_PipelineStateDesc(pipelineStateDesc), m_Shader(shader)
{
m_Shader->Bind();
}
void CShaderPass::Unbind()
{
m_Shader->Unbind();
}
void CShaderPass::SetPipelineStateDesc(
const Renderer::Backend::GraphicsPipelineStateDesc& pipelineStateDesc)
{
m_PipelineStateDesc = pipelineStateDesc;
m_PipelineStateDesc.shaderProgram = m_Shader->GetBackendShaderProgram();
}
CShaderTechnique::CShaderTechnique() = default;
@@ -51,19 +41,7 @@ int CShaderTechnique::GetNumPasses() const
return m_Passes.size();
}
void CShaderTechnique::BeginPass(int pass)
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
m_Passes[pass].Bind();
}
void CShaderTechnique::EndPass(int pass)
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
m_Passes[pass].Unbind();
}
const CShaderProgramPtr& CShaderTechnique::GetShader(int pass) const
Renderer::Backend::GL::CShaderProgram* CShaderTechnique::GetShader(int pass) const
{
ENSURE(0 <= pass && pass < (int)m_Passes.size());
return m_Passes[pass].GetShader();