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-rw-r--r--src/Runtime/ogl-runtime/src/render/Qt3DSRenderShader.h123
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diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
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+Subproject 427fddb50d43aa21a90fc7356ee3cdd8a908df5
diff --git a/src/Runtime/ogl-runtime/src/render/Qt3DSRenderShader.h b/src/Runtime/ogl-runtime/src/render/Qt3DSRenderShader.h
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-/****************************************************************************
-**
-** Copyright (C) 2008-2012 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-#pragma once
-#ifndef QT3DS_RENDER_SHADER_H
-#define QT3DS_RENDER_SHADER_H
-
-#include "foundation/Qt3DSFoundation.h"
-#include "foundation/Qt3DSBroadcastingAllocator.h"
-#include "foundation/Qt3DSAtomic.h"
-#include "render/Qt3DSRenderContext.h"
-#include "render/backends/Qt3DSRenderBackend.h"
-#include <EASTL/string.h>
-
-namespace qt3ds {
-namespace render {
- using namespace foundation;
-
- class NVRenderContextImpl;
-
- ///< A shader program is an object composed of a multiple shaders (vertex, fragment,
- ///geometry,....)
- class NVRenderShader
- {
- protected:
- NVRenderContextImpl &m_Context; ///< pointer to context
- NVFoundationBase &m_Foundation; ///< pointer to foundation
- NVRenderBackend *m_Backend; ///< pointer to backend
- NVConstDataRef<QT3DSI8> m_Source; ///< shader source code
- bool m_Binary; ///< true for binary programs
- eastl::string m_ErrorMessage; ///< contains the error message if linking fails
-
- public:
- /**
- * @brief constructor
- *
- * @param[in] context Pointer to render context
- * @param[in] fnd Pointer to foundation
- *
- * @return No return.
- */
- NVRenderShader(NVRenderContextImpl &context, NVFoundationBase &fnd,
- NVConstDataRef<QT3DSI8> source, bool binaryProgram)
- : m_Context(context)
- , m_Foundation(fnd)
- , m_Backend(context.GetBackend())
- , m_Source(source)
- , m_Binary(binaryProgram)
- {
- }
-
- /// @brief destructor
- ~NVRenderShader(){}
-
- /**
- * @brief Query if shader compiled succesfuly
- *
- * @return True if shader is valid.
- */
- virtual bool IsValid() = 0;
-
- /**
- * @brief Get Error Message
- *
- * @param[out] messageLength Pointer to error string
- * @param[out] messageLength Size of error meesage
- *
- * @return no return
- */
- virtual void GetErrorMessage(QT3DSI32 *messageLength, const char *errorMessage)
- {
- // Since we do not have any error message just generate a generic one
- if (m_Binary)
- m_ErrorMessage = "Binary shader compilation failed";
-
- *messageLength = m_ErrorMessage.size();
- errorMessage = m_ErrorMessage.c_str();
- }
-
- /**
- * @brief Get Error Message
- *
- *
- * @return error message.
- */
- virtual const char *GetErrorMessage()
- {
- if (m_Binary)
- m_ErrorMessage = "Binary shader compilation failed";
-
- return m_ErrorMessage.c_str();
- }
- };
-}
-}
-
-#endif