godot/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp

/**************************************************************************/
/*  scene_shader_forward_mobile.cpp                                       */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "scene_shader_forward_mobile.h"
#include "core/config/project_settings.h"
#include "core/math/math_defs.h"
#include "render_forward_mobile.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"

usingnamespaceRendererSceneRenderImplementation;

/* ShaderData */

void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {}

bool SceneShaderForwardMobile::ShaderData::is_animated() const {}

bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {}

RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const {}

void SceneShaderForwardMobile::ShaderData::_create_pipeline(PipelineKey p_pipeline_key) {}

RD::PolygonCullMode SceneShaderForwardMobile::ShaderData::get_cull_mode_from_cull_variant(CullVariant p_cull_variant) {}

void SceneShaderForwardMobile::ShaderData::_clear_vertex_input_mask_cache() {}

RID SceneShaderForwardMobile::ShaderData::get_shader_variant(ShaderVersion p_shader_version, bool p_ubershader) const {}

uint64_t SceneShaderForwardMobile::ShaderData::get_vertex_input_mask(ShaderVersion p_shader_version, bool p_ubershader) {}

bool SceneShaderForwardMobile::ShaderData::is_valid() const {}

SceneShaderForwardMobile::ShaderData::ShaderData() :{}

SceneShaderForwardMobile::ShaderData::~ShaderData() {}

RendererRD::MaterialStorage::ShaderData *SceneShaderForwardMobile::_create_shader_func() {}

void SceneShaderForwardMobile::MaterialData::set_render_priority(int p_priority) {}

void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {}

bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {}

SceneShaderForwardMobile::MaterialData::~MaterialData() {}

RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {}

/* Scene Shader */

SceneShaderForwardMobile *SceneShaderForwardMobile::singleton =;
Mutex SceneShaderForwardMobile::singleton_mutex;

SceneShaderForwardMobile::SceneShaderForwardMobile() {}

void SceneShaderForwardMobile::init(const String p_defines) {}

void SceneShaderForwardMobile::set_default_specialization(const ShaderSpecialization &p_specialization) {}

uint32_t SceneShaderForwardMobile::get_pipeline_compilations(RS::PipelineSource p_source) {}

bool SceneShaderForwardMobile::is_multiview_enabled() const {}

SceneShaderForwardMobile::~SceneShaderForwardMobile() {}