chromium/third_party/angle/src/common/CompiledShaderState.cpp

//
// Copyright 2022 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// CompiledShaderState.cpp:
//   Implements CompiledShaderState, and helper functions for serializing and deserializing
//   shader variables.
//

#include "common/CompiledShaderState.h"

#include "common/BinaryStream.h"
#include "common/utilities.h"

namespace gl
{
namespace
{
template <typename VarT>
std::vector<VarT> GetActiveShaderVariables(const std::vector<VarT> *variableList)
{}

template <typename VarT>
const std::vector<VarT> &GetShaderVariables(const std::vector<VarT> *variableList)
{}
}  // namespace

// true if varying x has a higher priority in packing than y
bool CompareShaderVar(const sh::ShaderVariable &x, const sh::ShaderVariable &y)
{}

void WriteShaderVar(gl::BinaryOutputStream *stream, const sh::ShaderVariable &var)
{}

void LoadShaderVar(gl::BinaryInputStream *stream, sh::ShaderVariable *var)
{}

void WriteShInterfaceBlock(gl::BinaryOutputStream *stream, const sh::InterfaceBlock &block)
{}

void LoadShInterfaceBlock(gl::BinaryInputStream *stream, sh::InterfaceBlock *block)
{}

CompiledShaderState::CompiledShaderState(gl::ShaderType type)
    :{}

CompiledShaderState::~CompiledShaderState() {}

void CompiledShaderState::buildCompiledShaderState(const ShHandle compilerHandle,
                                                   const bool isBinaryOutput)
{}

void CompiledShaderState::serialize(gl::BinaryOutputStream &stream) const
{}

void CompiledShaderState::deserialize(gl::BinaryInputStream &stream)
{}
}  // namespace gl