#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)
{ … }
}
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)
{ … }
}