/*************************************************************************/ /* rendering_device.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "rendering_device.h" RenderingDevice *RenderingDevice::singleton = NULL; RenderingDevice *RenderingDevice::get_singleton() { return singleton; } RenderingDevice::ShaderCompileFunction RenderingDevice::compile_function = NULL; RenderingDevice::ShaderCacheFunction RenderingDevice::cache_function = NULL; void RenderingDevice::shader_set_compile_function(ShaderCompileFunction p_function) { compile_function = p_function; } void RenderingDevice::shader_set_cache_function(ShaderCacheFunction p_function) { cache_function = p_function; } PoolVector RenderingDevice::shader_compile_from_source(ShaderStage p_stage, const String &p_source_code, ShaderLanguage p_language, String *r_error, bool p_allow_cache) { if (p_allow_cache && cache_function) { PoolVector cache = cache_function(p_stage, p_source_code, p_language); if (cache.size()) { return cache; } } ERR_FAIL_COND_V(!compile_function, PoolVector()); return compile_function(p_stage, p_source_code, p_language, r_error); } RenderingDevice::RenderingDevice() { ShaderCompileFunction compile_function; ShaderCacheFunction cache_function; singleton = this; }