blob: 3bc1d4588624c0b8ac2049b62334253902189367 [file] [log] [blame]
//
// Copyright (c) 2002-2010 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.
//
//
// The top level algorithms for linking multiple
// shaders together.
//
#include "compiler/Common.h"
#include "compiler/ShHandle.h"
//
// Actual link object, derived from the shader handle base classes.
//
class TGenericLinker : public TLinker {
public:
TGenericLinker(EShExecutable e, int dOptions) : TLinker(e), debugOptions(dOptions) { }
bool link(TCompilerList&, TUniformMap*) { return true; }
void getAttributeBindings(ShBindingTable const **t) const { }
int debugOptions;
};
//
// The internal view of a uniform/float object exchanged with the driver.
//
class TUniformLinkedMap : public TUniformMap {
public:
TUniformLinkedMap() { }
virtual int getLocation(const char* name) { return 0; }
};
TShHandleBase* ConstructLinker(EShExecutable executable, int debugOptions)
{
return new TGenericLinker(executable, debugOptions);
}
void DeleteLinker(TShHandleBase* linker)
{
delete linker;
}
TUniformMap* ConstructUniformMap()
{
return new TUniformLinkedMap();
}
void DeleteUniformMap(TUniformMap* map)
{
delete map;
}
TShHandleBase* ConstructBindings()
{
return 0;
}
void DeleteBindingList(TShHandleBase* bindingList)
{
delete bindingList;
}