#include "GfxCore/Shader.h" #include LOGGROUP(Graphics) namespace RBX { namespace Graphics { VertexShader::VertexShader(Device* device) : Resource(device) { } VertexShader::~VertexShader() { } FragmentShader::FragmentShader(Device* device) : Resource(device) { } FragmentShader::~FragmentShader() { } ShaderProgram::ShaderProgram(Device* device, const shared_ptr& vertexShader, const shared_ptr& fragmentShader) : Resource(device) , vertexShader(vertexShader) , fragmentShader(fragmentShader) { } ShaderProgram::~ShaderProgram() { } void ShaderProgram::dumpToFLog(const std::string& text, int channel) { std::vector messages; boost::split(messages, text, boost::is_from_range('\n', '\n')); while (!messages.empty() && messages.back().empty()) messages.pop_back(); for (size_t i = 0; i < messages.size(); ++i) FASTLOGS(channel, "%s", messages[i]); } ShaderGlobalConstant::ShaderGlobalConstant(const char* name, unsigned int offset, unsigned int size) : name(name) , offset(offset) , size(size) { } } }