mirror of
https://github.com/Relintai/pandemonium_engine.git
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59 lines
3.0 KiB
C++
59 lines
3.0 KiB
C++
/**************************************************************************/
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/* shader_cache_gles3.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SHADER_CACHE_GLES3_H
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#define SHADER_CACHE_GLES3_H
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#include "core/containers/local_vector.h"
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#include "core/object/reference.h"
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class DirAccess;
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class String;
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class ShaderCacheGLES3 {
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DirAccess *storage_da;
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String storage_path;
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uint64_t storage_size = 0;
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void _purge_excess();
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public:
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static String hash_program(const char *const *p_platform_strings, const LocalVector<const char *> &p_vertex_strings, const LocalVector<const char *> &p_fragment_strings);
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bool retrieve(const String &p_program_hash, uint32_t *r_format, PoolByteArray *r_data);
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void store(const String &p_program_hash, uint32_t p_program_format, const PoolByteArray &p_program_data);
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void remove(const String &p_program_hash);
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ShaderCacheGLES3();
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~ShaderCacheGLES3();
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};
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#endif // SHADER_CACHE_GLES3_H
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