/* * Copyright (c) 2022, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #include namespace SoftGPU { ErrorOr> ShaderCompiler::compile(void const* ownership_token, GPU::IR::Shader const&) { // FIXME: implement the shader compiler return adopt_ref(*new Shader(ownership_token, {})); } }