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- /*
- * Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <LibGLSL/Linker.h>
- namespace GLSL {
- ErrorOr<NonnullOwnPtr<LinkedShader>> Linker::link(Vector<ObjectFile const*> const&)
- {
- // FIXME: implement this function
- m_messages = {};
- GPU::IR::Shader shader;
- auto input_name = "input0"_string;
- auto output_name = "output0"_string;
- TRY(shader.inputs.try_append({ move(input_name), GPU::IR::StorageType::Vector4 }));
- TRY(shader.outputs.try_append({ move(output_name), GPU::IR::StorageType::Vector4 }));
- GPU::IR::Instruction instruction {
- GPU::IR::Opcode::Move,
- { { GPU::IR::StorageLocation::Input, 0 } },
- { GPU::IR::StorageLocation::Output, 0 }
- };
- TRY(shader.instructions.try_append(instruction));
- return try_make<LinkedShader>(shader);
- }
- }
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