/* * Copyright (c) 2022, Stephan Unverwerth * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include namespace GPU { class Shader : public RefCounted { public: Shader(void const* ownership_token) : m_ownership_token { ownership_token } { } virtual ~Shader() = default; void const* ownership_token() const { return m_ownership_token; } bool has_same_ownership_token(Shader const& other) const { return other.ownership_token() == ownership_token(); } private: void const* const m_ownership_token { nullptr }; }; }