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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 = TRY(String::from_utf8("input0"sv));
auto output_name = TRY(String::from_utf8("output0"sv));
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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