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/*
* Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/RefCounted.h>
namespace GPU {
class Shader : public RefCounted<Shader> {
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 };
};
}
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