/*
 * Copyright © 2011-2020 Frictional Games
 * 
 * This file is part of Amnesia: A Machine For Pigs.
 * 
 * Amnesia: A Machine For Pigs is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version. 

 * Amnesia: A Machine For Pigs is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with Amnesia: A Machine For Pigs.  If not, see <https://www.gnu.org/licenses/>.
 */

#include "graphics/GPUProgram.h"

#include "resources/Resources.h"
#include "resources/GpuShaderManager.h"

namespace hpl{

	//////////////////////////////////////////////////////////////////////////
	// CONSTRUCTORS
	//////////////////////////////////////////////////////////////////////////

	//-----------------------------------------------------------------------

	iGpuProgram::iGpuProgram(const tString& asName,eGpuProgramFormat aProgramFormat) 
	{
		msName = asName;

		mpResources = NULL;

		mProgramFormat = aProgramFormat;

		mbAutoDestroyShaders = true;

		for(int i=0; i<2; ++i) mpShader[i] = NULL;

		mlUserId = 0;
	}

	iGpuProgram::~iGpuProgram()
	{
		if(mbAutoDestroyShaders && mpResources)
		{
			for(int i=0; i<2; ++i) 
			{
				if(mpShader[i]) mpResources->GetGpuShaderManager()->Destroy(mpShader[i]); 
			}
		}
	}

	//-----------------------------------------------------------------------

	//////////////////////////////////////////////////////////////////////////
	// PUBLIC METHODS
	//////////////////////////////////////////////////////////////////////////

	//-----------------------------------------------------------------------

	void iGpuProgram::SetShader(eGpuShaderType aType, iGpuShader *apShader)
	{
		mpShader[aType] = apShader;
	}

	//-----------------------------------------------------------------------

}
