// // Copyright 2024 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // ProgramExecutableWgpu.cpp: Implementation of ProgramExecutableWgpu. #include "libANGLE/renderer/wgpu/ProgramExecutableWgpu.h" namespace rx { ProgramExecutableWgpu::ProgramExecutableWgpu(const gl::ProgramExecutable *executable) : ProgramExecutableImpl(executable) {} ProgramExecutableWgpu::~ProgramExecutableWgpu() = default; void ProgramExecutableWgpu::destroy(const gl::Context *context) {} void ProgramExecutableWgpu::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramExecutableWgpu::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramExecutableWgpu::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramExecutableWgpu::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) {} void ProgramExecutableWgpu::setUniform1iv(GLint location, GLsizei count, const GLint *v) {} void ProgramExecutableWgpu::setUniform2iv(GLint location, GLsizei count, const GLint *v) {} void ProgramExecutableWgpu::setUniform3iv(GLint location, GLsizei count, const GLint *v) {} void ProgramExecutableWgpu::setUniform4iv(GLint location, GLsizei count, const GLint *v) {} void ProgramExecutableWgpu::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramExecutableWgpu::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramExecutableWgpu::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramExecutableWgpu::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) {} void ProgramExecutableWgpu::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {} void ProgramExecutableWgpu::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const { // TODO: Write some values. } void ProgramExecutableWgpu::getUniformiv(const gl::Context *context, GLint location, GLint *params) const { // TODO: Write some values. } void ProgramExecutableWgpu::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const { // TODO: Write some values. } TranslatedWGPUShaderModule &ProgramExecutableWgpu::getShaderModule(gl::ShaderType type) { return mShaderModules[type]; } } // namespace rx