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path: root/HLSL2GLSLConverter/src/HLSL2GLSLConverterAppMacOS.cpp
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/*
 *  Copyright 2019-2021 Diligent Graphics LLC
 *  Copyright 2015-2019 Egor Yusov
 *  
 *  Licensed under the Apache License, Version 2.0 (the "License");
 *  you may not use this file except in compliance with the License.
 *  You may obtain a copy of the License at
 *  
 *      http://www.apache.org/licenses/LICENSE-2.0
 *  
 *  Unless required by applicable law or agreed to in writing, software
 *  distributed under the License is distributed on an "AS IS" BASIS,
 *  WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *  See the License for the specific language governing permissions and
 *  limitations under the License.
 *
 *  In no event and under no legal theory, whether in tort (including negligence), 
 *  contract, or otherwise, unless required by applicable law (such as deliberate 
 *  and grossly negligent acts) or agreed to in writing, shall any Contributor be
 *  liable for any damages, including any direct, indirect, special, incidental, 
 *  or consequential damages of any character arising as a result of this License or 
 *  out of the use or inability to use the software (including but not limited to damages 
 *  for loss of goodwill, work stoppage, computer failure or malfunction, or any and 
 *  all other commercial damages or losses), even if such Contributor has been advised 
 *  of the possibility of such damages.
 */

#include "HLSL2GLSLConverterApp.h"
#include "Errors.hpp"
#include "RenderDevice.h"
#include "EngineFactoryOpenGL.h"
#include "RefCntAutoPtr.hpp"

using namespace Diligent;

int main(int argc, char** argv)
{
    HLSL2GLSLConverterApp Converter;

    if (argc == 1)
    {
        Converter.PrintHelp();
        return 0;
    }

    {
        auto ret = Converter.ParseCmdLine(argc, argv);
        if (ret != 0)
            return ret;
    }

    RefCntAutoPtr<IRenderDevice>  pDevice;
    //RefCntAutoPtr<IDeviceContext> pContext;
    //RefCntAutoPtr<ISwapChain>     pSwapChain;

    if (Converter.NeedsCompileShader())
    {
        // TODO: initialize OpenGL
    }

    auto ret = Converter.Convert(pDevice);
    return ret;
}