text: /*
   *  Copyright 2019-2021 Diligent Graphics LLC
   *
   *  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.
   */
  
  #pragma once
  
  /// \file
  /// Declaration of Diligent::DeviceObjectArchiveGLImpl class
  
  #include "Dearchiver.h"
  
  #include "EngineGLImplTraits.hpp"
  #include "DeviceObjectArchiveBase.hpp"
  
  namespace Diligent
  {
  
  /// Device object archive object implementation in OpenGL backend.
  class DeviceObjectArchiveGLImpl final : public DeviceObjectArchiveBase
  {
  public:
      DeviceObjectArchiveGLImpl(IReferenceCounters* pRefCounters, IArchive* pSource);
      ~DeviceObjectArchiveGLImpl();
  
      void UnpackResourceSignature(const ResourceSignatureUnpackInfo& DeArchiveInfo, IPipelineResourceSignature*& pSignature) override;
      void ReadAndCreateShader(Serializer<SerializerMode::Read>& Ser, ShaderCreateInfo& ShaderCI, IRenderDevice* pDevice, IShader** ppShader) override;
  };
  
  template <SerializerMode Mode>
  struct PSOSerializerGL
  {
      template <typename T>
      using TQual = typename Serializer<Mode>::template TQual<T>;
  
      static void SerializePRSDesc(Serializer<Mode>&                                 Ser,
                                   TQual<PipelineResourceSignatureSerializedDataGL>& Serialized,
                                   DynamicLinearAllocator*                           Allocator);
  };
  
  DECL_TRIVIALLY_SERIALIZABLE(PipelineResourceAttribsGL);
  
  } // namespace Diligent
  