#include "StateMapFromTechniqueExtractor.h" using namespace state_map; std::string StateMapFromTechniqueExtractor::RetrieveStateMap() { return std::move(m_state_map); } void StateMapFromTechniqueExtractor::AcceptNextPass() {} bool StateMapFromTechniqueExtractor::AcceptEndPass(std::string& errorMessage) { return true; } bool StateMapFromTechniqueExtractor::AcceptStateMap(const std::string& stateMapName, std::string& errorMessage) { m_state_map = stateMapName; return true; } bool StateMapFromTechniqueExtractor::AcceptVertexShader(const std::string& vertexShaderName, std::string& errorMessage) { return true; } bool StateMapFromTechniqueExtractor::AcceptPixelShader(const std::string& pixelShaderName, std::string& errorMessage) { return true; } bool StateMapFromTechniqueExtractor::AcceptShaderConstantArgument(techset::ShaderSelector shader, techset::ShaderArgument shaderArgument, techset::ShaderArgumentCodeSource source, std::string& errorMessage) { return true; } bool StateMapFromTechniqueExtractor::AcceptShaderSamplerArgument(techset::ShaderSelector shader, techset::ShaderArgument shaderArgument, techset::ShaderArgumentCodeSource source, std::string& errorMessage) { return true; } bool StateMapFromTechniqueExtractor::AcceptShaderLiteralArgument(techset::ShaderSelector shader, techset::ShaderArgument shaderArgument, techset::ShaderArgumentLiteralSource source, std::string& errorMessage) { return true; } bool StateMapFromTechniqueExtractor::AcceptShaderMaterialArgument(techset::ShaderSelector shader, techset::ShaderArgument shaderArgument, techset::ShaderArgumentMaterialSource source, std::string& errorMessage) { return true; } bool StateMapFromTechniqueExtractor::AcceptVertexStreamRouting(const std::string& destination, const std::string& source, std::string& errorMessage) { return true; }