#include "../Device.h" CC_BACKEND_BEGIN class DeviceGL : public Device { public: DeviceGL(); ~DeviceGL(); virtual CommandBuffer* newCommandBuffer() override; virtual Buffer* newBuffer(unsigned int size, BufferType type, BufferUsage usage) override; virtual Texture* newTexture(const TextureDescriptor& descriptor) override; virtual DepthStencilState* createDepthStencilState(const DepthStencilDescriptor& descriptor) override; virtual BlendState* createBlendState(const BlendDescriptor& descriptor) override; virtual RenderPipeline* newRenderPipeline(const RenderPipelineDescriptor& descriptor) override; protected: virtual ShaderModule* newShaderModule(ShaderStage stage, const std::string& source) override; virtual Program* newProgram(const std::string& vertexShader, const std::string& fragmentShader) override; }; CC_BACKEND_END