#include "openglshadercache.h" #include "node/node.h" void OpenGLShaderCache::Clear() { compiled_nodes_.clear(); } void OpenGLShaderCache::AddShader(Node *output, OpenGLShaderPtr shader) { compiled_nodes_.insert(GenerateShaderID(output), shader); } OpenGLShaderPtr OpenGLShaderCache::GetShader(Node *output) { return compiled_nodes_.value(GenerateShaderID(output)); } QString OpenGLShaderCache::GenerateShaderID(Node *output) { return output->id(); } bool OpenGLShaderCache::HasShader(Node *output) { return compiled_nodes_.contains(GenerateShaderID(output)); }