In the middle of multithreading parsers.
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35
include/assets/components/shader_components.hpp
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35
include/assets/components/shader_components.hpp
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#pragma once
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#include <type_traits>
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#include "mesh_shader_components.hpp"
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#include "point_cloud_shader_components.hpp"
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namespace assets::shader_components
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{
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enum class stage : z3d::u8
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{
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vertex = 0,
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tesselation_control = 1,
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tesselation_evaluation = 2,
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geometry = 3,
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fragment = 4
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};
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inline constexpr std::size_t count = 5;
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inline constexpr auto stage_names = std::array<std::string_view, count>{
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"vertex",
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"tesselation_control",
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"tesselation_evaluation",
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"geometry",
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"fragment"
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};
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using flags = std::make_unsigned_t<std::common_type_t<
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std::underlying_type_t<mesh_shader_components::flags>,
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std::underlying_type_t<point_cloud_shader_components::flags>
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>>;
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}
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