In the middle of multithreading parsers.
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@@ -17,7 +17,7 @@
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#include "opengl/handles/shader_handle_set.hpp"
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#include "opengl/shading/requirements/shader_requirements.hpp"
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#include "opengl/metadata/shader_set_metadata.hpp"
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#include "opengl/shading/requirements/shader_set_requirements.hpp"
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#include "opengl/shading/requirements/shader_program_requirements.hpp"
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namespace zgl
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{
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@@ -33,9 +33,9 @@ public:
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void process(const store_type& shader_sources);
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void get_handles(
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void fetch(
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const assets::shader_source_store& shader_sources,
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std::span<const shading::shader_set_requirements> requirements,
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std::span<const shading::shader_program_requirements> requirements,
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std::span<shader_set_metadata> metadata,
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std::span<shader_handle_set> shader_sets
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);
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@@ -56,7 +56,7 @@ protected:
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std::vector<entry_type> m_shader_lookup{};
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private:
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std::vector<shading::shader_source_requirements> m_source_requirement_buffer{};
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std::vector<shading::shader_requirements> m_source_requirement_buffer{};
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std::vector<preprocessed_shader_source_metadata> m_preprocessed_shader_source_metadata_buffer{};
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std::vector<const char*> m_source_strings_buffer{};
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};
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@@ -21,7 +21,7 @@ public:
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void process(const store_type& shader_sources);
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void get_handles(
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void fetch(
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const assets::shader_source_store& shader_sources,
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std::span<const shading::shader_program_requirements> requirements,
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std::span<shader_program_metadata> metadata,
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@@ -41,7 +41,7 @@ protected:
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std::vector<entry_type> m_shader_program_lookup;
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private:
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std::vector<shading::shader_set_requirements> m_shader_requirements_buffer;
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std::vector<shading::shader_program_requirements> m_shader_requirements_buffer;
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std::vector<shader_set_metadata> m_shader_metadata_buffer;
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std::vector<shader_handle_set> shader_set_buffer;
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};
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@@ -9,7 +9,7 @@
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#include "util/string_lookup.hpp"
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#include "opengl/metadata/shader_source_metadata.hpp"
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#include "opengl/shading/requirements/shader_source_requirements.hpp"
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#include "opengl/shading/requirements/shader_requirements.hpp"
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#include "opengl/metadata/preprocessed_shader_source_metadata.hpp"
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#include "assets/data_stores/shader_source_store.hpp"
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@@ -30,64 +30,21 @@ public:
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void process(const store_type& shader_sources);
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void get_shader_sources(
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void fetch(
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const assets::shader_source_store& shader_sources,
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std::span<const shading::shader_source_requirements> requirements,
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std::span<const shading::shader_requirements> requirements,
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std::span<preprocessed_shader_source_metadata> metadata,
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std::vector<const char*>& shader_strings
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);
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protected:
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void tokenize_declarations(std::string_view source);
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std::optional<shader_source_metadata> parse_metadata_from_tokens();
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[[nodiscard]] static bool parse_stage_declaration(
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std::span<const std::string_view> values,
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shader_source_metadata& metadata
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);
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[[nodiscard]] static bool parse_geometry_declaration(
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std::span<const std::string_view> tokens,
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shader_source_metadata& metadata
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);
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[[nodiscard]] static bool parse_features_declaration(
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std::span<const std::string_view> values,
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shader_source_metadata& metadata
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);
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[[nodiscard]] static bool parse_static_enable_declaration(
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std::span<const std::string_view> values,
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shader_source_metadata& metadata
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);
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[[nodiscard]] static bool parse_dynamic_enable_declaration(
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std::span<const std::string_view> values,
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shader_source_metadata& metadata
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);
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template<typename T>
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static void parse_feature_tokens(
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std::span<const std::string_view> values,
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const ztu::string_lookup<T>& feature_lookup,
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T& features
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);
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static void get_define_strings(
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shading::model_geometry::types geometry,
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shading::features::generic::type features,
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shading::features::generic::type& feature_count,
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assets::model_geometry::types geometry_type,
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assets::shader_components::flags components,
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assets::shader_components::flags& component_count,
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std::vector<const char*>& defines
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);
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std::vector<entry_type> m_shader_source_lookup;
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private:
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std::vector<std::string_view> m_value_token_buffer;
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std::vector<std::size_t> m_declaration_token_count_buffer;
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std::array<std::size_t, 4> m_declaration_type_index_buffer;
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};
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}
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