Further shader compilation development.
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110
include/opengl/data_uploaders/shader_preprocessor.hpp
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110
include/opengl/data_uploaders/shader_preprocessor.hpp
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#pragma once
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#include <string_view>
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#include <vector>
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#include <optional>
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#include <span>
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#include "util/string_lookup.hpp"
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#include "../metadata/shader_source_metadata.hpp"
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#include "opengl/shading/requirements/shader_source_requirements.hpp"
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#include "opengl/metadata/preprocessed_shader_source_metadata.hpp"
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#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
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#include "opengl/shading/shader_source_set.hpp"
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namespace zgl {
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class shader_preprocessor {
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public:
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void preprocess(
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const dynamic_shader_source_store& shader_sources
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);
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void fetch_shader_sources(
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const dynamic_shader_source_store& shader_sources,
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std::span<const shading::shader_source_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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std::vector<const char*>& defines
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);
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private:
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inline static auto mesh_feature_defines = std::array{
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"#define FACE\n",
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"#define LINE\n",
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"#define POINT\n",
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"#define V_L\n",
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"#define V_RGB\n",
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"#define V_A\n",
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"#define LIGHTING\n",
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"#define TEXTURE\n",
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"#define U_RGBA\n",
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};
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inline static auto point_cloud_feature_defines = std::array{
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"#define SQUARE\n",
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"#define LIGHTING\n",
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"#define V_L\n",
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"#define V_RGB\n",
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"#define V_A\n",
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"#define U_RGBA\n",
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"#define RAINBOW\n"
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};
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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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using source_lookup_entry_type = std::pair<shader_source_metadata, dynamic_shader_source_store::id_type>;
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using source_lookup_type = std::vector<source_lookup_entry_type>;
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source_lookup_type m_shader_source_lookup;
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};
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}
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