Further shader compilation development.
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#pragma once
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#include "opengl/shading/features/generic_features.hpp"
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namespace zgl
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{
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struct preprocessed_shader_source_metadata
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{
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shading::features::generic::type static_enabled{};
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shading::features::generic::type dynamic_enable{};
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shading::features::generic::type string_count{};
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};
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}
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16
include/opengl/metadata/shader_metadata.hpp
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include/opengl/metadata/shader_metadata.hpp
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#pragma once
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#include "opengl/shading/model_geometry.hpp"
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#include "opengl/shading/shader_stage.hpp"
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#include "opengl/shading/features/generic_features.hpp"
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namespace zgl
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{
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struct shader_metadata
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{
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shading::model_geometry::types geometry;
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shading::stage::types stage;
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shading::features::generic::type static_enabled{};
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shading::features::generic::type dynamic_enable{};
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};
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}
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14
include/opengl/metadata/shader_set_metadata.hpp
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include/opengl/metadata/shader_set_metadata.hpp
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#pragma once
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#include "opengl/shading/model_geometry.hpp"
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#include "opengl/shading/shader_stage.hpp"
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#include "opengl/shading/features/generic_features.hpp"
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namespace zgl
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{
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struct shader_set_metadata
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{
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shading::features::generic::type static_enabled{};
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shading::features::generic::type dynamic_enable{};
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};
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}
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91
include/opengl/metadata/shader_source_metadata.hpp
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91
include/opengl/metadata/shader_source_metadata.hpp
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#pragma once
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#include <limits>
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#include <utility>
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#include "../shading/model_geometry.hpp"
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#include "../shading/shader_stage.hpp"
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#include "../shading/features/mesh_features.hpp"
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#include "../shading/features/point_cloud_features.hpp"
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#include "../shading/features/generic_features.hpp"
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#include <algorithm>
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// TODO move implementation to .ipp file
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namespace zgl
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{
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template<typename T>
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struct shader_features_set
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{
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T features, static_enable, dynamic_enable;
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template<typename U>
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[[nodiscard]] shader_features_set<U> cast() const noexcept
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{
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return {
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.features = static_cast<U>(features),
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.static_enable = static_cast<U>(static_enable),
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.dynamic_enable = static_cast<U>(dynamic_enable)
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};
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}
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// TODO this may not compile
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[[nodiscard]] bool operator==(const shader_features_set& other) const noexcept = default;
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};
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struct shader_source_metadata
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{
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union combined_feature_set_type {
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shader_features_set<shading::features::mesh::flags> mesh;
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shader_features_set<shading::features::point_cloud::flags> point_cloud;
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};
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using generic_feature_set_type = shader_features_set<shading::features::generic::type>;
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shading::model_geometry::types geometry;
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combined_feature_set_type feature_set;
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shading::stage::types stage;
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[[nodiscard]] generic_feature_set_type generic_feature_set() const noexcept
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{
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switch (geometry)
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{
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case shading::model_geometry::types::mesh:
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return feature_set.mesh.cast<shading::features::generic::type>();
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case shading::model_geometry::types::point_cloud:
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return feature_set.point_cloud.cast<shading::features::generic::type>();
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default:
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std::unreachable();
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}
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}
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void from_generic_feature_set(const generic_feature_set_type& generic_feature_set) noexcept
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{
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switch (geometry)
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{
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case shading::model_geometry::types::mesh:
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feature_set.mesh = generic_feature_set.cast<shading::features::mesh::flags>();
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case shading::model_geometry::types::point_cloud:
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feature_set.point_cloud = generic_feature_set.cast<shading::features::point_cloud::flags>();
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}
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std::unreachable();
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}
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bool operator==(const shader_source_metadata& other) const noexcept
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{
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if (this->stage != other.stage)
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{
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return false;
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}
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if (this->geometry != other.geometry)
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{
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return false;
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}
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return this->generic_feature_set() == other.generic_feature_set();
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}
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};
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}
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