Further shader compilation development.
This commit is contained in:
@@ -1,6 +1,6 @@
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#include "rendering/batch_renderers/mesh_batch_renderer.hpp"
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#include "shader_program/uniforms/mesh_uniforms.hpp"
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#include "shading/uniforms/mesh_uniforms.hpp"
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#include "util/unroll_bool_template.hpp"
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#include "util/logger.hpp" // TODO remove
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#include <bitset> // TODOE remove
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@@ -65,7 +65,7 @@ std::optional<mesh_batch_renderer::id_type> mesh_batch_renderer::add(
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ztu::logger::debug("vertex_comps: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(vertex_comps)) });
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ztu::logger::debug("material_comps: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(material_comps)) });
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ztu::logger::debug("lit reqs: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(shader_program::features::mesh::lit.uniforms)) });
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ztu::logger::debug("lit reqs: %", std::bitset<32>{ static_cast<unsigned long long>(static_cast<int>(shading::features::mesh::lit.uniforms)) });
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for (std::size_t i{}; i != requirements::mesh::all.size(); ++i)
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@@ -198,7 +198,7 @@ void render_mesh_batch(
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ztu::logger::debug("textured: % alpha: % lit: %", Textured, Alpha, Lit);*/
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namespace uniforms = shader_program::uniforms::mesh;
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namespace uniforms = shading::uniforms::mesh;
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for (std::size_t i{}; i != meshes.size(); ++i)
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{
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@@ -254,7 +254,7 @@ void mesh_batch_renderer::render(
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const lighting_setup& lights
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) {
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namespace uniforms = shader_program::uniforms::mesh;
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namespace uniforms = shading::uniforms::mesh;
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const auto render_mode_index = static_cast<int>(render_mode);
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@@ -3,7 +3,7 @@
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#include <algorithm>
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#include "rendering/requirements/point_cloud_requirements.hpp"
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#include "shader_program/uniforms/point_cloud_uniforms.hpp"
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#include "shading/uniforms/point_cloud_uniforms.hpp"
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#include "util/unroll_bool_template.hpp"
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namespace rendering
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@@ -149,7 +149,7 @@ void render_point_cloud_batch(
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const auto point_clouds = batch.point_clouds();
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const auto transforms = batch.transforms();
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namespace uniforms = shader_program::uniforms::point_cloud;
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namespace uniforms = shading::uniforms::point_cloud;
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for (std::size_t i{}; i != point_clouds.size(); ++i)
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{
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@@ -194,7 +194,7 @@ void point_cloud_batch_renderer::render(
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const lighting_setup&
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) {
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namespace uniforms = shader_program::uniforms::point_cloud;
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namespace uniforms = shading::uniforms::point_cloud;
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const auto render_mode_index = static_cast<std::size_t>(render_mode);
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@@ -11,15 +11,15 @@ void mesh_lookup::add(
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) {
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m_shader_program_lookup.add(
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shader_program_handle,
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shader_program::attributes::mesh::all,
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shader_program::uniforms::mesh::all
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shading::attributes::mesh::all,
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shading::uniforms::mesh::all
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);
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}
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std::optional<zgl::shader_program_handle> mesh_lookup::find(
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requirements::mesh::flags requirements
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) const {
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auto capability = shader_program::features::mesh::type{};
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auto capability = shading::features::mesh::type{};
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auto index = std::size_t{};
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@@ -30,7 +30,7 @@ std::optional<zgl::shader_program_handle> mesh_lookup::find(
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if (requirement_flags & 1)
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{
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const auto shader_requirements_index = requirements::mesh::all[index].shader_program_requirement_index;
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const auto& [ attributes, uniforms ] = shader_program::features::mesh::all[shader_requirements_index];
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const auto& [ attributes, uniforms ] = shading::features::mesh::all[shader_requirements_index];
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capability.attributes |= attributes;
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capability.uniforms |= uniforms;
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}
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@@ -47,7 +47,7 @@ std::optional<zgl::shader_program_handle> mesh_lookup::find(
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return m_shader_program_lookup.find(
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static_cast<ztu::u32>(capability.attributes),
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static_cast<ztu::u32>(capability.uniforms),
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shader_program::attributes::mesh::all
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shading::attributes::mesh::all
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);
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}
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@@ -8,8 +8,8 @@ void point_cloud_lookup::add(
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) {
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m_program_lookup.add(
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shader_program_handle,
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shader_program::attributes::point_cloud::all,
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shader_program::uniforms::point_cloud::all
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shading::attributes::point_cloud::all,
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shading::uniforms::point_cloud::all
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);
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}
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@@ -17,7 +17,7 @@ void point_cloud_lookup::add(
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std::optional<zgl::shader_program_handle> point_cloud_lookup::find(
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requirements::point_cloud::flags requirements
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) const {
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auto capability = shader_program::features::point_cloud::type{};
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auto capability = shading::features::point_cloud::type{};
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auto index = std::size_t{};
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@@ -28,7 +28,7 @@ std::optional<zgl::shader_program_handle> point_cloud_lookup::find(
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if (requirement_flags & 1)
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{
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const auto shader_requirements_index = requirements::point_cloud::all[index].shader_program_requirement_index;
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const auto& [ attributes, uniforms ] = shader_program::features::point_cloud::all[shader_requirements_index];
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const auto& [ attributes, uniforms ] = shading::features::point_cloud::all[shader_requirements_index];
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capability.attributes |= attributes;
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capability.uniforms |= uniforms;
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}
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@@ -40,7 +40,7 @@ std::optional<zgl::shader_program_handle> point_cloud_lookup::find(
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return m_program_lookup.find(
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static_cast<ztu::u32>(capability.attributes),
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static_cast<ztu::u32>(capability.uniforms),
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shader_program::attributes::point_cloud::all
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shading::attributes::point_cloud::all
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);
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}
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