tried making naming more uniform and implemented most of the opengl managers
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@@ -6,11 +6,11 @@
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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/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 "assets/data_stores/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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@@ -19,11 +19,11 @@ class shader_source_manager {
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public:
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void process(
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const dynamic_shader_source_store& shader_sources
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const assets::shader_source_store& shader_sources
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);
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void get_shader_sources(
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const dynamic_shader_source_store& shader_sources,
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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<preprocessed_shader_source_metadata> metadata,
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std::vector<const char*>& shader_strings
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@@ -79,7 +79,7 @@ private:
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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_entry_type = std::pair<shader_source_metadata, assets::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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