Started refactor to lazily compilable shaders.
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include/opengl/data_uploaders/shader_program_compiler.hpp
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42
include/opengl/data_uploaders/shader_program_compiler.hpp
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#pragma once
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#include <unordered_map>
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#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
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#include "opengl/shader_program_lookup.hpp"
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#include "opengl/handles/shader_program_handle.hpp"
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template<typename Capabilities>
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class shader_program_compiler
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{
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public:
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// compile shader programs for given requirements
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// cache shader programs with their capabilities
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// store sstream for creating defines
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// register shader source code
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// store define types for these shaders as bitmap
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void register_shader_sources(
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const dynamic_shader_source_store& shader_sources
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);
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void find_or_compile_shader_programs(
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std::span<const Capabilities> required_capabilities,
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zgl::shader_program_lookup& shader_program_lookup
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);
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// create metadata for all sources
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// get
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protected:
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private:
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std::unordered_map<dynamic_shader_source_store::id_type, Capabilities> shader_capabilities;
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};
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