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Z3D/include/opengl/data_uploaders/shader_compiler.hpp
2025-03-22 17:40:08 +01:00

69 lines
1.8 KiB
C++

#pragma once
#include <unordered_map>
#include <bit>
#include <format>
#include <ranges>
#include <bits/ranges_algo.h>
#include "assets/dynamic_data_stores/dynamic_shader_source_store.hpp"
#include "opengl/shader_program_lookup.hpp"
#include "opengl/handles/shader_handle.hpp"
#include "util/string_lookup.hpp"
#include "shader_preprocessor.hpp"
#include "opengl/metadata/shader_metadata.hpp"
#include "opengl/data/shader_data.hpp"
#include "opengl/handles/shader_handle_set.hpp"
#include "opengl/shading/requirements/shader_requirements.hpp"
#include "opengl/metadata/shader_set_metadata.hpp"
#include "opengl/shading/requirements/shader_set_requirements.hpp"
namespace zgl
{
class shader_program_compiler
{
using shader_lookup_entry_type = std::pair<shader_metadata, shader_data>;
static constexpr auto gl_shader_types = std::array<GLenum, shading::stage::count>{
GL_VERTEX_SHADER,
GL_TESS_CONTROL_SHADER,
GL_TESS_EVALUATION_SHADER,
GL_GEOMETRY_SHADER,
GL_FRAGMENT_SHADER
};
public:
void preprocess(
const dynamic_shader_source_store& shader_sources
);
void compile_shaders(
const dynamic_shader_source_store& shader_sources,
std::span<const shading::shader_set_requirements> requirements,
std::span<shader_set_metadata> metadata,
std::span<shader_handle_set> shader_sets
);
protected:
shader_handle find_shader(
const shading::shader_requirements& requirements
);
bool compile_shader(
GLenum shader_type,
std::span<const char*> source_strings,
shader_data& shader
);
private:
shader_preprocessor m_preprocessor{};
std::vector<shading::shader_source_requirements> m_source_requirement_buffer{};
std::vector<preprocessed_shader_source_metadata> m_preprocessed_shader_source_metadata_buffer;
std::vector<const char*> m_source_strings_buffer;
std::vector<shader_lookup_entry_type> m_shader_lookup;
};
}