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Z3D/include/opengl/data_uploaders/shader_program_compiler.hpp

43 lines
912 B
C++

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