60 lines
1.4 KiB
C++
60 lines
1.4 KiB
C++
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#pragma once
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#include <variant>
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#include <string>
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#include <vector>
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#include <string_view>
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#include <optional>
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enum class ShaderStage {
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Vertex,
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Fragment
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};
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enum class ShaderLanguage {
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GLSL,
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MSL,
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SPIRV
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};
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class CompileOptions {
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public:
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void add_definition(const std::string_view name) {
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definitions.emplace_back(name);
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}
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std::vector<std::string> definitions;
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bool is_apple_mobile = false;
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};
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class ShaderSource {
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public:
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ShaderSource(const std::string source_string) : source(source_string) {}
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ShaderSource(const std::vector<uint32_t> source_bytecode) : source(source_bytecode) {}
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std::variant<std::string, std::vector<uint32_t>> source;
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std::string_view as_string() const {
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return std::get<std::string>(source);
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}
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std::vector<uint32_t> as_bytecode() const {
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return std::get<std::vector<uint32_t>>(source);
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}
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};
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class ShaderCompiler {
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public:
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ShaderCompiler();
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void set_include_path(const std::string_view path);
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/**
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Compiles from one shader language to another shader language.
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*/
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std::optional<ShaderSource> compile(const ShaderLanguage from_language, const ShaderStage shader_stage, const ShaderSource& shader_source, const ShaderLanguage to_language, const CompileOptions& options = CompileOptions());
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};
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static inline ShaderCompiler shader_compiler;
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