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- // Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Gr/ShaderProgram.h>
- #include <AnKi/Gr/gl/GlObject.h>
- namespace anki
- {
- /// @addtogroup opengl
- /// @{
- class ShaderProgramImplReflection
- {
- public:
- struct Uniform
- {
- I32 m_location;
- U32 m_pushConstantOffset;
- ShaderVariableDataType m_type;
- U8 m_arrSize;
- };
- DynamicArray<Uniform> m_uniforms;
- U32 m_uniformDataSize = 0;
- };
- /// Shader program implementation.
- class ShaderProgramImpl final : public ShaderProgram, public GlObject
- {
- public:
- ShaderProgramImpl(GrManager* manager, CString name)
- : ShaderProgram(manager, name)
- {
- }
- ~ShaderProgramImpl();
- ANKI_USE_RESULT Error initGraphics(ShaderPtr vert, ShaderPtr tessc, ShaderPtr tesse, ShaderPtr geom,
- ShaderPtr frag);
- ANKI_USE_RESULT Error initCompute(ShaderPtr comp);
- // Do that only when is needed to avoid serializing the thread the driver is using for compilation.
- const ShaderProgramImplReflection& getReflection();
- private:
- Array<ShaderPtr, U(ShaderType::COUNT)> m_shaders;
- ShaderProgramImplReflection m_refl;
- Bool m_reflInitialized = false;
- ANKI_USE_RESULT Error link(GLuint vert, GLuint frag);
- };
- /// @}
- } // end namespace anki
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