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Seele/src/Engine/Graphics/Metal/Shader.h
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#pragma once
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#include "Graphics/Enums.h"
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#include "Graphics/Shader.h"
#include "Resources.h"
namespace Seele {
namespace Metal {
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class Shader {
public:
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Shader(PGraphics graphics, Gfx::SeShaderStageFlags stage);
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virtual ~Shader();
void create(const ShaderCreateInfo &createInfo);
constexpr MTL::Function *getFunction() const { return function; }
constexpr const char *getEntryPointName() const {
// SLang renames all entry points to main, so we dont need that
return "main"; // entryPointName.c_str();
}
uint32 getShaderHash() const;
private:
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Gfx::SeShaderStageFlags stage;
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PGraphics graphics;
MTL::Library* library;
MTL::Function *function;
uint32 hash;
};
DEFINE_REF(Shader)
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template <typename Base, Gfx::SeShaderStageFlags flags> class ShaderBase : public Base, public Shader {
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public:
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ShaderBase(PGraphics graphics) : Shader(graphics, flags) {}
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virtual ~ShaderBase() {}
};
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using VertexShader = ShaderBase<Gfx::VertexShader, Gfx::SE_SHADER_STAGE_VERTEX_BIT>;
using FragmentShader = ShaderBase<Gfx::FragmentShader, Gfx::SE_SHADER_STAGE_FRAGMENT_BIT>;
using ComputeShader = ShaderBase<Gfx::ComputeShader, Gfx::SE_SHADER_STAGE_COMPUTE_BIT>;
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using TaskShader = ShaderBase<Gfx::TaskShader, Gfx::SE_SHADER_STAGE_TASK_BIT_EXT>;
using MeshShader = ShaderBase<Gfx::MeshShader, Gfx::SE_SHADER_STAGE_MESH_BIT_EXT>;
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DEFINE_REF(VertexShader)
DEFINE_REF(FragmentShader)
DEFINE_REF(ComputeShader)
DEFINE_REF(TaskShader)
DEFINE_REF(MeshShader)
} // namespace Metal
} // namespace Seele