#pragma once #include "Graphics/Enums.h" #include "Graphics/Shader.h" #include "Resources.h" namespace Seele { namespace Metal { class Shader { public: Shader(PGraphics graphics, Gfx::SeShaderStageFlags stage); 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: Gfx::SeShaderStageFlags stage; PGraphics graphics; MTL::Library* library; MTL::Function *function; uint32 hash; }; DEFINE_REF(Shader) template class ShaderBase : public Base, public Shader { public: ShaderBase(PGraphics graphics) : Shader(graphics, flags) {} virtual ~ShaderBase() {} }; using VertexShader = ShaderBase; using FragmentShader = ShaderBase; using ComputeShader = ShaderBase; using TaskShader = ShaderBase; using MeshShader = ShaderBase; DEFINE_REF(VertexShader) DEFINE_REF(FragmentShader) DEFINE_REF(ComputeShader) DEFINE_REF(TaskShader) DEFINE_REF(MeshShader) } // namespace Metal } // namespace Seele