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52 lines
1.3 KiB
C++
52 lines
1.3 KiB
C++
#pragma once
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#include <cstring>
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#include "Common/Log.h"
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#include "Common/GPU/Shader.h"
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// Helps generate a shader compatible with all backends.
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// Using #defines and magic in this class, we partially define our own shader language that basically looks
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// like GLSL, but has a few little oddities like splat3.
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class ShaderWriter {
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public:
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ShaderWriter(char *buffer, const ShaderLanguageDesc &lang, ShaderStage stage, const char **gl_extensions, size_t num_gl_extensions) : p_(buffer), lang_(lang), stage_(stage) {
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Preamble(gl_extensions, num_gl_extensions);
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}
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// I tried to call all three write functions "W", but only MSVC
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// managed to disentangle the ambiguities, so had to give up on that.
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// Assumes the input is zero-terminated.
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// C : Copies a buffer directly to the stream.
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template<size_t T>
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void C(const char(&text)[T]) {
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memcpy(p_, text, T);
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p_ += T - 1;
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}
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// W: Writes a zero-terminated string to the stream.
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void W(const char *text) {
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size_t len = strlen(text);
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memcpy(p_, text, len + 1);
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p_ += len;
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}
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// F: Formats into the buffer.
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void F(const char *format, ...);
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// void BeginMain();
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// void EndMain();
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char *GetPos() {
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return p_;
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}
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private:
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void Preamble(const char **gl_extensions, size_t num_gl_extensions);
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char *p_;
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const ShaderLanguageDesc &lang_;
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const ShaderStage stage_;
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};
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