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authorhachem <im@hachem.wtf>2026-08-20 02:19:29 +0200
committerhachem <im@hachem.wtf>2026-08-20 02:32:34 +0200
commit31f6a54d35dd13f0911f132dc60f5f0d851d7e43 (patch)
tree75b5410d785a5acc9e435d4147f3de4989278172 /src/platform/opengl/opengl_shader.h
parent0f9483ce025b015b1197b7a7efc8ed983bedbb8e (diff)
refactor: trailing return types in the OpenGL and Metal backends
Diffstat (limited to 'src/platform/opengl/opengl_shader.h')
-rw-r--r--src/platform/opengl/opengl_shader.h50
1 files changed, 25 insertions, 25 deletions
diff --git a/src/platform/opengl/opengl_shader.h b/src/platform/opengl/opengl_shader.h
index 978b56a..203a4a9 100644
--- a/src/platform/opengl/opengl_shader.h
+++ b/src/platform/opengl/opengl_shader.h
@@ -16,37 +16,37 @@ namespace Donut
OpenGLShader(const std::string& name, const std::string& compute_src);
virtual ~OpenGLShader();
- virtual void bind() const override;
- virtual void unbind() const override;
+ virtual auto bind() const -> void override;
+ virtual auto unbind() const -> void override;
- virtual void set_int( const std::string& name, int value) override;
- virtual void set_int_array(const std::string& name, int* values, uint32_t count) override;
- virtual void set_float( const std::string& name, float value) override;
- virtual void set_float2( const std::string& name, const glm::vec2& value) override;
- virtual void set_float3( const std::string& name, const glm::vec3& value) override;
- virtual void set_float4( const std::string& name, const glm::vec4& value) override;
- virtual void set_mat4( const std::string& name, const glm::mat4& value) override;
+ virtual auto set_int( const std::string& name, int value) -> void override;
+ virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void override;
+ virtual auto set_float( const std::string& name, float value) -> void override;
+ virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void override;
+ virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void override;
+ virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void override;
+ virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void override;
- virtual void dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) override;
- virtual void dispatch_indirect(uint32_t offset = 0) override;
- virtual void memory_barrier(uint32_t barriers) override;
+ virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void override;
+ virtual auto dispatch_indirect(uint32_t offset = 0) -> void override;
+ virtual auto memory_barrier(uint32_t barriers) -> void override;
- virtual const std::string& get_name() const override { return m_name; }
- virtual uint32_t get_renderer_id() const override { return m_renderer_id; }
+ virtual auto get_name() const -> const std::string& override{ return m_name; }
+ virtual auto get_renderer_id() const -> uint32_t override{ return m_renderer_id; }
- void upload_uniform_int( const std::string& name, int value);
- void upload_uniform_int_array(const std::string& name, int* values, uint32_t count);
- void upload_uniform_float( const std::string& name, float value);
- void upload_uniform_float2( const std::string& name, const glm::vec2& value);
- void upload_uniform_float3( const std::string& name, const glm::vec3& value);
- void upload_uniform_float4( const std::string& name, const glm::vec4& value);
- void upload_uniform_mat3( const std::string& name, const glm::mat3& matrix);
- void upload_uniform_mat4( const std::string& name, const glm::mat4& matrix);
+ auto upload_uniform_int( const std::string& name, int value) -> void;
+ auto upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void;
+ auto upload_uniform_float( const std::string& name, float value) -> void;
+ auto upload_uniform_float2( const std::string& name, const glm::vec2& value) -> void;
+ auto upload_uniform_float3( const std::string& name, const glm::vec3& value) -> void;
+ auto upload_uniform_float4( const std::string& name, const glm::vec4& value) -> void;
+ auto upload_uniform_mat3( const std::string& name, const glm::mat3& matrix) -> void;
+ auto upload_uniform_mat4( const std::string& name, const glm::mat4& matrix) -> void;
private:
- std::string read_file(const std::string& filepath);
- std::unordered_map<uint32_t, std::string> pre_process(const std::string& source);
- void compile(const std::unordered_map<uint32_t, std::string>& shader_sources);
+ auto read_file(const std::string& filepath) -> std::string;
+ auto pre_process(const std::string& source) -> std::unordered_map<uint32_t, std::string>;
+ auto compile(const std::unordered_map<uint32_t, std::string>& shader_sources) -> void;
private:
uint32_t m_renderer_id = 0;
std::string m_name;