From 31f6a54d35dd13f0911f132dc60f5f0d851d7e43 Mon Sep 17 00:00:00 2001 From: hachem Date: Thu, 20 Aug 2026 02:19:29 +0200 Subject: refactor: trailing return types in the OpenGL and Metal backends --- src/platform/opengl/opengl_shader.h | 58 ++++++++++++++++++------------------- 1 file changed, 29 insertions(+), 29 deletions(-) (limited to 'src/platform/opengl/opengl_shader.h') 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 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 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 const std::string& get_name() const override { return m_name; } - virtual uint32_t get_renderer_id() const 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); + virtual auto bind() const -> void override; + virtual auto unbind() const -> void 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 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 auto get_name() const -> const std::string& override{ return m_name; } + virtual auto get_renderer_id() const -> uint32_t override{ return m_renderer_id; } + + 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 pre_process(const std::string& source); - void compile(const std::unordered_map& shader_sources); + auto read_file(const std::string& filepath) -> std::string; + auto pre_process(const std::string& source) -> std::unordered_map; + auto compile(const std::unordered_map& shader_sources) -> void; private: uint32_t m_renderer_id = 0; std::string m_name; -- cgit v1.3