From 0f9483ce025b015b1197b7a7efc8ed983bedbb8e Mon Sep 17 00:00:00 2001 From: hachem Date: Thu, 20 Aug 2026 02:12:52 +0200 Subject: refactor: trailing return types in rendering --- src/rendering/shader.h | 52 +++++++++++++++++++++++++------------------------- 1 file changed, 26 insertions(+), 26 deletions(-) (limited to 'src/rendering/shader.h') diff --git a/src/rendering/shader.h b/src/rendering/shader.h index 3e05132..7e4f48c 100644 --- a/src/rendering/shader.h +++ b/src/rendering/shader.h @@ -18,40 +18,40 @@ namespace Donut public: virtual ~Shader() = default; - virtual void bind() const = 0; - virtual void unbind() const = 0; - - virtual void set_int( const std::string& name, int value) = 0; - virtual void set_int_array(const std::string& name, int* values, uint32_t count) = 0; - virtual void set_float( const std::string& name, float value) = 0; - virtual void set_float2( const std::string& name, const glm::vec2& value) = 0; - virtual void set_float3( const std::string& name, const glm::vec3& value) = 0; - virtual void set_float4( const std::string& name, const glm::vec4& value) = 0; - virtual void set_mat4( const std::string& name, const glm::mat4& value) = 0; - - virtual void dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) = 0; - virtual void dispatch_indirect(uint32_t offset = 0) = 0; - virtual void memory_barrier(uint32_t barriers) = 0; - - virtual const std::string& get_name() const = 0; - virtual uint32_t get_renderer_id() const = 0; - - static Shader* create(const std::string& filepath); - static Shader* create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src); - static Shader* create_compute(const std::string& name, const std::string& compute_src); + virtual auto bind() const -> void = 0; + virtual auto unbind() const -> void = 0; + + virtual auto set_int( const std::string& name, int value) -> void = 0; + virtual auto set_int_array(const std::string& name, int* values, uint32_t count) -> void = 0; + virtual auto set_float( const std::string& name, float value) -> void = 0; + virtual auto set_float2( const std::string& name, const glm::vec2& value) -> void = 0; + virtual auto set_float3( const std::string& name, const glm::vec3& value) -> void = 0; + virtual auto set_float4( const std::string& name, const glm::vec4& value) -> void = 0; + virtual auto set_mat4( const std::string& name, const glm::mat4& value) -> void = 0; + + virtual auto dispatch(uint32_t x, uint32_t y = 1, uint32_t z = 1) -> void = 0; + virtual auto dispatch_indirect(uint32_t offset = 0) -> void = 0; + virtual auto memory_barrier(uint32_t barriers) -> void = 0; + + virtual auto get_name() const -> const std::string& = 0; + virtual auto get_renderer_id() const -> uint32_t = 0; + + static auto create(const std::string& filepath) -> Shader*; + static auto create(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) -> Shader*; + static auto create_compute(const std::string& name, const std::string& compute_src) -> Shader*; }; class ShaderLibrary { public: - void add(const Ref& shader); - void add(const std::string& name, const Ref& shader); - Ref load(const std::string& filepath); - Ref load(const std::string& name, const std::string& filepath); + auto add(const Ref& shader) -> void; + auto add(const std::string& name, const Ref& shader) -> void; + auto load(const std::string& filepath) -> Ref; + auto load(const std::string& name, const std::string& filepath) -> Ref; Ref get(const std::string& name); - bool exists(const std::string& name) const; + auto exists(const std::string& name) const -> bool; private: std::unordered_map> m_shaders; }; -- cgit v1.3