From 5b361d81dbd2af0d0e99b9eb1adebea76ff05db0 Mon Sep 17 00:00:00 2001 From: hachem Date: Thu, 20 Aug 2026 02:27:02 +0200 Subject: [chore]: MASSIVE refactor + more vulkan bs --- src/rendering/shader.h | 58 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 58 insertions(+) create mode 100644 src/rendering/shader.h (limited to 'src/rendering/shader.h') diff --git a/src/rendering/shader.h b/src/rendering/shader.h new file mode 100644 index 0000000..bc3fd9a --- /dev/null +++ b/src/rendering/shader.h @@ -0,0 +1,58 @@ +#pragma once + +#include "core/memory.h" + +#include +#include +#include + +#define SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define UNIFORM_BARRIER_BIT 0x00000004 +#define TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define IMAGE_ACCESS_BARRIER_BIT 0x00000020 + +namespace Donut +{ + class Shader + { + public: + virtual ~Shader() = default; + + 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: + 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); + + auto exists(const std::string& name) const -> bool; + private: + std::unordered_map> m_shaders; + }; +}; -- cgit v1.3