#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 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; 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); }; 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); Ref get(const std::string& name); bool exists(const std::string& name) const; private: std::unordered_map> m_shaders; }; };