Refactor
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#pragma once
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#include "ShaderTypes.h"
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#include <filesystem>
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#include <string>
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class ShaderCompiler
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{
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public:
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ShaderCompiler(
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const std::filesystem::path& repoRoot,
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const std::filesystem::path& wrapperPath,
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const std::filesystem::path& generatedGlslPath,
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const std::filesystem::path& patchedGlslPath,
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unsigned maxTemporalHistoryFrames);
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bool BuildLayerFragmentShaderSource(const ShaderPackage& shaderPackage, std::string& fragmentShaderSource, std::string& error) const;
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private:
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bool BuildWrapperSlangSource(const ShaderPackage& shaderPackage, std::string& wrapperSource, std::string& error) const;
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bool FindSlangCompiler(std::filesystem::path& compilerPath, std::string& error) const;
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bool RunSlangCompiler(const std::filesystem::path& wrapperPath, const std::filesystem::path& outputPath, std::string& error) const;
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bool PatchGeneratedGlsl(std::string& shaderText, std::string& error) const;
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std::string ReadTextFile(const std::filesystem::path& path, std::string& error) const;
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bool WriteTextFile(const std::filesystem::path& path, const std::string& contents, std::string& error) const;
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private:
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std::filesystem::path mRepoRoot;
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std::filesystem::path mWrapperPath;
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std::filesystem::path mGeneratedGlslPath;
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std::filesystem::path mPatchedGlslPath;
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unsigned mMaxTemporalHistoryFrames;
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};
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