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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/shader/ShaderProgramCompiler.h
Aiden f85abef237
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Multi pass
2026-05-08 17:28:48 +10:00

29 lines
1.1 KiB
C++

#pragma once
#include "OpenGLRenderer.h"
#include "RuntimeHost.h"
#include "ShaderTextureBindings.h"
#include <string>
#include <vector>
class ShaderProgramCompiler
{
public:
using LayerProgram = OpenGLRenderer::LayerProgram;
using PassProgram = OpenGLRenderer::LayerProgram::PassProgram;
ShaderProgramCompiler(OpenGLRenderer& renderer, RuntimeHost& runtimeHost, ShaderTextureBindings& textureBindings);
bool CompileLayerProgram(const RuntimeRenderState& state, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::string& fragmentShaderSource, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompilePreparedLayerProgram(const RuntimeRenderState& state, const std::vector<ShaderPassBuildSource>& passSources, LayerProgram& layerProgram, int errorMessageSize, char* errorMessage);
bool CompileDecodeShader(int errorMessageSize, char* errorMessage);
bool CompileOutputPackShader(int errorMessageSize, char* errorMessage);
private:
OpenGLRenderer& mRenderer;
RuntimeHost& mRuntimeHost;
ShaderTextureBindings& mTextureBindings;
};