mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 20:58:31 +09:00
Merge remote-tracking branch 'origin/dev' into dev
This commit is contained in:
@@ -44,7 +44,7 @@ jobs:
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- name: Build
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working-directory: ${{env.BENCH_ROOT}}/build-bench
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run: cmake --build . --parallel 1
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run: cmake --build . --parallel 4
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- name: Benchmark
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working-directory: ${{env.BENCH_ROOT}}/build-bench
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@@ -44,7 +44,7 @@ jobs:
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- name: Build
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working-directory: ${{env.TEST_ROOT}}/build-test
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run: cmake --build . --parallel 1
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run: cmake --build . --parallel 4
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- name: Test
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working-directory: ${{env.TEST_ROOT}}/build-test
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@@ -140,7 +140,23 @@ namespace MobileGL {
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}
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void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
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THROW_UNIMPL_EXCEPTION;
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if (maxCount < 0) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`maxCount` is less than 0."));
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return;
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}
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auto programObject = TryToGetProgramObject(program);
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if (!programObject)
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return;
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const auto& s = programObject->GetAttachedShaders();
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GLsizei c = std::min((GLsizei)s.size(), maxCount);
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if (count)
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*count = c;
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for (GLsizei i = 0; i < c; ++i) {
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shaders[i] = s[i]->GetId();
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}
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}
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GLint GetAttribLocation_State(GLuint program, const GLchar* name) {
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@@ -164,7 +180,23 @@ namespace MobileGL {
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}
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void GetShaderSource_State(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) {
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THROW_UNIMPL_EXCEPTION;
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if (bufSize < 0) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`bufSize` is less than 0."));
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}
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auto shaderObject = TryToGetShaderObject(shader);
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if (!shaderObject)
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return;
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auto& src = shaderObject->GetShaderSource();
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auto sz = std::min(bufSize - 1, (GLsizei)src.length());
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if (length)
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*length = sz;
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memcpy(source, src.c_str(), sz);
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source[sz] = '\0';
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}
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GLint GetUniformLocation_State(GLuint program, const GLchar* name) {
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@@ -203,11 +235,36 @@ namespace MobileGL {
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}
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void ShaderSource_State(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
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THROW_UNIMPL_EXCEPTION;
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if (count < 0) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`count` is less than 0."));
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}
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auto shaderObject = TryToGetShaderObject(shader);
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if (!shaderObject)
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return;
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std::string src;
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for (GLsizei i = 0; i < count; i++) {
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src +=
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(length[i] <= 0) ? string[i] : std::string(string[i], length[i]);
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}
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shaderObject->SetShaderSource(Move(src));
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}
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void UseProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION;
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if (program == 0) {
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MG_State::pGLContext->UseProgram(0);
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return;
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}
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auto programObject = TryToGetProgramObject(program);
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if (!programObject)
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return;
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MG_State::pGLContext->UseProgram(program);
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}
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void Uniform1f_State(GLint location, GLfloat v0) {
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@@ -187,6 +187,10 @@ namespace MobileGL {
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SharedPtr<ShaderObject> GLContext::GetShaderObject(const Uint index) {
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return m_programState.GetShaderObject(index);
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}
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void GLContext::UseProgram(Uint program) {
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return m_programState.UseProgram(program);
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}
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} // namespace GLState
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GLState::GLContext* pGLContext;
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@@ -63,6 +63,7 @@ namespace MobileGL {
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Bool ValidateShaderName(Uint index) const;
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SharedPtr<ProgramObject> GetProgramObject(Uint index);
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SharedPtr<ShaderObject> GetShaderObject(Uint index);
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void UseProgram(Uint program);
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private:
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// Error
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ErrorState m_errorState;
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@@ -59,6 +59,10 @@ namespace MobileGL {
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void ProgramObject::MarkAsDeleted() {
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m_deleteStatus = true;
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}
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Vector<SharedPtr<ShaderObject>>& ProgramObject::GetAttachedShaders() {
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return m_shaders;
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}
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} // namespace GLState
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} // namespace MG_State
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} // namespace MobileGL
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@@ -7,12 +7,15 @@ namespace MobileGL {
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namespace GLState {
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class ProgramObject {
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public:
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ProgramObject(const Uint id): m_id(id) {}
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bool ShaderIsAttached(SharedPtr<ShaderObject> shader);
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bool AttachShader(SharedPtr<ShaderObject> shader);
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SizeT DetachShader(SharedPtr<ShaderObject> shader);
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void Link();
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void MarkAsDeleted();
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Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
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private:
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const Uint m_id = 0;
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Vector<SharedPtr<ShaderObject>> m_shaders;
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// basically this contains SPIR-V in binary format
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Vector<Vector<Uint>> m_programBinary;
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@@ -33,11 +33,19 @@ namespace MobileGL {
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return CheckIndexAvail(program, m_programObjects) && m_programObjects[program] != nullptr;
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}
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void ProgramState::UseProgram(Uint program) {
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if (program == 0)
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m_currentProgram.reset();
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if (!CheckIndexAvail(program, m_programObjects)) return;
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m_currentProgram = m_programObjects[program];
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}
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Uint ProgramState::CreateShader(ShaderStage stage) {
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Uint shaderId = 0;
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m_shaderIndexGenerator.Generate(1, &shaderId);
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EnsureIndexAvail(shaderId, m_shaderObjects);
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auto shaderObject = MakeShared<ShaderObject>(stage);
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auto shaderObject = MakeShared<ShaderObject>(stage, shaderId);
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if (shaderObject == nullptr)
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return 0;
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m_shaderObjects[shaderId] = shaderObject;
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@@ -15,6 +15,8 @@ namespace MobileGL {
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void MarkProgramObjectForDeletion(Uint program);
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Bool ValidateProgramObject(Uint program) const;
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void UseProgram(Uint program);
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Uint CreateShader(ShaderStage stage);
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SharedPtr<ShaderObject> GetShaderObject(Uint shader);
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void MarkShaderObjectForDeletion(Uint shader);
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@@ -38,6 +40,8 @@ namespace MobileGL {
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IndexGenerator<Uint> m_shaderIndexGenerator;
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Vector<SharedPtr<ShaderObject>> m_shaderObjects;
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SharedPtr<ProgramObject> m_currentProgram;
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};
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} // namespace GLState
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} // namespace MG_State
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@@ -8,6 +8,10 @@ namespace MobileGL {
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m_source = source;
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}
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void ShaderObject::SetShaderSource(std::string &&source) {
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m_source = Move(source);
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}
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void ShaderObject::Compile() {
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using namespace MG_Util::ShaderTranspiler;
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ShaderAttrib attrib{
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@@ -56,15 +56,18 @@ namespace MobileGL {
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class ShaderObject {
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public:
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ShaderObject(const ShaderStage stage) : m_stage(stage) {}
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ShaderObject(const ShaderStage stage, const Uint id) : m_stage(stage), m_id(id) {}
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void SetShaderSource(const std::string& source);
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void SetShaderSource(std::string&& source);
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void Compile();
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void MarkAsDeleted();
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Uint GetId() const { return m_id; }
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ShaderStage GetShaderStage() const { return m_stage; }
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const std::string& GetShaderSource() const { return m_source; }
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SharedPtr<glslang::TShader> GetCompiledShader() const { return m_shader; }
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private:
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const Uint m_id = 0;
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const ShaderStage m_stage;
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std::string m_source;
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SharedPtr<glslang::TShader> m_shader;
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