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feat(vulkan): vulkan 1.4 core with the user interface and the launcher, shaders split into ogl46/vk14 with SPIR-V binaries loaded first
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@@ -1,10 +1,22 @@
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#pragma once
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#include <array>
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#include <string>
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#include <vector>
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#include "ubo.h"
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#include "utilities/Globals.h"
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namespace gl
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{
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// the constants of the game the shaders take (shaders/ogl46/common.glsl), as #define lines put before the sources
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extern std::string glsl_common;
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void glsl_common_setup();
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// the settings of the game the shaders take (shaders/ogl46/settings.glsl): #define lines of their values for the sources,
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// and the values of the specialization constants of the binaries, in the order of gl::shader_setting
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std::string glsl_settings_defines();
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std::array<GLuint, 6> glsl_settings_values();
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// whether the constants written in common.glsl in Basedir (shaders/ogl46/ when empty) are those of the game: the SPIR-V
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// binaries are compiled with the ones of the file. Differences: what isn't the same
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bool glsl_common_matches(std::string const &Basedir, std::vector<std::string> &Differences);
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}
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