Shader: Add module resolver + use modules for engine shaders
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@@ -15,6 +15,7 @@
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#include <Nazara/Renderer/RenderPassCache.hpp>
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#include <Nazara/Renderer/RenderPipelineLayout.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Shader/DirectoryModuleResolver.hpp>
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#include <optional>
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namespace Nz
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@@ -45,6 +46,7 @@ namespace Nz
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inline const std::shared_ptr<RenderDevice>& GetRenderDevice() const;
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inline const RenderPassCache& GetRenderPassCache() const;
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inline TextureSamplerCache& GetSamplerCache();
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inline const std::shared_ptr<DirectoryModuleResolver>& GetShaderModuleResolver() const;
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struct Config
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{
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@@ -62,10 +64,12 @@ namespace Nz
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void BuildDefaultTextures();
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void BuildFullscreenVertexBuffer();
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void RegisterMaterialPasses();
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void RegisterShaderModules();
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void SelectDepthStencilFormats();
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std::optional<RenderPassCache> m_renderPassCache;
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std::optional<TextureSamplerCache> m_samplerCache;
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std::shared_ptr<DirectoryModuleResolver> m_shaderModuleResolver;
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std::shared_ptr<RenderBuffer> m_fullscreenVertexBuffer;
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std::shared_ptr<RenderDevice> m_renderDevice;
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std::shared_ptr<RenderPipeline> m_blitPipeline;
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@@ -62,6 +62,11 @@ namespace Nz
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{
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return *m_samplerCache;
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}
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inline const std::shared_ptr<DirectoryModuleResolver>& Graphics::GetShaderModuleResolver() const
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{
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return m_shaderModuleResolver;
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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