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LibGL+LibSoftGPU: Add GPU side shader infrastructure
This adds a shader class to LibSoftGPU and makes use of it when linking GLSL program in LibGL. Also adds actual rendering code to the shader tests.
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11 changed files with 96 additions and 3 deletions
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@ -12,6 +12,7 @@
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#include <AK/Vector.h>
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#include <LibGPU/DeviceInfo.h>
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#include <LibGPU/Enums.h>
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#include <LibGPU/IR.h>
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#include <LibGPU/Image.h>
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#include <LibGPU/ImageDataLayout.h>
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#include <LibGPU/Light.h>
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@ -20,6 +21,7 @@
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#include <LibGPU/RasterPosition.h>
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#include <LibGPU/RasterizerOptions.h>
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#include <LibGPU/SamplerConfig.h>
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#include <LibGPU/Shader.h>
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#include <LibGPU/StencilConfiguration.h>
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#include <LibGPU/TextureUnitConfiguration.h>
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#include <LibGPU/Vertex.h>
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@ -56,6 +58,7 @@ public:
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virtual LightModelParameters light_model() const = 0;
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virtual NonnullRefPtr<Image> create_image(PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels) = 0;
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virtual ErrorOr<NonnullRefPtr<Shader>> create_shader(IR::Shader const&) = 0;
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virtual void set_sampler_config(unsigned, SamplerConfig const&) = 0;
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virtual void set_light_state(unsigned, Light const&) = 0;
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