| 9 | |
| 10 | namespace Termina { |
| 11 | bool ShaderFile::Load(const std::string& path) |
| 12 | { |
| 13 | TN_INFO("Compiling shader file: %s", path.c_str()); |
| 14 | |
| 15 | std::string source = FileSystem::ReadStringFromDisk(path); |
| 16 | |
| 17 | ShaderPreprocessor::Result preprocessResult = ShaderPreprocessor::Preprocess(source); |
| 18 | |
| 19 | // Generate all permutation combinations (power set) |
| 20 | std::vector<std::vector<std::string>> allCombinations; |
| 21 | |
| 22 | // Add DEFAULT variant (empty combination) |
| 23 | allCombinations.push_back({}); |
| 24 | |
| 25 | // Generate all non-empty subsets |
| 26 | uint64 numPermutations = preprocessResult.Permutations.size(); |
| 27 | for (uint64 i = 1; i < (uint64)((1 << numPermutations)); ++i) { |
| 28 | std::vector<std::string> combination; |
| 29 | for (uint64 j = 0; j < numPermutations; ++j) { |
| 30 | if (i & (1 << j)) { |
| 31 | combination.push_back(preprocessResult.Permutations[j]); |
| 32 | } |
| 33 | } |
| 34 | allCombinations.push_back(combination); |
| 35 | } |
| 36 | |
| 37 | // Compile each combination |
| 38 | for (const auto& combination : allCombinations) { |
| 39 | // Build variant key from combination |
| 40 | std::string variantKey; |
| 41 | if (combination.empty()) { |
| 42 | variantKey = "DEFAULT"; |
| 43 | } else { |
| 44 | for (const auto& perm : combination) { |
| 45 | if (!variantKey.empty()) { |
| 46 | variantKey += "_"; |
| 47 | } |
| 48 | variantKey += perm; |
| 49 | } |
| 50 | } |
| 51 | |
| 52 | // Compile each entry point with this combination |
| 53 | for (auto& [entryPoint, type] : preprocessResult.EntryPoints) { |
| 54 | ShaderCompiler::Arguments args; |
| 55 | args.EntryPoint = entryPoint; |
| 56 | args.Path = path; |
| 57 | args.Source = preprocessResult.ProcessedSource; // Use processed source without pragmas |
| 58 | args.Type = type; |
| 59 | args.Defines = combination; |
| 60 | #if defined(TRMN_MACOS) |
| 61 | args.PostProcessCallback = MetalShaderConverter::Convert; |
| 62 | #endif |
| 63 | |
| 64 | ShaderCompiler::Result compileResult = ShaderCompiler::Compile(args); |
| 65 | if (!compileResult.Success) { |
| 66 | return false; |
| 67 | } |
| 68 | Variants[variantKey].Bytecodes[type].first = entryPoint; |
no test coverage detected