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/* Copyright (c) 2024-2025, Sascha Willems
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* Copyright (c) 2025, NVIDIA CORPORATION. All rights reserved.
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "shading_language_selection.h"
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#include <algorithm>
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#include "platform/application.h"
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namespace plugins
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{
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ShadingLanguageSelection::ShadingLanguageSelection() :
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ShadingLanguageSelectionTags("Shading language selection",
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"A collection of flags to select shader from different shading languages (glsl, hlsl or slang)",
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{},
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{},
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{{"shading-language", "Shading language to use (glsl, hlsl or slang)"}})
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{
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}
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bool ShadingLanguageSelection::handle_option(std::deque<std::string> &arguments)
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{
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assert(!arguments.empty() && (arguments[0].substr(0, 2) == "--"));
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std::string option = arguments[0].substr(2);
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if (option == "shading-language")
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{
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if (arguments.size() < 2)
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{
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LOGE("Option \"shading-language\" is missing the actual shading language to use!");
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return false;
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}
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// Make sure it's one of the supported shading languages
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std::string shading_language = arguments[1];
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std::transform(shading_language.begin(), shading_language.end(), shading_language.begin(), ::tolower);
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if (shading_language == "glsl")
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{
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LOGI("Shading language selection: GLSL");
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vkb::Application::set_shading_language(vkb::ShadingLanguage::GLSL);
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}
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else if (shading_language == "hlsl")
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{
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LOGI("Shading language selection: HLSL")
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vkb::Application::set_shading_language(vkb::ShadingLanguage::HLSL);
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}
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else if (shading_language == "slang")
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{
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LOGI("Shading language selection: slang")
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vkb::Application::set_shading_language(vkb::ShadingLanguage::SLANG);
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}
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else
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{
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LOGE("Invalid shading language selection, defaulting to glsl");
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}
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arguments.pop_front();
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arguments.pop_front();
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return true;
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}
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return false;
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}
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} // namespace plugins
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