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xsl
2025-09-04 10:54:47 +08:00
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/* Copyright (c) 2024-2025, Sascha Willems
* Copyright (c) 2025, NVIDIA CORPORATION. All rights reserved.
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "shading_language_selection.h"
#include <algorithm>
#include "platform/application.h"
namespace plugins
{
ShadingLanguageSelection::ShadingLanguageSelection() :
ShadingLanguageSelectionTags("Shading language selection",
"A collection of flags to select shader from different shading languages (glsl, hlsl or slang)",
{},
{},
{{"shading-language", "Shading language to use (glsl, hlsl or slang)"}})
{
}
bool ShadingLanguageSelection::handle_option(std::deque<std::string> &arguments)
{
assert(!arguments.empty() && (arguments[0].substr(0, 2) == "--"));
std::string option = arguments[0].substr(2);
if (option == "shading-language")
{
if (arguments.size() < 2)
{
LOGE("Option \"shading-language\" is missing the actual shading language to use!");
return false;
}
// Make sure it's one of the supported shading languages
std::string shading_language = arguments[1];
std::transform(shading_language.begin(), shading_language.end(), shading_language.begin(), ::tolower);
if (shading_language == "glsl")
{
LOGI("Shading language selection: GLSL");
vkb::Application::set_shading_language(vkb::ShadingLanguage::GLSL);
}
else if (shading_language == "hlsl")
{
LOGI("Shading language selection: HLSL")
vkb::Application::set_shading_language(vkb::ShadingLanguage::HLSL);
}
else if (shading_language == "slang")
{
LOGI("Shading language selection: slang")
vkb::Application::set_shading_language(vkb::ShadingLanguage::SLANG);
}
else
{
LOGE("Invalid shading language selection, defaulting to glsl");
}
arguments.pop_front();
arguments.pop_front();
return true;
}
return false;
}
} // namespace plugins