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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.
*/
#pragma once
#include "platform/plugins/plugin_base.h"
namespace plugins
{
class ShadingLanguageSelection;
using ShadingLanguageSelectionTags = vkb::PluginBase<ShadingLanguageSelection, vkb::tags::Passive>;
/**
* @brief Shading language selection options
*
* Select what shading language to run the samples with (glsl, hlsl)
*
*/
class ShadingLanguageSelection : public ShadingLanguageSelectionTags
{
public:
ShadingLanguageSelection();
virtual ~ShadingLanguageSelection() = default;
bool handle_option(std::deque<std::string> &arguments) override;
};
} // namespace plugins