RHI: Add embedded shader source support via ShaderCompileDesc
- Add ShaderLanguage enum (HLSL, GLSL, SPIRV) - Extend ShaderCompileDesc with source/sourceLanguage fields - D3D12Device::CompileShader supports both file and embedded source - OpenGLDevice::CompileShader supports embedded GLSL source - Refactor test_shader.cpp to use embedded source for both backends This enables consistent shader compilation across D3D12 and OpenGL backends while maintaining backend-specific shader language support.
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@@ -353,15 +353,40 @@ RHICommandQueue* OpenGLDevice::CreateCommandQueue(const CommandQueueDesc& desc)
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}
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RHIShader* OpenGLDevice::CompileShader(const ShaderCompileDesc& desc) {
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std::wstring filePath = desc.fileName;
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if (filePath.empty()) {
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auto* shader = new OpenGLShader();
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if (desc.sourceLanguage == ShaderLanguage::GLSL && !desc.source.empty()) {
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const char* sourceStr = reinterpret_cast<const char*>(desc.source.data());
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ShaderType shaderType = ShaderType::Vertex;
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std::string profile(desc.profile.begin(), desc.profile.end());
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if (profile.find("vs") != std::string::npos) {
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shaderType = ShaderType::Vertex;
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} else if (profile.find("ps") != std::string::npos || profile.find("fs") != std::string::npos) {
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shaderType = ShaderType::Fragment;
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} else if (profile.find("gs") != std::string::npos) {
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shaderType = ShaderType::Geometry;
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} else if (profile.find("cs") != std::string::npos) {
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shaderType = ShaderType::Compute;
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}
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if (shader->Compile(sourceStr, shaderType)) {
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return shader;
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}
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delete shader;
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return nullptr;
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}
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auto* shader = new OpenGLShader();
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std::string entryPoint(desc.entryPoint.begin(), desc.entryPoint.end());
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std::string profile(desc.profile.begin(), desc.profile.end());
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shader->CompileFromFile(filePath.c_str(), entryPoint.c_str(), profile.c_str());
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return shader;
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if (!desc.fileName.empty()) {
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std::wstring filePath = desc.fileName;
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std::string entryPoint(desc.entryPoint.begin(), desc.entryPoint.end());
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std::string profile(desc.profile.begin(), desc.profile.end());
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shader->CompileFromFile(filePath.c_str(), entryPoint.c_str(), profile.c_str());
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return shader;
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}
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delete shader;
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return nullptr;
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}
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RHIPipelineState* OpenGLDevice::CreatePipelineState(const GraphicsPipelineDesc& desc) {
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