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- moved ShaderUniforms to hwrenderer/ .
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parent
f166624eb2
commit
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2 changed files with 121 additions and 116 deletions
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@ -1,123 +1,9 @@
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#pragma once
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#include "hwrenderer/data/uniformbuffer.h"
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#include "v_video.h"
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#include "gl/data/gl_uniformbuffer.h"
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#include "gl_load/gl_system.h"
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#include "gl_shader.h"
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enum class UniformType
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{
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Int,
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UInt,
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Float,
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Vec2,
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Vec3,
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Vec4,
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IVec2,
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IVec3,
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IVec4,
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UVec2,
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UVec3,
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UVec4,
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Mat4
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};
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class UniformFieldDesc
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{
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public:
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UniformFieldDesc() { }
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UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
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const char *Name;
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UniformType Type;
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std::size_t Offset;
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};
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template<typename T, int bindingpoint>
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class ShaderUniforms
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{
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public:
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ShaderUniforms()
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{
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memset(&Values, 0, sizeof(Values));
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}
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~ShaderUniforms()
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{
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if (mBuffer != nullptr)
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delete mBuffer;
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}
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int BindingPoint() const
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{
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return bindingpoint;
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}
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FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
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{
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mFields = fields;
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FString decl;
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decl.Format("layout(%s) uniform %s\n{\n", screen->GetUniformLayoutString(bindingpoint).GetChars(), name);
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for (const auto &field : fields)
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{
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decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name);
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}
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decl += "};\n";
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return decl;
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}
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void Init()
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{
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if (mBuffer == nullptr)
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mBuffer = screen->CreateUniformBuffer(sizeof(T));
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}
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void Set(bool bind = true)
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{
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if (mBuffer != nullptr)
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mBuffer->SetData(&Values);
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// Let's hope this can be done better when things have moved further ahead.
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// This really is not the best place to add something that depends on API behavior.
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if (bind) mBuffer->Bind(bindingpoint);
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}
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T *operator->() { return &Values; }
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const T *operator->() const { return &Values; }
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T Values;
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private:
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ShaderUniforms(const ShaderUniforms &) = delete;
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ShaderUniforms &operator=(const ShaderUniforms &) = delete;
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const char *GetTypeStr(UniformType type)
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{
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switch (type)
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{
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default:
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case UniformType::Int: return "int";
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case UniformType::UInt: return "uint";
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case UniformType::Float: return "float";
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case UniformType::Vec2: return "vec2";
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case UniformType::Vec3: return "vec3";
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case UniformType::Vec4: return "vec4";
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case UniformType::IVec2: return "ivec2";
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case UniformType::IVec3: return "ivec3";
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case UniformType::IVec4: return "ivec4";
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case UniformType::UVec2: return "uvec2";
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case UniformType::UVec3: return "uvec3";
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case UniformType::UVec4: return "uvec4";
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case UniformType::Mat4: return "mat4";
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}
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}
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IUniformBuffer *mBuffer = nullptr;
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std::vector<UniformFieldDesc> mFields;
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};
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#include "hwrenderer/data/shaderuniforms.h"
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class FShaderProgram
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{
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119
src/hwrenderer/data/shaderuniforms.h
Normal file
119
src/hwrenderer/data/shaderuniforms.h
Normal file
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#pragma once
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#include <vector>
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#include "hwrenderer/data/uniformbuffer.h"
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#include "v_video.h"
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enum class UniformType
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{
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Int,
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UInt,
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Float,
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Vec2,
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Vec3,
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Vec4,
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IVec2,
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IVec3,
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IVec4,
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UVec2,
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UVec3,
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UVec4,
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Mat4
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};
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class UniformFieldDesc
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{
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public:
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UniformFieldDesc() { }
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UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { }
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const char *Name;
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UniformType Type;
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std::size_t Offset;
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};
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template<typename T, int bindingpoint>
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class ShaderUniforms
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{
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public:
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ShaderUniforms()
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{
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memset(&Values, 0, sizeof(Values));
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}
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~ShaderUniforms()
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{
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if (mBuffer != nullptr)
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delete mBuffer;
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}
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int BindingPoint() const
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{
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return bindingpoint;
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}
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FString CreateDeclaration(const char *name, const std::vector<UniformFieldDesc> &fields)
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{
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mFields = fields;
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FString decl;
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decl.Format("layout(%s) uniform %s\n{\n", screen->GetUniformLayoutString(bindingpoint).GetChars(), name);
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for (const auto &field : fields)
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{
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decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name);
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}
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decl += "};\n";
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return decl;
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}
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void Init()
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{
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if (mBuffer == nullptr)
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mBuffer = screen->CreateUniformBuffer(sizeof(T));
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}
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void Set(bool bind = true)
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{
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if (mBuffer != nullptr)
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mBuffer->SetData(&Values);
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// Let's hope this can be done better when things have moved further ahead.
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// This really is not the best place to add something that depends on API behavior.
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if (bind) mBuffer->Bind(bindingpoint);
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}
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T *operator->() { return &Values; }
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const T *operator->() const { return &Values; }
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T Values;
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private:
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ShaderUniforms(const ShaderUniforms &) = delete;
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ShaderUniforms &operator=(const ShaderUniforms &) = delete;
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const char *GetTypeStr(UniformType type)
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{
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switch (type)
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{
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default:
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case UniformType::Int: return "int";
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case UniformType::UInt: return "uint";
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case UniformType::Float: return "float";
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case UniformType::Vec2: return "vec2";
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case UniformType::Vec3: return "vec3";
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case UniformType::Vec4: return "vec4";
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case UniformType::IVec2: return "ivec2";
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case UniformType::IVec3: return "ivec3";
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case UniformType::IVec4: return "ivec4";
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case UniformType::UVec2: return "uvec2";
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case UniformType::UVec3: return "uvec3";
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case UniformType::UVec4: return "uvec4";
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case UniformType::Mat4: return "mat4";
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}
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}
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IUniformBuffer *mBuffer = nullptr;
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std::vector<UniformFieldDesc> mFields;
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};
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