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Revisit existing ShaderManager implementation

Open JeanPhilippeKernel opened this issue 1 year ago • 2 comments

We want to simplify the creation of Shader object for Pipeline Specification

As today, the creation the of Shader object for a pipeline is kind hard coded in such way that the user needs to remember the name of the shader file he/her want to load - as we rely on it to retrieve the files.

See: ImGuiRenderer RenderPass::UseShader

Our goal is to move the impl in Render Pass into a ShaderManager that will be responsible for creating/caching shader objects. the basic creation of a Shader object should require: (unique key name, the vertex file, the fragment file)

  • Unique Key name: this name will be used as identifier to request the creation or existing shader from the ShaderManager

Back then, when using OpenGL, we had a ShaderManager implemented, the new specification above should be able to leverage it and do the necessary changes or improve it .

JeanPhilippeKernel avatar Dec 26 '23 18:12 JeanPhilippeKernel

@JeanPhilippeKernel !!!

jnyfah avatar Apr 11 '24 17:04 jnyfah

thanks for the reminder, description updated 🙂

JeanPhilippeKernel avatar Apr 16 '24 10:04 JeanPhilippeKernel