IShader* ShaderManager::GetShader( std::string shaderName, u32 shaderStages, std::vector<std::string> shaderFlags ) { u32 shaderHash = HashStringCRC32( shaderName + TextFileToString( shaderFlags ) ); shaderHash ^= shaderStages; std::unordered_map<u32, IShader*>::const_iterator it = m_CachedShaders.find( shaderHash ); if( it != m_CachedShaders.end() ) { return it->second; } Shader* shader = new Shader(); #if defined( FLAG_DEBUG ) shader_watch_t watch = { shaderName, shaderStages, shaderFlags, shader }; m_WatchedShaders[shaderName].push_back( watch ); #endif if( shaderStages & SHADER_STAGE_COMPUTE ) { shader->AddStage( uberShaderFolder + shaderName + stageComputeExtension, GL_COMPUTE_SHADER, &shaderFlags ); } else { if( shaderStages & SHADER_STAGE_VERTEX ) { shader->AddStage( uberShaderFolder + shaderName + stageVertexExtension, GL_VERTEX_SHADER, &shaderFlags ); } if( shaderStages & SHADER_STAGE_TESS_CONTROL ) { shader->AddStage( uberShaderFolder + shaderName + stageTessControlExtension, GL_TESS_CONTROL_SHADER, &shaderFlags ); } if( shaderStages & SHADER_STAGE_TESS_EVAL ) { shader->AddStage( uberShaderFolder + shaderName + stageTessEvalExtension, GL_TESS_EVALUATION_SHADER, &shaderFlags ); } if( shaderStages & SHADER_STAGE_GEOMETRY ) { shader->AddStage( uberShaderFolder + shaderName + stageGeometryExtension, GL_GEOMETRY_SHADER, &shaderFlags ); } if( shaderStages & SHADER_STAGE_FRAGMENT ) { shader->AddStage( uberShaderFolder + shaderName + stageFragmentExtension, GL_FRAGMENT_SHADER, &shaderFlags ); } } if( !shader->Compile() ) { CONSOLE_PRINT_ERROR( "%s => Failed to compile shader %s\n", __FUNCTION__, shaderName.c_str() ); SAFE_DELETE( shader ) return m_DefaultShader; }