text: // Copyright(c) 2019 - 2020, #Momo
  // All rights reserved.
  // 
  // Redistribution and use in source and binary forms, with or without
  // modification, are permitted provided that the following conditions are met :
  // 
  // 1. Redistributions of source code must retain the above copyright notice, this
  // list of conditions and the following disclaimer.
  // 
  // 2. Redistributions in binary form must reproduce the above copyright notice,
  // this list of conditions and the following disclaimer in the documentation
  // and /or other materials provided with the distribution.
  // 
  // 3. Neither the name of the copyright holder nor the names of its
  // contributors may be used to endorse or promote products derived from
  // this software without specific prior written permission.
  // 
  // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
  // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  // DISCLAIMED.IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
  // FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
  // DAMAGES(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
  // SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
  // CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
  // OR TORT(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  
  #include "ComputeShader.h"
  #include "Utilities/Logging/Logger.h"
  #include "Platform/OpenGL/GLUtilities.h"
  #include "Utilities/FileSystem/FileManager.h"
  
  namespace MxEngine
  {
      template<>
      void ComputeShader::LoadDebugVariables<FilePath>(const MxString& source, const FilePath& path)
      {
          #if defined(MXENGINE_DEBUG)
          this->debugFilePath = ToMxString(FileManager::GetProximatePath(path, FileManager::GetWorkingDirectory()));
          std::replace(this->debugFilePath.begin(), this->debugFilePath.end(), '\\', '/');
          this->includedFilePaths = ShaderBase::GetShaderIncludeFiles(source, path);
          #endif
      }
  
      template<>
      ComputeShader::BindableId ComputeShader::CreateShaderProgram<FilePath>(const MxString& source, const FilePath& path)
      {
          MXLOG_DEBUG("OpenGL::Shader", "compiling compute shader");
          ShaderId shaderId = ShaderBase::CreateShader(GL_COMPUTE_SHADER, source, path);
  
          BindableId program = ShaderBase::CreateProgram(&shaderId, 1);
          MXLOG_DEBUG("OpenGL::Shader", "created shader program with id = " + ToMxString(program));
  
          ShaderBase::DeleteShader(shaderId);
  
          return program;
      }
  
      void ComputeShader::LoadFromString(const MxString& source)
      {
          BindableId program = ComputeShader::CreateShaderProgram(source, FilePath("_compute.glsl"));
          this->LoadDebugVariables(source, FilePath("_compute.glsl"));
          this->SetNewNativeHandle(program);
      }
  
      template<>
      void ComputeShader::Load<FilePath>(const FilePath& path)
      {
          auto source = File::ReadAllText(path);
          BindableId program = ComputeShader::CreateShaderProgram(source, path);
          this->LoadDebugVariables(source, path);
          this->SetNewNativeHandle(program);
      }
  
      void ComputeShader::Load(const MxString& path)
      {
          this->Load(ToFilePath(path));
      }
  
      const MxString& ComputeShader::GetDebugFilePath() const
      {
          #if defined(MXENGINE_DEBUG)
          return this->debugFilePath;
          #else
          const static MxString EmptyFilePath;
          return EmptyFilePath;
          #endif
      }
  
      const MxVector<MxString>& ComputeShader::GetIncludedFilePaths() const
      {
          #if defined(MXENGINE_DEBUG)
          return this->includedFilePaths;
          #else
          const static MxVector<MxString> EmptyVector;
          return EmptyVector;
          #endif
      }
  }