0ad/source/renderer/backend/IShaderProgram.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

92 lines
2.1 KiB
C++
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/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
#define INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStrIntern.h"
#include "renderer/backend/Format.h"
#include "renderer/backend/IDeviceObject.h"
namespace Renderer
{
namespace Backend
{
enum class VertexAttributeStream : uint32_t
{
POSITION,
NORMAL,
COLOR,
UV0,
UV1,
UV2,
UV3,
UV4,
UV5,
UV6,
UV7,
};
enum class VertexAttributeRate : uint32_t
{
PER_VERTEX,
PER_INSTANCE
};
struct SVertexAttributeFormat
{
VertexAttributeStream stream;
Format format;
uint32_t offset;
uint32_t stride;
VertexAttributeRate rate;
uint32_t bindingSlot;
constexpr bool operator==(const SVertexAttributeFormat& other) const noexcept
{
return stream == other.stream && format == other.format &&
offset == other.offset && stride == other.stride &&
rate == other.rate && bindingSlot == other.bindingSlot;
}
};
/**
* IVertexInputLayout stores precompiled list of vertex attributes.
*/
class IVertexInputLayout : public IDeviceObject<IVertexInputLayout>
{
};
/**
* IShaderProgram is a container for multiple shaders of different types.
*/
class IShaderProgram : public IDeviceObject<IShaderProgram>
{
public:
virtual int32_t GetBindingSlot(const CStrIntern name) const = 0;
virtual std::vector<VfsPath> GetFileDependencies() const = 0;
};
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM