mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-04 05:55:47 -07:00
Tested By: Langbart Differential Revision: https://code.wildfiregames.com/D4650 This was SVN commit r26901.
67 lines
1.5 KiB
C++
67 lines
1.5 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
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#define INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStrIntern.h"
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#include "renderer/backend/IDeviceObject.h"
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namespace Renderer
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{
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namespace Backend
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{
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enum class VertexAttributeStream : uint32_t
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{
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POSITION,
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NORMAL,
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COLOR,
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UV0,
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UV1,
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UV2,
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UV3,
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UV4,
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UV5,
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UV6,
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UV7,
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};
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enum class VertexAttributeRate : uint32_t
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{
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PER_VERTEX,
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PER_INSTANCE
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};
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/**
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* IShaderProgram is a container for multiple shaders of different types.
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*/
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class IShaderProgram : public IDeviceObject<IShaderProgram>
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{
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public:
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virtual int32_t GetBindingSlot(const CStrIntern name) const = 0;
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virtual std::vector<VfsPath> GetFileDependencies() const = 0;
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
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