Path: blob/master/servers/rendering/rendering_shader_library.h
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/**************************************************************************/1/* rendering_shader_library.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132class RenderingShaderLibrary {33public:34enum FeatureBits {35FEATURE_ADVANCED_BIT = 1U << 0U,36FEATURE_MULTIVIEW_BIT = 1U << 1U,37FEATURE_VRS_BIT = 1U << 2U,38FEATURE_FP16_BIT = 1U << 3U,39FEATURE_FP32_BIT = 1U << 4U,40};4142// Used by the shader baker to globally enable features on all the shaders that will be exported.43virtual void enable_features(BitField<FeatureBits> p_feature_bits) = 0;4445// Used by the shader baker to reference by name the library.46virtual String get_name() const = 0;4748virtual ~RenderingShaderLibrary() {}49};505152