#pragma once
#include <vector>
#include <cstdint>
#include <cstddef>
#include "Common/Common.h"
struct TBuiltInResource;
void InitShaderResources(TBuiltInResource &Resources);
enum ShaderLanguage {
GLSL_1xx = 1,
GLSL_3xx = 2,
GLSL_VULKAN = 4,
HLSL_D3D11 = 16,
};
inline bool ShaderLanguageIsOpenGL(ShaderLanguage lang) {
return lang == GLSL_1xx || lang == GLSL_3xx;
}
const char *ShaderLanguageAsString(ShaderLanguage lang);
enum class ShaderStage {
Vertex,
Fragment,
Geometry,
Compute,
};
const char *ShaderStageAsString(ShaderStage lang);
struct ShaderLanguageDesc {
ShaderLanguageDesc() {}
explicit ShaderLanguageDesc(ShaderLanguage lang);
void Init(ShaderLanguage lang);
int glslVersionNumber = 0;
ShaderLanguage shaderLanguage;
bool gles = false;
const char *varying_fs = nullptr;
const char *varying_vs = nullptr;
const char *attribute = nullptr;
const char *fragColor0 = nullptr;
const char *fragColor1 = nullptr;
const char *texture = nullptr;
const char *texture3D = nullptr;
const char *texelFetch = nullptr;
const char *lastFragData = nullptr;
const char *framebufferFetchExtension = nullptr;
const char *vsOutPrefix = "";
const char *viewportYSign = "";
bool vertexIndex = false;
bool glslES30 = false;
bool bitwiseOps = false;
bool forceMatrix4x4 = false;
bool coefsFromBuffers = false;
char driverInfo[256];
};
enum class UniformType : int8_t {
FLOAT1,
FLOAT2,
FLOAT3,
FLOAT4,
MATRIX4X4,
};
struct UniformDesc {
const char *name;
int16_t vertexReg;
int16_t fragmentReg;
UniformType type;
int16_t offset;
};
struct UniformBufferDesc {
size_t uniformBufferSize;
std::vector<UniformDesc> uniforms;
};
struct UniformDef {
const char *type;
const char *name;
int index;
};
enum class SamplerFlags {
ARRAY_ON_VULKAN = 1,
};
ENUM_CLASS_BITOPS(SamplerFlags);
struct SamplerDef {
int binding;
const char *name;
SamplerFlags flags;
};
typedef void (*ErrorCallbackFn)(const char *shortDesc, const char *details, void *userdata);