/* * Copyright 2019-2021 Diligent Graphics LLC * Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ #pragma once #include "GraphicsTypes.h" #include "Shader.h" #include "RefCntAutoPtr.hpp" #include "DataBlob.h" namespace Diligent { /// Returns shader type definition macro(s), e.g., for a vertex shader: /// /// {"VERTEX_SHADER", "1"}, {nullptr, nullptr} /// /// or, for a fragment shader: /// /// {"FRAGMENT_SHADER", "1"}, {"PIXEL_SHADER", "1"}, {nullptr, nullptr} /// /// etc. const ShaderMacro* GetShaderTypeMacros(SHADER_TYPE Type); /// Appends shader macro definitions to the end of the source string: /// /// #define Name[0] Definitoin[0] /// #define Name[1] Definitoin[1] /// ... void AppendShaderMacros(std::string& Source, const ShaderMacro* Macros); /// Appends the shader type definition macro(s), e.g., for a vertex shader: /// /// #define VERTEX_SHADER 1 /// /// or, for a fragment shader: /// /// #define FRAGMENT_SHADER 1 /// #define PIXEL_SHADER 1 /// /// etc. void AppendShaderTypeDefinitions(std::string& Source, SHADER_TYPE Type); /// Reads shader source code from a file or uses the one from the shader create info const char* ReadShaderSourceFile(const char* SourceCode, IShaderSourceInputStreamFactory* pShaderSourceStreamFactory, const char* FilePath, RefCntAutoPtr& pFileData, size_t& SourceCodeLen) noexcept(false); /// Appends shader source code to the source string void AppendShaderSourceCode(std::string& Source, const ShaderCreateInfo& ShaderCI) noexcept(false); } // namespace Diligent