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/*
* 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<IDataBlob>& 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
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