/* Copyright (C) 2023 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM #define INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM #include "lib/file/vfs/vfs_path.h" #include "ps/CStrIntern.h" #include "renderer/backend/Format.h" #include "renderer/backend/IDeviceObject.h" namespace Renderer { namespace Backend { enum class VertexAttributeStream : uint32_t { POSITION, NORMAL, COLOR, UV0, UV1, UV2, UV3, UV4, UV5, UV6, UV7, }; enum class VertexAttributeRate : uint32_t { PER_VERTEX, PER_INSTANCE }; struct SVertexAttributeFormat { VertexAttributeStream stream; Format format; uint32_t offset; uint32_t stride; VertexAttributeRate rate; uint32_t bindingSlot; constexpr bool operator==(const SVertexAttributeFormat& other) const noexcept { return stream == other.stream && format == other.format && offset == other.offset && stride == other.stride && rate == other.rate && bindingSlot == other.bindingSlot; } }; /** * IVertexInputLayout stores precompiled list of vertex attributes. */ class IVertexInputLayout : public IDeviceObject { }; /** * IShaderProgram is a container for multiple shaders of different types. */ class IShaderProgram : public IDeviceObject { public: virtual int32_t GetBindingSlot(const CStrIntern name) const = 0; virtual std::vector GetFileDependencies() const = 0; }; } // namespace Backend } // namespace Renderer #endif // INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM