2023-01-06 01:39:25 +01:00
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/* Copyright (C) 2023 Wildfire Games.
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2022-03-14 23:16:14 +01:00
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
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#define INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
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2022-05-02 22:57:22 +02:00
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStrIntern.h"
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2023-01-06 01:39:25 +01:00
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#include "renderer/backend/Format.h"
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2022-05-09 00:02:46 +02:00
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#include "renderer/backend/IDeviceObject.h"
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2022-05-02 22:57:22 +02:00
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2022-03-14 23:16:14 +01:00
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namespace Renderer
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{
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namespace Backend
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{
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2022-04-23 22:11:14 +02:00
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enum class VertexAttributeStream : uint32_t
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{
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POSITION,
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NORMAL,
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COLOR,
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UV0,
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UV1,
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UV2,
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UV3,
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UV4,
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UV5,
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UV6,
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UV7,
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};
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2022-05-24 09:11:23 +02:00
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enum class VertexAttributeRate : uint32_t
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{
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PER_VERTEX,
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PER_INSTANCE
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};
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2023-01-06 01:39:25 +01:00
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struct SVertexAttributeFormat
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{
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VertexAttributeStream stream;
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Format format;
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uint32_t offset;
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uint32_t stride;
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VertexAttributeRate rate;
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uint32_t bindingSlot;
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constexpr bool operator==(const SVertexAttributeFormat& other) const noexcept
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{
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return stream == other.stream && format == other.format &&
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offset == other.offset && stride == other.stride &&
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rate == other.rate && bindingSlot == other.bindingSlot;
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}
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};
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/**
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* IVertexInputLayout stores precompiled list of vertex attributes.
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*/
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class IVertexInputLayout : public IDeviceObject<IVertexInputLayout>
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{
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};
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2022-03-14 23:16:14 +01:00
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/**
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* IShaderProgram is a container for multiple shaders of different types.
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*/
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2022-05-09 00:02:46 +02:00
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class IShaderProgram : public IDeviceObject<IShaderProgram>
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2022-03-14 23:16:14 +01:00
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{
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public:
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2022-05-02 22:57:22 +02:00
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virtual int32_t GetBindingSlot(const CStrIntern name) const = 0;
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virtual std::vector<VfsPath> GetFileDependencies() const = 0;
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2022-03-14 23:16:14 +01:00
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};
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} // namespace Backend
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} // namespace Renderer
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#endif // INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
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