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forked from 0ad/0ad
0ad/source/renderer/backend/IShaderProgram.h
vladislavbelov aba7a170d9 Moves vertex attribute binding to CDeviceCommandContext.
Tested By: Langbart, Stan
Differential Revision: https://code.wildfiregames.com/D4610
This was SVN commit r26815.
2022-04-23 20:11:14 +00:00

56 lines
1.2 KiB
C++

/* Copyright (C) 2022 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
#define INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM
namespace Renderer
{
namespace Backend
{
enum class VertexAttributeStream : uint32_t
{
POSITION,
NORMAL,
COLOR,
UV0,
UV1,
UV2,
UV3,
UV4,
UV5,
UV6,
UV7,
};
/**
* IShaderProgram is a container for multiple shaders of different types.
*/
class IShaderProgram
{
public:
virtual ~IShaderProgram() {}
};
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_ISHADERPROGRAM