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// Copyright 2017 The NXT Authors
//
// 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.
#ifndef BACKEND_OPENGL_SHADERMODULEGL_H_
#define BACKEND_OPENGL_SHADERMODULEGL_H_
#include "common/ShaderModule.h"
#include "glad/glad.h"
namespace backend {
namespace opengl {
class Device;
std::string GetBindingName(uint32_t group, uint32_t binding);
struct BindingLocation {
uint32_t group;
uint32_t binding;
};
bool operator < (const BindingLocation& a, const BindingLocation& b);
struct CombinedSampler {
BindingLocation samplerLocation;
BindingLocation textureLocation;
std::string GetName() const;
};
bool operator < (const CombinedSampler& a, const CombinedSampler& b);
class ShaderModule : public ShaderModuleBase {
public:
ShaderModule(Device* device, ShaderModuleBuilder* builder);
using CombinedSamplerInfo = std::vector<CombinedSampler>;
const char* GetSource() const;
const CombinedSamplerInfo& GetCombinedSamplerInfo() const;
private:
Device* device;
CombinedSamplerInfo combinedInfo;
std::string glslSource;
};
}
}
#endif // BACKEND_OPENGL_SHADERMODULEGL_H_