| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| #ifndef SDL_shaders_gpu_h_ |
| #define SDL_shaders_gpu_h_ |
| |
| #include "SDL_internal.h" |
| |
| // SDL_GPU shader implementation |
| |
| typedef enum |
| { |
| VERT_SHADER_INVALID = -1, |
| VERT_SHADER_LINEPOINT, |
| VERT_SHADER_TRI_COLOR, |
| VERT_SHADER_TRI_TEXTURE, |
| |
| NUM_VERT_SHADERS, |
| } GPU_VertexShaderID; |
| |
| typedef enum |
| { |
| FRAG_SHADER_INVALID = -1, |
| FRAG_SHADER_COLOR, |
| FRAG_SHADER_TEXTURE_RGB, |
| FRAG_SHADER_TEXTURE_RGBA, |
| FRAG_SHADER_TEXTURE_ADVANCED, |
| FRAG_SHADER_TEXTURE_CUSTOM, |
| |
| NUM_FRAG_SHADERS, |
| } GPU_FragmentShaderID; |
| |
| struct GPU_Shaders |
| { |
| SDL_GPUShader *vert_shaders[NUM_VERT_SHADERS]; |
| SDL_GPUShader *frag_shaders[NUM_FRAG_SHADERS]; |
| }; |
| |
| typedef struct GPU_Shaders GPU_Shaders; |
| |
| void GPU_FillSupportedShaderFormats(SDL_PropertiesID props); |
| extern bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device); |
| extern void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device); |
| extern SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id); |
| extern SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id); |
| |
| #endif // SDL_shaders_gpu_h_ |