FITD/FitdLib/shaders/embeddedShadersMacro.h

164 lines
6.1 KiB
C++

/*
* Copyright 2011-2021 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#ifndef BGFX_EMBEDDED_SHADER_H_HEADER_GUARD
#define BGFX_EMBEDDED_SHADER_H_HEADER_GUARD
#include <bx/bx.h>
#include <bgfx/bgfx.h>
#define BGFX_EMBEDDED_SHADER_DXBC(...)
#define BGFX_EMBEDDED_SHADER_DX9BC(...)
#define BGFX_EMBEDDED_SHADER_PSSL(...)
#define BGFX_EMBEDDED_SHADER_ESSL(...)
#define BGFX_EMBEDDED_SHADER_GLSL(...)
#define BGFX_EMBEDDED_SHADER_METAL(...)
#define BGFX_EMBEDDED_SHADER_NVN(...)
#define BGFX_EMBEDDED_SHADER_SPIRV(...)
#define BGFX_PLATFORM_SUPPORTS_DX9BC (0 \
|| BX_PLATFORM_WINDOWS \
)
#define BGFX_PLATFORM_SUPPORTS_DXBC (0 \
|| BX_PLATFORM_WINDOWS \
|| BX_PLATFORM_WINRT \
|| BX_PLATFORM_XBOXONE \
)
#define BGFX_PLATFORM_SUPPORTS_PSSL (0 \
|| BX_PLATFORM_PS4 \
|| BX_PLATFORM_PS5 \
)
#define BGFX_PLATFORM_SUPPORTS_ESSL (0 \
|| BX_PLATFORM_ANDROID \
|| BX_PLATFORM_EMSCRIPTEN \
|| BX_PLATFORM_IOS \
|| BX_PLATFORM_LINUX \
|| BX_PLATFORM_OSX \
|| BX_PLATFORM_RPI \
|| BX_PLATFORM_WINDOWS \
)
#define BGFX_PLATFORM_SUPPORTS_GLSL (0 \
|| BX_PLATFORM_BSD \
|| BX_PLATFORM_LINUX \
|| BX_PLATFORM_OSX \
|| BX_PLATFORM_WINDOWS \
)
#define BGFX_PLATFORM_SUPPORTS_METAL (0 \
|| BX_PLATFORM_IOS \
|| BX_PLATFORM_OSX \
)
#define BGFX_PLATFORM_SUPPORTS_NVN (0 \
|| BX_PLATFORM_NX \
)
#define BGFX_PLATFORM_SUPPORTS_SPIRV (0 \
|| BX_PLATFORM_ANDROID \
|| BX_PLATFORM_EMSCRIPTEN \
|| BX_PLATFORM_LINUX \
|| BX_PLATFORM_WINDOWS \
)
#if BGFX_PLATFORM_SUPPORTS_DX9BC
# undef BGFX_EMBEDDED_SHADER_DX9BC
# define BGFX_EMBEDDED_SHADER_DX9BC(_renderer, _name) \
{ _renderer, BX_CONCATENATE(_name, _dx9 ), BX_COUNTOF(BX_CONCATENATE(_name, _dx9 ) ) },
#endif // BGFX_PLATFORM_SUPPORTS_DX9BC
#if BGFX_PLATFORM_SUPPORTS_DXBC
# undef BGFX_EMBEDDED_SHADER_DXBC
# define BGFX_EMBEDDED_SHADER_DXBC(_renderer, _name) \
{ _renderer, BX_CONCATENATE(_name, _dx11), BX_COUNTOF(BX_CONCATENATE(_name, _dx11) ) },
#endif // BGFX_PLATFORM_SUPPORTS_DXBC
#if BGFX_PLATFORM_SUPPORTS_PSSL
# undef BGFX_EMBEDDED_SHADER_PSSL
# define BGFX_EMBEDDED_SHADER_PSSL(_renderer, _name) \
{ _renderer, BX_CONCATENATE(_name, _pssl), BX_CONCATENATE(_name, _pssl_size) },
#endif // BGFX_PLATFORM_SUPPORTS_PSSL
#if BGFX_PLATFORM_SUPPORTS_ESSL
# undef BGFX_EMBEDDED_SHADER_ESSL
# define BGFX_EMBEDDED_SHADER_ESSL(_renderer, _name) \
{ _renderer, BX_CONCATENATE(_name, _essl), BX_COUNTOF(BX_CONCATENATE(_name, _essl) ) },
#endif // BGFX_PLATFORM_SUPPORTS_ESSL
#if BGFX_PLATFORM_SUPPORTS_GLSL
# undef BGFX_EMBEDDED_SHADER_GLSL
# define BGFX_EMBEDDED_SHADER_GLSL(_renderer, _name) \
{ _renderer, BX_CONCATENATE(_name, _glsl), BX_COUNTOF(BX_CONCATENATE(_name, _glsl) ) },
#endif // BGFX_PLATFORM_SUPPORTS_GLSL
#if BGFX_PLATFORM_SUPPORTS_SPIRV
# undef BGFX_EMBEDDED_SHADER_SPIRV
# define BGFX_EMBEDDED_SHADER_SPIRV(_renderer, _name) \
{ _renderer, BX_CONCATENATE(_name, _spv), BX_COUNTOF(BX_CONCATENATE(_name, _spv) ) },
#endif // BGFX_PLATFORM_SUPPORTS_SPIRV
#if BGFX_PLATFORM_SUPPORTS_METAL
# undef BGFX_EMBEDDED_SHADER_METAL
# define BGFX_EMBEDDED_SHADER_METAL(_renderer, _name) \
{ _renderer, BX_CONCATENATE(_name, _mtl), BX_COUNTOF(BX_CONCATENATE(_name, _mtl) ) },
#endif // BGFX_PLATFORM_SUPPORTS_METAL
#define BGFX_EMBEDDED_SHADER(_name) \
{ \
#_name, \
{ \
/*BGFX_EMBEDDED_SHADER_PSSL (bgfx::RendererType::Agc, _name)*/ \
/*BGFX_EMBEDDED_SHADER_DX9BC(bgfx::RendererType::Direct3D9, _name)*/ \
BGFX_EMBEDDED_SHADER_DXBC (bgfx::RendererType::Direct3D11, _name) \
BGFX_EMBEDDED_SHADER_DXBC (bgfx::RendererType::Direct3D12, _name) \
/*BGFX_EMBEDDED_SHADER_PSSL (bgfx::RendererType::Gnm, _name)*/ \
BGFX_EMBEDDED_SHADER_METAL(bgfx::RendererType::Metal, _name) \
/*BGFX_EMBEDDED_SHADER_NVN (bgfx::RendererType::Nvn, _name)*/ \
/*BGFX_EMBEDDED_SHADER_ESSL (bgfx::RendererType::OpenGLES, _name)*/ \
BGFX_EMBEDDED_SHADER_GLSL (bgfx::RendererType::OpenGL, _name) \
BGFX_EMBEDDED_SHADER_SPIRV(bgfx::RendererType::Vulkan, _name) \
/*BGFX_EMBEDDED_SHADER_SPIRV(bgfx::RendererType::WebGPU, _name)*/ \
{ bgfx::RendererType::Noop, (const uint8_t*)"VSH\x5\x0\x0\x0\x0\x0\x0", 10 }, \
{ bgfx::RendererType::Count, NULL, 0 } \
} \
}
#define BGFX_EMBEDDED_SHADER_END() \
{ \
NULL, \
{ \
{ bgfx::RendererType::Count, NULL, 0 } \
} \
}
namespace bgfx
{
struct EmbeddedShader
{
struct Data
{
RendererType::Enum type;
const uint8_t* data;
uint32_t size;
};
const char* name;
Data data[RendererType::Count];
};
/// Create shader from embedded shader data.
///
/// @param[in] _es Pointer to `BGFX_EMBEDDED_SHADER` data.
/// @param[in] _type Renderer backend type. See: `bgfx::RendererType`
/// @param[in] _name Shader name.
/// @returns Shader handle.
///
ShaderHandle createEmbeddedShader(
const bgfx::EmbeddedShader* _es
, RendererType::Enum _type
, const char* _name
);
} // namespace bgfx
#endif // BGFX_EMBEDDED_SHADER_H_HEADER_GUARD