// 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; const char* GetSource() const; const CombinedSamplerInfo& GetCombinedSamplerInfo() const; private: Device* device; CombinedSamplerInfo combinedInfo; std::string glslSource; }; } } #endif // BACKEND_OPENGL_SHADERMODULEGL_H_