working on rendering
This commit is contained in:
17
public/materialsystem/compiledshadermgr.h
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17
public/materialsystem/compiledshadermgr.h
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@@ -0,0 +1,17 @@
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#ifndef SHADER_WRITER_H
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#define SHADER_WRITER_H
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#include "tier1/interface.h"
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#include "shadercompiler/icompiler.h"
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abstract_class ICompiledShaderManager
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{
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public:
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virtual void WriteToFile( CCompiledShader *pShader, const char *szFile ) = 0;
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virtual void ReadFromFile( CCompiledShader *pShader, const char *szFile ) = 0;
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};
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ICompiledShaderManager *CompiledShaderManager();
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#endif
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@@ -78,18 +78,25 @@ enum ETopologyMode
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};
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//-----------------------------------------------------------------------------
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// Basic rendering object
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//-----------------------------------------------------------------------------
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abstract_class IRenderingObject
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{
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public:
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virtual ~IRenderingObject() = 0;
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virtual void SetDebugName( const char *szName ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Buffer object
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//-----------------------------------------------------------------------------
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abstract_class IBuffer : public IRenderingObject
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{
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public:
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virtual void Lock() = 0;
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virtual void Unlock() = 0;
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virtual void *Map() = 0;
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virtual void *Map() = 0;
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virtual void Unmap() = 0;
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virtual uint32_t GetSize() = 0;
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@@ -98,6 +105,9 @@ virtual void *Map() = 0;
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typedef IBuffer IVertexBuffer;
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typedef IBuffer IIndexBuffer;
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//-----------------------------------------------------------------------------
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// Image object
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//-----------------------------------------------------------------------------
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abstract_class IImage : public IRenderingObject
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{
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public:
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@@ -107,35 +117,83 @@ public:
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virtual EMultisampleType GetMultisampleType() = 0;
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};
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//-----------------------------------------------------------------------------
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// Shader object
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//-----------------------------------------------------------------------------
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abstract_class IShader
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{
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public:
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virtual ~IShader() = 0;
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virtual uint32_t PSGetResourceByName( const char *szName ) = 0;
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virtual uint32_t VSGetResourceByName( const char *szName ) = 0;
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};
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#define BEGIN_SHADER(name) \
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class CShader_##name \
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{
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#define END_SHADER() \
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}
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//-----------------------------------------------------------------------------
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// Material handle
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// It allows to specify resources in shaders such as textures, buffers etc.
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//
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// Resources must be updated prior to the frame, which can be done
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// prior to the frame.
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//-----------------------------------------------------------------------------
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abstract_class IMaterial
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{
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public:
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virtual void SetConstants( void *pData ) = 0;
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virtual void SetTexture( const char *szName, IImage *pImage ) = 0;
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virtual void SetBuffer( const char *szName, IBuffer *pImage ) = 0;
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virtual ~IMaterial() = 0;
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virtual void VSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource ) = 0;
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virtual void PSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource ) = 0;
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virtual void VSSetConstantsBuffer( uint32_t uRegister, IBuffer *pImage ) = 0;
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virtual void PSSetConstantsBuffer( uint32_t uRegister, IBuffer *pImage ) = 0;
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};
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abstract_class IRenderCommandList
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{
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public:
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virtual void ResetRendering() = 0;
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virtual void SetRenderTarget( uint32_t uIndex, IImage *pImage ) = 0;
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virtual void SetClearColor( uint32_t uIndex, float r, float g, float b, float a ) = 0;
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virtual void SetDepthTarget( IImage *pDepth ) = 0;
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virtual void SetClearDepth( float fVal ) = 0;
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virtual void SetRenderResolution( uint32_t iWidth, uint32_t iHeight ) = 0;
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virtual void SetScissors( uint32_t uX, uint32_t uY, uint32_t uWidth, uint32_t uHeight ) = 0;
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virtual void SetViewport( uint32_t uX, uint32_t uY, uint32_t uWidth, uint32_t uHeight, float fMinDepth, float fMaxDepth ) = 0;
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virtual void SetMaterial( IMaterial *pMaterial ) = 0;
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virtual void SetVertexBuffer( uint32_t uBinding, IVertexBuffer *pBuffer ) = 0;
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virtual void SetIndexBuffer( IVertexBuffer *pBuffer ) = 0;
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virtual void DrawPrimitives( uint32_t nVertexCount, uint32_t nFirstVertex, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
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virtual void DrawPrimitivesIndexed( uint32_t nIndexCount, uint32_t nFirstIndex, uint32_t nVertexOffset, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
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virtual void ResolveImage( IImage *pOriginal, IImage *pResolved ) = 0;
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virtual void StartRecording() = 0;
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virtual void EndRecording() = 0;
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};
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//-----------------------------------------------------------------------------
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// Rendering context
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//
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// Responsible for the object handling
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//-----------------------------------------------------------------------------
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abstract_class IRenderContext: public IAppSystem
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{
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public:
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virtual void Frame( float fTime ) = 0;
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virtual void SetOutputImage( IImage *pImage ) = 0;
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virtual bool BIsOutputImageOutdated() = 0;
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virtual uint32_t GetNewOutputImageWidth() = 0;
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virtual uint32_t GetNewOutputImageHeight() = 0;
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virtual EImageFormat GetNewOutputImageFormat() = 0;
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virtual IVertexBuffer *CreateVertexBuffer( uint32_t nSize ) = 0;
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virtual IIndexBuffer *CreateIndexBuffer( uint32_t nSize ) = 0;
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virtual IBuffer *CreateConstantBuffer( uint32_t nSize ) = 0;
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virtual IBuffer *CreateStorageBuffer( uint32_t nSize ) = 0;
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virtual IImage *CreateRenderTarget( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) = 0;
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virtual IImage *CreateStorageImage( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) = 0;
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@@ -148,22 +206,22 @@ public:
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virtual IMaterial *CreateMaterial( IShader *pShader ) = 0;
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virtual void DestroyMaterial( IMaterial *pMaterial ) = 0;
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virtual void SetMaterial( IMaterial *pMaterial ) = 0;
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virtual void SetVertexBuffer( IVertexBuffer *pBuffer ) = 0;
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virtual void SetIndexBuffer( IVertexBuffer *pBuffer ) = 0;
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virtual void DrawPrimitives( uint32_t nVertexCount, uint32_t nFirstVertex, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
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virtual void DrawPrimitivesIndexed( uint32_t nIndexCount, uint32_t nFirstIndex, uint32_t nVertexOffset, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
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virtual IRenderCommandList *CreateCommandList() = 0;
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virtual void DestroyCommandList( IRenderCommandList *pCommandList ) = 0;
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virtual void SubmitCommandList(IRenderCommandList *pList) = 0;
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};
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#define RENDER_CONTEXT_INTERFACE_NAME "RenderContext001"
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#define RENDER_CONTEXT_VULKAN_INTERFACE_NAME RENDER_CONTEXT_INTERFACE_NAME
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abstract_class IMaterialSystem: public IAppSystem
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{
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public:
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virtual void Frame( float fTime ) = 0;
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virtual IRenderContext *GetRenderContext( void ) = 0;
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};
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extern IRenderContext *g_pRenderContext;
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IMaterialSystem *Materials( void );
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#endif
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0
public/materialsystem/metal_shaderinternals.h
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0
public/materialsystem/metal_shaderinternals.h
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70
public/materialsystem/shaderinternals.h
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70
public/materialsystem/shaderinternals.h
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@@ -0,0 +1,70 @@
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//================= Copyright kotofyt, All rights reserved ==================//
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// Purpose: Shader compilers.
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//
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// We kinda need to store shader contents in blobs so they can be parsed easily
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//
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// For now we store them like this
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// ShaderHeader_t
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// ShaderLump_t[m_nNumLump]
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// ShaderObject_t[m_nNumShaders]
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// ~An actual shader data~
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//===========================================================================//
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#ifndef SHADER_INTERNALS_H
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#define SHADER_INTERNALS_H
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#include "stdint.h"
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enum EShaderBackend: uint32_t
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{
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SHADER_BACKEND_SPIRV_VULKAN,
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SHADER_BACKEND_CODE_METAL,
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};
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enum EShaderStage: uint32_t
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{
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SHADER_STAGE_VERTEX,
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SHADER_STAGE_TESSELATION_CONTROL,
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SHADER_STAGE_TESSELATION_EVAL,
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SHADER_STAGE_GEOMETRY,
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SHADER_STAGE_PIXEL,
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SHADER_STAGE_COMPUTE,
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SHADER_STAGE_RAYGEN,
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SHADER_STAGE_ANY_HIT,
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SHADER_STAGE_CLOSEST_HIT,
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SHADER_STAGE_MISS,
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SHADER_STAGE_CALLABLE,
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SHADER_STAGE_TASK,
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SHADER_STAGE_MESH,
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SHADER_STAGE_COMMON_DATA,
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SHADER_STAGE_MAX,
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SHADER_STAGE_COUNT = SHADER_STAGE_MAX
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};
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struct ShaderHeader_t
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{
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char m_cSignature[4];
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uint32_t m_nNumLumps;
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uint32_t m_nNumShaders;
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};
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struct ShaderLump_t
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{
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uint32_t m_nSize;
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uint32_t m_nOffset;
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};
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struct ShaderObject_t
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{
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EShaderBackend m_eBackend;
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EShaderStage m_eStage;
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uint32_t m_nMetadataLump;
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uint32_t m_nDataLump;
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};
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#endif
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20
public/materialsystem/vulkan_shadermeta.h
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20
public/materialsystem/vulkan_shadermeta.h
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@@ -0,0 +1,20 @@
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#ifndef VULKAN_METADATA_H
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#define VULKAN_METADATA_H
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#include "shaderinternals.h"
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#include "vulkan/vulkan.h"
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struct VulkanDescriptor_t
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{
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VkDescriptorType eDescriptorType;
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uint32_t uBinding;
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uint32_t uSet;
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};
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struct VulkanInputMetaData_t
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{
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uint32_t nDescriptorsCount;
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uint32_t pDescriptorSets;
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};
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#endif
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