Skylicht Engine
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EShaderTypes.h
1#ifndef __E_SHADER_TYPES_H_INCLUDED__
2#define __E_SHADER_TYPES_H_INCLUDED__
3
4#include "irrTypes.h"
5
6namespace irr
7{
8namespace video
9{
10
11enum E_SHADER_TYPE
12{
13 EST_VERTEX_SHADER = 0,
14 EST_GEOMETRY_SHADER,
15 EST_PIXEL_SHADER,
16 EST_HULL_SHADER,
17 EST_DOMAIN_SHADER,
18 EST_COMPUTE_SHADER,
19
20 EST_COUNT
21};
22
25{
26 EVST_VS_1_1 = 0,
27 EVST_VS_2_0,
28 EVST_VS_2_a,
29 EVST_VS_3_0,
30 EVST_VS_4_0,
31 EVST_VS_4_1,
32 EVST_VS_5_0,
33
36};
37
39const c8* const VERTEX_SHADER_TYPE_NAMES[] = {
40 "vs_1_1",
41 "vs_2_0",
42 "vs_2_a",
43 "vs_3_0",
44 "vs_4_0",
45 "vs_4_1",
46 "vs_5_0",
47 0 };
48
51{
52 EPST_PS_1_1 = 0,
53 EPST_PS_1_2,
54 EPST_PS_1_3,
55 EPST_PS_1_4,
56 EPST_PS_2_0,
57 EPST_PS_2_a,
58 EPST_PS_2_b,
59 EPST_PS_3_0,
60 EPST_PS_4_0,
61 EPST_PS_4_1,
62 EPST_PS_5_0,
63
66};
67
69const c8* const PIXEL_SHADER_TYPE_NAMES[] = {
70 "ps_1_1",
71 "ps_1_2",
72 "ps_1_3",
73 "ps_1_4",
74 "ps_2_0",
75 "ps_2_a",
76 "ps_2_b",
77 "ps_3_0",
78 "ps_4_0",
79 "ps_4_1",
80 "ps_5_0",
81 0 };
82
85{
86 EGST_GS_4_0 = 0,
87 EGST_GS_4_1,
88 EGST_GS_5_0,
89
92};
93
96 "gs_4_0",
97 "gs_4_1",
98 "gs_5_0",
99 0 };
100
103{
104 EDST_DS_5_0 = 0,
105
108};
109
111const c8* const DOMAIN_SHADER_TYPE_NAMES[] = {
112 "ds_5_0",
113 0 };
114
117{
118 EHST_HS_5_0 = 0,
119
122};
123
125const c8* const HULL_SHADER_TYPE_NAMES[] = {
126 "hs_5_0",
127 0 };
128
131{
132 ECST_CS_4_0 = 0,
133 ECST_CS_4_1,
134 ECST_CS_5_0,
135
138};
139
142 "cs_4_0",
143 "cs_4_1",
144 "cs_5_0",
145 0 };
146
147}// end namespace video
148} // end namespace irr
149
150#endif // __E_SHADER_TYPES_H_INCLUDED__
151
The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done ...
Definition EDriverFeatures.h:11
E_HULL_SHADER_TYPE
Enum for supported hull shader types.
Definition EShaderTypes.h:117
@ EHST_COUNT
This is not a type, but a value indicating how much types there are.
Definition EShaderTypes.h:121
E_PIXEL_SHADER_TYPE
Compile target enumeration for the addHighLevelShaderMaterial() method.
Definition EShaderTypes.h:51
@ EPST_COUNT
This is not a type, but a value indicating how much types there are.
Definition EShaderTypes.h:65
const c8 *const VERTEX_SHADER_TYPE_NAMES[]
Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
Definition EShaderTypes.h:39
E_GEOMETRY_SHADER_TYPE
Enum for supported geometry shader types.
Definition EShaderTypes.h:85
@ EGST_COUNT
This is not a type, but a value indicating how much types there are.
Definition EShaderTypes.h:91
const c8 *const PIXEL_SHADER_TYPE_NAMES[]
Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
Definition EShaderTypes.h:69
const c8 *const DOMAIN_SHADER_TYPE_NAMES[]
String names for supported domain shader types.
Definition EShaderTypes.h:111
E_VERTEX_SHADER_TYPE
Compile target enumeration for the addHighLevelShaderMaterial() method.
Definition EShaderTypes.h:25
@ EVST_COUNT
This is not a type, but a value indicating how much types there are.
Definition EShaderTypes.h:35
const c8 *const GEOMETRY_SHADER_TYPE_NAMES[]
String names for supported geometry shader types.
Definition EShaderTypes.h:95
const c8 *const HULL_SHADER_TYPE_NAMES[]
String names for supported hull shader types.
Definition EShaderTypes.h:125
E_DOMAIN_SHADER_TYPE
Enum for supported domain shader types.
Definition EShaderTypes.h:103
@ EDST_COUNT
This is not a type, but a value indicating how much types there are.
Definition EShaderTypes.h:107
E_COMPUTE_SHADER_TYPE
Enum for supported compute shader types.
Definition EShaderTypes.h:131
@ ECST_COUNT
This is not a type, but a value indicating how much types there are.
Definition EShaderTypes.h:137
const c8 *const COMPUTE_SHADER_TYPE_NAMES[]
String names for supported compute shader types.
Definition EShaderTypes.h:141
Everything in the Irrlicht Engine can be found in this namespace.
Definition Skylicht.h:33
char c8
8 bit character variable.
Definition irrTypes.h:31