dolphin/Source/Core/VideoCommon/Assets/ShaderAsset.h

78 lines
1.9 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <map>
#include <span>
#include <string>
#include <string_view>
#include <variant>
#include <picojson.h>
#include "VideoCommon/Assets/CustomAsset.h"
namespace VideoCommon
{
struct ShaderProperty
{
struct RGB
{
std::array<float, 3> value;
};
struct RGBA
{
std::array<float, 4> value;
};
struct Sampler2D
{
CustomAssetLibrary::AssetID value;
};
struct Sampler2DArray
{
CustomAssetLibrary::AssetID value;
};
struct SamplerCube
{
CustomAssetLibrary::AssetID value;
};
using Value = std::variant<s32, std::array<s32, 2>, std::array<s32, 3>, std::array<s32, 4>, float,
std::array<float, 2>, std::array<float, 3>, std::array<float, 4>, bool,
RGB, RGBA, Sampler2D, Sampler2DArray, SamplerCube>;
static std::span<const std::string_view> GetValueTypeNames();
static Value GetDefaultValueFromTypeName(std::string_view name);
Value m_default;
std::string m_description;
};
struct PixelShaderData
{
static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
PixelShaderData* data);
static void ToJson(picojson::object& obj, const PixelShaderData& data);
// These shader properties describe the input that the
// shader expects to expose. The key is text
// expected to be in the shader code and the propery
// describes various details about the input
std::map<std::string, ShaderProperty> m_properties;
std::string m_shader_source;
};
class PixelShaderAsset final : public CustomLoadableAsset<PixelShaderData>
{
public:
using CustomLoadableAsset::CustomLoadableAsset;
private:
CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
};
} // namespace VideoCommon