pcsx2/common/Vulkan/ShaderCompiler.h

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1.7 KiB
C++

/* PCSX2 - PS2 Emulator for PCs
* Copyright (C) 2002-2021 PCSX2 Dev Team
*
* PCSX2 is free software: you can redistribute it and/or modify it under the terms
* of the GNU Lesser General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with PCSX2.
* If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include "common/Pcsx2Defs.h"
#include <optional>
#include <string_view>
#include <vector>
namespace Vulkan::ShaderCompiler
{
// Shader types
enum class Type
{
Vertex,
Geometry,
Fragment,
Compute
};
void DeinitializeGlslang();
// SPIR-V compiled code type
using SPIRVCodeType = u32;
using SPIRVCodeVector = std::vector<SPIRVCodeType>;
// Compile a vertex shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code);
// Compile a geometry shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code);
// Compile a fragment shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code);
// Compile a compute shader to SPIR-V.
std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code);
std::optional<SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug);
} // namespace Vulkan::ShaderCompiler