mirror of https://github.com/PCSX2/pcsx2.git
54 lines
1.7 KiB
C++
54 lines
1.7 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include "common/Pcsx2Defs.h"
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#include <optional>
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#include <string_view>
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#include <vector>
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namespace Vulkan::ShaderCompiler
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{
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// Shader types
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enum class Type
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{
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Vertex,
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Geometry,
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Fragment,
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Compute
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};
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void DeinitializeGlslang();
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// SPIR-V compiled code type
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using SPIRVCodeType = u32;
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using SPIRVCodeVector = std::vector<SPIRVCodeType>;
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// Compile a vertex shader to SPIR-V.
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std::optional<SPIRVCodeVector> CompileVertexShader(std::string_view source_code);
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// Compile a geometry shader to SPIR-V.
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std::optional<SPIRVCodeVector> CompileGeometryShader(std::string_view source_code);
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// Compile a fragment shader to SPIR-V.
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std::optional<SPIRVCodeVector> CompileFragmentShader(std::string_view source_code);
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// Compile a compute shader to SPIR-V.
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std::optional<SPIRVCodeVector> CompileComputeShader(std::string_view source_code);
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std::optional<SPIRVCodeVector> CompileShader(Type type, std::string_view source_code, bool debug);
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} // namespace Vulkan::ShaderCompiler
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