EShaderTypes.h 1.5 KB

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  1. #pragma once
  2. #include "irrTypes.h"
  3. namespace irr
  4. {
  5. namespace video
  6. {
  7. //! Compile target enumeration for the addHighLevelShaderMaterial() method.
  8. enum E_VERTEX_SHADER_TYPE
  9. {
  10. EVST_VS_1_1 = 0,
  11. EVST_VS_2_0,
  12. EVST_VS_2_a,
  13. EVST_VS_3_0,
  14. EVST_VS_4_0,
  15. EVST_VS_4_1,
  16. EVST_VS_5_0,
  17. //! This is not a type, but a value indicating how much types there are.
  18. EVST_COUNT
  19. };
  20. //! Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.
  21. const c8 *const VERTEX_SHADER_TYPE_NAMES[] = {
  22. "vs_1_1",
  23. "vs_2_0",
  24. "vs_2_a",
  25. "vs_3_0",
  26. "vs_4_0",
  27. "vs_4_1",
  28. "vs_5_0",
  29. 0};
  30. //! Compile target enumeration for the addHighLevelShaderMaterial() method.
  31. enum E_PIXEL_SHADER_TYPE
  32. {
  33. EPST_PS_1_1 = 0,
  34. EPST_PS_1_2,
  35. EPST_PS_1_3,
  36. EPST_PS_1_4,
  37. EPST_PS_2_0,
  38. EPST_PS_2_a,
  39. EPST_PS_2_b,
  40. EPST_PS_3_0,
  41. EPST_PS_4_0,
  42. EPST_PS_4_1,
  43. EPST_PS_5_0,
  44. //! This is not a type, but a value indicating how much types there are.
  45. EPST_COUNT
  46. };
  47. //! Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
  48. const c8 *const PIXEL_SHADER_TYPE_NAMES[] = {
  49. "ps_1_1",
  50. "ps_1_2",
  51. "ps_1_3",
  52. "ps_1_4",
  53. "ps_2_0",
  54. "ps_2_a",
  55. "ps_2_b",
  56. "ps_3_0",
  57. "ps_4_0",
  58. "ps_4_1",
  59. "ps_5_0",
  60. 0};
  61. //! Enum for supported geometry shader types
  62. enum E_GEOMETRY_SHADER_TYPE
  63. {
  64. EGST_GS_4_0 = 0,
  65. //! This is not a type, but a value indicating how much types there are.
  66. EGST_COUNT
  67. };
  68. //! String names for supported geometry shader types
  69. const c8 *const GEOMETRY_SHADER_TYPE_NAMES[] = {
  70. "gs_4_0",
  71. 0};
  72. } // end namespace video
  73. } // end namespace irr