/* * Copyright 2011-2023 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #ifndef BGFX_SHADER_H #define BGFX_SHADER_H #include namespace bgfx { struct DescriptorType { enum Enum { StorageBuffer, StorageImage, Count }; }; DescriptorType::Enum idToDescriptorType(uint16_t _id); uint16_t descriptorTypeToId(DescriptorType::Enum _type); struct TextureComponentType { enum Enum { Float, Int, Uint, Depth, UnfilterableFloat, Count }; }; TextureComponentType::Enum idToTextureComponentType(uint8_t _id); uint8_t textureComponentTypeToId(TextureComponentType::Enum _type); struct TextureDimension { enum Enum { Dimension1D, Dimension2D, Dimension2DArray, DimensionCube, DimensionCubeArray, Dimension3D, Count }; }; TextureDimension::Enum idToTextureDimension(uint8_t _id); uint8_t textureDimensionToId(TextureDimension::Enum _dim); /// void disassemble(bx::WriterI* _writer, bx::ReaderSeekerI* _reader, bx::Error* _err = NULL); /// void disassemble(bx::WriterI* _writer, const void* _data, uint32_t _size, bx::Error* _err = NULL); } // namespace bgfx #endif // BGFX_SHADER_H