isle-portable/miniwin/sdl3gpu/shaders/generated/ShaderIndex.cpp

147 lines
4.9 KiB
C++

// clang-format off
// +==============================================+
// | This file is auto-generated, do not edit it. |
// +==============================================+
#include "ShaderIndex.h"
#include "PositionColor.vert.h"
#include "SolidColor.frag.h"
#if defined(SDL_PLATFORM_WINDOWS)
static const SDL_GPUShaderCreateInfo VertexShaderDXILCodes[] = {
// VertexShaderId::SolidColor
{
/* code_size */ sizeof(PositionColor_vert_dxil),
/* code */ PositionColor_vert_dxil,
/* entrypoint */ "main",
/* format */ SDL_GPU_SHADERFORMAT_DXIL,
/* stage */ SDL_GPU_SHADERSTAGE_VERTEX,
/* num_samplers */ 0,
/* num_storage_textures */ 0,
/* num_storage_buffers */ 0,
/* num_uniform_buffers */ 0,
},
};
#endif
#if defined(SDL_PLATFORM_APPLE)
static const SDL_GPUShaderCreateInfo VertexShaderMSLCodes[] = {
{
/* code_size */ sizeof(PositionColor_vert_msl),
/* code */ PositionColor_vert_msl,
/* entrypoint */ "main0",
/* format */ SDL_GPU_SHADERFORMAT_MSL,
/* stage */ SDL_GPU_SHADERSTAGE_VERTEX,
/* num_samplers */ 0,
/* num_storage_textures */ 0,
/* num_storage_buffers */ 0,
/* num_uniform_buffers */ 0,
},
};
#endif
static const SDL_GPUShaderCreateInfo VertexShaderSPIRVCodes[] = {
{
/* code_size */ sizeof(PositionColor_vert_spirv),
/* code */ PositionColor_vert_spirv,
/* entrypoint */ "main",
/* format */ SDL_GPU_SHADERFORMAT_SPIRV,
/* stage */ SDL_GPU_SHADERSTAGE_VERTEX,
/* num_samplers */ 0,
/* num_storage_textures */ 0,
/* num_storage_buffers */ 0,
/* num_uniform_buffers */ 0,
},
};
#if defined(SDL_PLATFORM_WINDOWS)
static const SDL_GPUShaderCreateInfo FragmentShaderDXILCodes[] = {
// FragmentShaderId::PositionColor
{
/* code_size */ sizeof(SolidColor_frag_dxil),
/* code */ SolidColor_frag_dxil,
/* entrypoint */ "main",
/* format */ SDL_GPU_SHADERFORMAT_DXIL,
/* stage */ SDL_GPU_SHADERSTAGE_FRAGMENT,
/* num_samplers */ 0,
/* num_storage_textures */ 0,
/* num_storage_buffers */ 0,
/* num_uniform_buffers */ 0,
},
};
#endif
#if defined(SDL_PLATFORM_APPLE)
static const SDL_GPUShaderCreateInfo FragmentShaderMSLCodes[] = {
{
/* code_size */ sizeof(SolidColor_frag_msl),
/* code */ SolidColor_frag_msl,
/* entrypoint */ "main0",
/* format */ SDL_GPU_SHADERFORMAT_MSL,
/* stage */ SDL_GPU_SHADERSTAGE_FRAGMENT,
/* num_samplers */ 0,
/* num_storage_textures */ 0,
/* num_storage_buffers */ 0,
/* num_uniform_buffers */ 0,
},
};
#endif
static const SDL_GPUShaderCreateInfo FragmentShaderSPIRVCodes[] = {
{
/* code_size */ sizeof(SolidColor_frag_spirv),
/* code */ SolidColor_frag_spirv,
/* entrypoint */ "main",
/* format */ SDL_GPU_SHADERFORMAT_SPIRV,
/* stage */ SDL_GPU_SHADERSTAGE_FRAGMENT,
/* num_samplers */ 0,
/* num_storage_textures */ 0,
/* num_storage_buffers */ 0,
/* num_uniform_buffers */ 0,
},
};
const SDL_GPUShaderCreateInfo* GetVertexShaderCode(VertexShaderId id, SDL_GPUShaderFormat formats) {
#if defined(SDL_PLATFORM_WINDOWS)
if (formats & SDL_GPU_SHADERFORMAT_DXIL) {
SDL_assert(id < SDL_arraysize(VertexShaderDXILCodes));
return &VertexShaderDXILCodes[id];
}
#endif
#if defined(SDL_PLATFORM_APPLE)
if (formats & SDL_GPU_SHADERFORMAT_MSL) {
SDL_assert(id < SDL_arraysize(VertexShaderMSLCodes));
return &VertexShaderMSLCodes[id];
}
#endif
if (formats & SDL_GPU_SHADERFORMAT_SPIRV) {
SDL_assert(id < SDL_arraysize(VertexShaderSPIRVCodes));
return &VertexShaderSPIRVCodes[id];
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not find vertex shader code for id=%d and formats=0x%x", id, formats);
return nullptr;
}
const SDL_GPUShaderCreateInfo* GetFragmentShaderCode(FragmentShaderId id, SDL_GPUShaderFormat formats) {
#if defined(SDL_PLATFORM_WINDOWS)
if (formats & SDL_GPU_SHADERFORMAT_DXIL) {
SDL_assert(id < SDL_arraysize(FragmentShaderDXILCodes));
return &FragmentShaderDXILCodes[id];
}
#endif
#if defined(SDL_PLATFORM_APPLE)
if (formats & SDL_GPU_SHADERFORMAT_MSL) {
SDL_assert(id < SDL_arraysize(FragmentShaderMSLCodes));
return &FragmentShaderMSLCodes[id];
}
#endif
if (formats & SDL_GPU_SHADERFORMAT_SPIRV) {
SDL_assert(id < SDL_arraysize(FragmentShaderSPIRVCodes));
return &FragmentShaderSPIRVCodes[id];
}
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Could not find fragment shader code for id=%d and formats=0x%x", id, formats);
return nullptr;
}