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SPDX standardizes how source code conveys its copyright and licensing information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX tags are adopted in many large projects, including things like the Linux kernel.
36 lines
764 B
C++
36 lines
764 B
C++
// Copyright 2017 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <cstddef>
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#include <string>
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#include <vector>
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#include "Common/CommonTypes.h"
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enum class ShaderStage
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{
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Vertex,
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Geometry,
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Pixel,
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Compute
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};
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class AbstractShader
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{
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public:
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explicit AbstractShader(ShaderStage stage) : m_stage(stage) {}
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virtual ~AbstractShader() = default;
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ShaderStage GetStage() const { return m_stage; }
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// Shader binaries represent the input source code in a lower-level form. e.g. SPIR-V or DXBC.
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// The shader source code is not required to create a shader object from the binary.
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using BinaryData = std::vector<u8>;
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virtual BinaryData GetBinary() const { return {}; }
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protected:
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ShaderStage m_stage;
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};
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