yolobs-studio/libobs-opengl/gl-shaderparser.h

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/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#pragma once
/*
* Parses shaders into GLSL. Shaders are almost identical to HLSL
* model 5 so it requires quite a bit of tweaking to convert correctly.
* Takes the parsed shader data, and builds a GLSL string out of it.
*/
#include <util/dstr.h>
#include <graphics/shader-parser.h>
struct gl_parser_attrib {
struct dstr name;
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const char *mapping;
bool input;
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};
static inline void gl_parser_attrib_init(struct gl_parser_attrib *attr)
{
memset(attr, 0, sizeof(struct gl_parser_attrib));
}
static inline void gl_parser_attrib_free(struct gl_parser_attrib *attr)
{
dstr_free(&attr->name);
}
struct gl_shader_parser {
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enum gs_shader_type type;
const char *input_prefix;
const char *output_prefix;
struct shader_parser parser;
struct dstr gl_string;
DARRAY(uint32_t) texture_samplers;
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DARRAY(struct gl_parser_attrib) attribs;
};
static inline void gl_shader_parser_init(struct gl_shader_parser *glsp,
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enum gs_shader_type type)
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{
glsp->type = type;
if (type == GS_SHADER_VERTEX) {
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glsp->input_prefix = "_input_attrib";
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glsp->output_prefix = "_vertex_shader_attrib";
} else if (type == GS_SHADER_PIXEL) {
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glsp->input_prefix = "_vertex_shader_attrib";
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glsp->output_prefix = "_pixel_shader_attrib";
}
shader_parser_init(&glsp->parser);
dstr_init(&glsp->gl_string);
da_init(glsp->texture_samplers);
da_init(glsp->attribs);
}
static inline void gl_shader_parser_free(struct gl_shader_parser *glsp)
{
size_t i;
for (i = 0; i < glsp->attribs.num; i++)
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gl_parser_attrib_free(glsp->attribs.array + i);
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da_free(glsp->attribs);
da_free(glsp->texture_samplers);
dstr_free(&glsp->gl_string);
shader_parser_free(&glsp->parser);
}
extern bool gl_shader_parse(struct gl_shader_parser *glsp,
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const char *shader_str, const char *file);