Files
renderdoc/renderdoc/data/embedded_files.h
T
baldurk 11819ed3be Refactor and clean up internal shaders to be better organised
* Split up old uber-cbuffers used for unrelated shaders into shader-specific
  cbuffers (DebugPixelCBufferData -> TexDisplayPSCBuffer / CheckerboardCBuffer /
  MeshPixelCBuffer).
* Split up HLSL files so not everything is lumped into 'debugdisplay.hlsl' but
  has separate files as appropriate.
* Use #include in GLSL and HLSL to better organise shader code together rather
  than relying on lumping files together on the C++ side.
* Renamed files like 'debugcbuffers.h' to 'hlsl_cbuffers.h'.
* Trimmed out some extensions/cruft that isn't needed in the GLSL side since we
  no longer use separable shaders.
* Combine some shaders like Outline/Checkerboard that were similar into central
  place.
2019-02-13 18:50:53 +00:00

63 lines
2.5 KiB
C

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2015-2019 Baldur Karlsson
* Copyright (c) 2014 Crytek
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#pragma once
#define DECLARE_EMBED(filename) \
extern unsigned char CONCAT(data_, filename)[]; \
extern int CONCAT(CONCAT(data_, filename), _len);
DECLARE_EMBED(sourcecodepro_ttf);
DECLARE_EMBED(glsl_blit_vert);
DECLARE_EMBED(glsl_checkerboard_frag);
DECLARE_EMBED(glsl_texdisplay_frag);
DECLARE_EMBED(glsl_gltext_vert);
DECLARE_EMBED(glsl_gltext_frag);
DECLARE_EMBED(glsl_vktext_vert);
DECLARE_EMBED(glsl_vktext_frag);
DECLARE_EMBED(glsl_fixedcol_frag);
DECLARE_EMBED(glsl_mesh_vert);
DECLARE_EMBED(glsl_mesh_geom);
DECLARE_EMBED(glsl_mesh_frag);
DECLARE_EMBED(glsl_trisize_geom);
DECLARE_EMBED(glsl_trisize_frag);
DECLARE_EMBED(glsl_minmaxtile_comp);
DECLARE_EMBED(glsl_minmaxresult_comp);
DECLARE_EMBED(glsl_histogram_comp);
DECLARE_EMBED(glsl_glsl_globals_h);
DECLARE_EMBED(glsl_glsl_ubos_h);
DECLARE_EMBED(glsl_gl_texsample_h);
DECLARE_EMBED(glsl_vk_texsample_h);
DECLARE_EMBED(glsl_quadresolve_frag);
DECLARE_EMBED(glsl_quadwrite_frag);
DECLARE_EMBED(glsl_mesh_comp);
DECLARE_EMBED(glsl_array2ms_comp);
DECLARE_EMBED(glsl_ms2array_comp);
DECLARE_EMBED(glsl_deptharr2ms_frag);
DECLARE_EMBED(glsl_depthms2arr_frag);
DECLARE_EMBED(glsl_gles_texsample_h);
#undef DECLARE_EMBED