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11819ed3be
* 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.
63 lines
2.5 KiB
C
63 lines
2.5 KiB
C
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2015-2019 Baldur Karlsson
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* Copyright (c) 2014 Crytek
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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#pragma once
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#define DECLARE_EMBED(filename) \
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extern unsigned char CONCAT(data_, filename)[]; \
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extern int CONCAT(CONCAT(data_, filename), _len);
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DECLARE_EMBED(sourcecodepro_ttf);
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DECLARE_EMBED(glsl_blit_vert);
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DECLARE_EMBED(glsl_checkerboard_frag);
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DECLARE_EMBED(glsl_texdisplay_frag);
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DECLARE_EMBED(glsl_gltext_vert);
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DECLARE_EMBED(glsl_gltext_frag);
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DECLARE_EMBED(glsl_vktext_vert);
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DECLARE_EMBED(glsl_vktext_frag);
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DECLARE_EMBED(glsl_fixedcol_frag);
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DECLARE_EMBED(glsl_mesh_vert);
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DECLARE_EMBED(glsl_mesh_geom);
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DECLARE_EMBED(glsl_mesh_frag);
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DECLARE_EMBED(glsl_trisize_geom);
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DECLARE_EMBED(glsl_trisize_frag);
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DECLARE_EMBED(glsl_minmaxtile_comp);
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DECLARE_EMBED(glsl_minmaxresult_comp);
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DECLARE_EMBED(glsl_histogram_comp);
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DECLARE_EMBED(glsl_glsl_globals_h);
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DECLARE_EMBED(glsl_glsl_ubos_h);
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DECLARE_EMBED(glsl_gl_texsample_h);
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DECLARE_EMBED(glsl_vk_texsample_h);
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DECLARE_EMBED(glsl_quadresolve_frag);
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DECLARE_EMBED(glsl_quadwrite_frag);
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DECLARE_EMBED(glsl_mesh_comp);
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DECLARE_EMBED(glsl_array2ms_comp);
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DECLARE_EMBED(glsl_ms2array_comp);
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DECLARE_EMBED(glsl_deptharr2ms_frag);
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DECLARE_EMBED(glsl_depthms2arr_frag);
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DECLARE_EMBED(glsl_gles_texsample_h);
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#undef DECLARE_EMBED
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