1/*
2 Simple DirectMedia Layer
3 Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
4
5 This software is provided 'as-is', without any express or implied
6 warranty. In no event will the authors be held liable for any damages
7 arising from the use of this software.
8
9 Permission is granted to anyone to use this software for any purpose,
10 including commercial applications, and to alter it and redistribute it
11 freely, subject to the following restrictions:
12
13 1. The origin of this software must not be misrepresented; you must not
14 claim that you wrote the original software. If you use this software
15 in a product, an acknowledgment in the product documentation would be
16 appreciated but is not required.
17 2. Altered source versions must be plainly marked as such, and must not be
18 misrepresented as being the original software.
19 3. This notice may not be removed or altered from any source distribution.
20*/
21
22#ifndef SDL_shaders_gpu_h_
23#define SDL_shaders_gpu_h_
24
25#include "SDL_internal.h"
26
27// SDL_GPU shader implementation
28
29typedef enum
30{
31 VERT_SHADER_INVALID = -1,
32 VERT_SHADER_LINEPOINT,
33 VERT_SHADER_TRI_COLOR,
34 VERT_SHADER_TRI_TEXTURE,
35
36 NUM_VERT_SHADERS,
37} GPU_VertexShaderID;
38
39typedef enum
40{
41 FRAG_SHADER_INVALID = -1,
42 FRAG_SHADER_COLOR,
43 FRAG_SHADER_TEXTURE_RGB,
44 FRAG_SHADER_TEXTURE_RGBA,
45 FRAG_SHADER_TEXTURE_RGB_PIXELART,
46 FRAG_SHADER_TEXTURE_RGBA_PIXELART,
47 FRAG_SHADER_TEXTURE_CUSTOM,
48
49 NUM_FRAG_SHADERS,
50} GPU_FragmentShaderID;
51
52struct GPU_Shaders
53{
54 SDL_GPUShader *vert_shaders[NUM_VERT_SHADERS];
55 SDL_GPUShader *frag_shaders[NUM_FRAG_SHADERS];
56};
57
58typedef struct GPU_Shaders GPU_Shaders;
59
60void GPU_FillSupportedShaderFormats(SDL_PropertiesID props);
61extern bool GPU_InitShaders(GPU_Shaders *shaders, SDL_GPUDevice *device);
62extern void GPU_ReleaseShaders(GPU_Shaders *shaders, SDL_GPUDevice *device);
63extern SDL_GPUShader *GPU_GetVertexShader(GPU_Shaders *shaders, GPU_VertexShaderID id);
64extern SDL_GPUShader *GPU_GetFragmentShader(GPU_Shaders *shaders, GPU_FragmentShaderID id);
65
66#endif // SDL_shaders_gpu_h_
67