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Copy pathSDL_shader_bytecode.h
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SDL_shader_bytecode.h
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/**
* SDL_shader_tools; tools for SDL GPU shader support.
*
* Please see the file LICENSE.txt in the source's root directory.
*/
#ifndef _INCL_SDL_SHADER_BYTECODE_H_
#define _INCL_SDL_SHADER_BYTECODE_H_
#include "SDL.h"
#ifdef __cplusplus
extern "C" {
#endif
#define SDL_SHADER_BYTECODE_MAGIC "SDLSHADERBC"
#define SDL_SHADER_BYTECODE_VERSION 1
typedef enum SDL_SHADER_BytecodeTag
{
SDL_SHADER_BCTAG_FUNCTION,
SDL_SHADER_BCTAG_DEBUGTABLE,
SDL_SHADER_BCTAG_OP_NOP,
SDL_SHADER_BCTAG_OP_NEGATE,
SDL_SHADER_BCTAG_OP_COMPLEMENT,
SDL_SHADER_BCTAG_OP_NOT,
SDL_SHADER_BCTAG_OP_MULTIPLY,
SDL_SHADER_BCTAG_OP_DIVIDE,
SDL_SHADER_BCTAG_OP_MODULO,
SDL_SHADER_BCTAG_OP_ADD,
SDL_SHADER_BCTAG_OP_SUBTRACT,
SDL_SHADER_BCTAG_OP_SHIFTLEFT,
SDL_SHADER_BCTAG_OP_SHIFTRIGHT,
SDL_SHADER_BCTAG_OP_LESSTHAN,
SDL_SHADER_BCTAG_OP_GREATERTHAN,
SDL_SHADER_BCTAG_OP_LESSTHANOREQUAL,
SDL_SHADER_BCTAG_OP_GREATERTHANOREQUAL,
SDL_SHADER_BCTAG_OP_EQUAL,
SDL_SHADER_BCTAG_OP_NOTEQUAL,
SDL_SHADER_BCTAG_OP_BINARYAND,
SDL_SHADER_BCTAG_OP_BINARYOR,
SDL_SHADER_BCTAG_OP_BINARYXOR,
SDL_SHADER_BCTAG_OP_LOGICALAND,
SDL_SHADER_BCTAG_OP_LOGICALOR,
SDL_SHADER_BCTAG_OP_LITERALINT,
SDL_SHADER_BCTAG_OP_LITERALFLOAT,
SDL_SHADER_BCTAG_OP_LITERALINT4,
SDL_SHADER_BCTAG_OP_LITERALFLOAT4,
SDL_SHADER_BCTAG_OP_IF,
SDL_SHADER_BCTAG_OP_CALL,
SDL_SHADER_BCTAG_OP_DISCARD,
SDL_SHADER_BCTAG_OP_BREAK,
SDL_SHADER_BCTAG_OP_CONTINUE,
SDL_SHADER_BCTAG_OP_LOOP,
SDL_SHADER_BCTAG_OP_SWITCH,
SDL_SHADER_BCTAG_OP_RETURN,
SDL_SHADER_BCTAG_OP_PHI,
SDL_SHADER_BCTAG_OP_SWIZZLE,
SDL_SHADER_BCTAG_OP_ALL,
SDL_SHADER_BCTAG_OP_ANY,
SDL_SHADER_BCTAG_OP_ROUND,
SDL_SHADER_BCTAG_OP_ROUNDEVEN,
SDL_SHADER_BCTAG_OP_MOD,
SDL_SHADER_BCTAG_OP_TRUNC,
SDL_SHADER_BCTAG_OP_ABS,
SDL_SHADER_BCTAG_OP_SIGN,
SDL_SHADER_BCTAG_OP_FLOOR,
SDL_SHADER_BCTAG_OP_CEIL,
SDL_SHADER_BCTAG_OP_FRACT,
SDL_SHADER_BCTAG_OP_RADIANS,
SDL_SHADER_BCTAG_OP_DEGREES,
SDL_SHADER_BCTAG_OP_SIN,
SDL_SHADER_BCTAG_OP_COS,
SDL_SHADER_BCTAG_OP_TAN,
SDL_SHADER_BCTAG_OP_ASIN,
SDL_SHADER_BCTAG_OP_ACOS,
SDL_SHADER_BCTAG_OP_ATAN,
SDL_SHADER_BCTAG_OP_SINH,
SDL_SHADER_BCTAG_OP_COSH,
SDL_SHADER_BCTAG_OP_TANH,
SDL_SHADER_BCTAG_OP_ASINH,
SDL_SHADER_BCTAG_OP_ACOSH,
SDL_SHADER_BCTAG_OP_ATANH,
SDL_SHADER_BCTAG_OP_ATAN2,
SDL_SHADER_BCTAG_OP_POW,
SDL_SHADER_BCTAG_OP_EXP,
SDL_SHADER_BCTAG_OP_LOG,
SDL_SHADER_BCTAG_OP_EXP2,
SDL_SHADER_BCTAG_OP_LOG2,
SDL_SHADER_BCTAG_OP_SQRT,
SDL_SHADER_BCTAG_OP_RSQRT,
SDL_SHADER_BCTAG_OP_MIN,
SDL_SHADER_BCTAG_OP_MAX,
SDL_SHADER_BCTAG_OP_CLAMP,
SDL_SHADER_BCTAG_OP_MIX,
SDL_SHADER_BCTAG_OP_STEP,
SDL_SHADER_BCTAG_OP_SMOOTHSTEP,
SDL_SHADER_BCTAG_OP_MAD,
SDL_SHADER_BCTAG_OP_FREXP,
SDL_SHADER_BCTAG_OP_LDEXP,
SDL_SHADER_BCTAG_OP_LEN,
SDL_SHADER_BCTAG_OP_DISTANCE,
SDL_SHADER_BCTAG_OP_DOT,
SDL_SHADER_BCTAG_OP_CROSS,
SDL_SHADER_BCTAG_OP_NORMALIZE,
SDL_SHADER_BCTAG_OP_FACEFORWARD,
SDL_SHADER_BCTAG_OP_REFLECT,
SDL_SHADER_BCTAG_OP_REFRACT,
SDL_SHADER_BCTAG_OP_TRANSPOSE,
SDL_SHADER_BCTAG_OP_SAMPLE,
SDL_SHADER_BCTAG_TOTAL,
SDL_SHADER_BCTAG_MAX = 0xFFFFFFFF
} SDL_SHADER_BytecodeTag;
#ifdef __cplusplus
}
#endif
#endif /* include-once blocker. */
/* end of SDL_shader_bytecode.h ... */