module voxel.old.shaders
Code Map
module voxel.old.shaders;
//! Cache shaders so they can be resude between different passes and
//! models.
class ShaderStore
{
public:
this(isAMD: bool) { }
fn makeComputeDispatchShader(src: u32, dst: u32) gfx.Shader { }
fn makeElementsDispatchShader(src: u32, dst: u32) gfx.Shader { }
fn makeArrayDispatchShader(src: u32, dst: u32) gfx.Shader { }
fn makeListShader(src: u32, dst1: u32, dst2: u32, powerStart: u32, powerLevels: u32, dist: f32) gfx.Shader { }
fn makeListDoubleShader(src: u32, dst: u32, powerStart: u32) gfx.Shader { }
fn makeCubesShader(src: u32, powerStart: u32) gfx.Shader { }
fn makeRayShader(src: u32, powerStart: u32, powerLevels: u32) gfx.Shader { }
fn makeRayDoubleShader(src: u32, powerStart: u32) gfx.Shader { }
fn makePointsShader(src: u32, powerStart: u32) gfx.Shader { }
fn makeQuadsShader(src: u32, powerStart: u32) gfx.Shader { }
fn makeWalkFrustumShader(srcBaseIndex: u32, dstBaseIndex: u32, counterIndex: u32, powerStart: u32, powerLevels: u32) gfx.Shader { }
fn makeWalkSplitShader(srcBaseIndex: u32, dstBaseIndex: u32, counterIndex: u32, splitIndex: u32, splitSize: u32, powerStart: u32) gfx.Shader { }
fn makeWalkSortShader(srcBaseIndex: u32, counterIndex: u32, powerStart: u32) gfx.Shader { }
fn makeWalkDoubleShader(counterIndex: u32) gfx.Shader { }
fn makePointsWalkShader(powerStart: u32) gfx.Shader { }
fn makeCubesWalkShader(src: u32, powerStart: u32) gfx.Shader { }
protected:
mShaderStore: gfx.Shader[string];
mCompiler: gfx.Compiler;
mIsAMD: bool;
}
//! The state that is passed to each step when we are running the
//! pipeline.
struct StepState
{
public:
matrix: math.Matrix4x4f;
planes: math.Planef[4];
camPosition: math.Point3f;
frame: u32;
pointScale: f32;
buffers: GLuint[6];
atomicBuffer: GLuint;
commandBuffer: GLuint;
}
fn getStore(c: Create) ShaderStore { }
struct StepState
The state that is passed to each step when we are running the pipeline.
class ShaderStore
Cache shaders so they can be resude between different passes and models.