Add 'vertexmain' and 'pixelmain' shader entry points.

These are low level 'raw' entry points which don't declare any inputs or outputs themselves. They require GLSL 3 to use.
This commit is contained in:
Alex Szpakowski
2020-12-27 19:17:47 -04:00
parent 769fcf5fc6
commit 2a5a90ccef
3 changed files with 98 additions and 37 deletions
+9 -2
View File
@@ -90,11 +90,18 @@ public:
STANDARD_MAX_ENUM
};
enum EntryPoint
{
ENTRYPOINT_NONE,
ENTRYPOINT_HIGHLEVEL,
ENTRYPOINT_CUSTOM,
ENTRYPOINT_RAW,
};
struct SourceInfo
{
Language language;
bool isStage[ShaderStage::STAGE_MAX_ENUM];
bool customPixelFunction;
EntryPoint stages[ShaderStage::STAGE_MAX_ENUM];
bool usesMRT;
};