/usr/include/libwildmagic/Wm5Shader.h is in libwildmagic-dev 5.13-1ubuntu3.
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// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.1 (2010/10/01)
#ifndef WM5SHADER_H
#define WM5SHADER_H
#include "Wm5GraphicsLIB.h"
#include "Wm5Object.h"
#include "Wm5Float4.h"
namespace Wm5
{
class WM5_GRAPHICS_ITEM Shader : public Object
{
WM5_DECLARE_RTTI;
WM5_DECLARE_NAMES;
WM5_DECLARE_STREAM(Shader);
public:
// Enumerations for the various components of a shader.
// Maximum number of profiles. The derived classes VertexShader and
// PixelShader each have this number of profiles. If you add a new
// profile, change this constant and modify the enums in the derived
// classes.
enum { MAX_PROFILES = 5 };
// Types for the input and output variables of the shader program.
enum WM5_GRAPHICS_ITEM VariableType
{
VT_NONE,
VT_FLOAT,
VT_FLOAT1, VT_FLOAT2, VT_FLOAT3, VT_FLOAT4,
VT_FLOAT1X1, VT_FLOAT1X2, VT_FLOAT1X3, VT_FLOAT1X4,
VT_FLOAT2X1, VT_FLOAT2X2, VT_FLOAT2X3, VT_FLOAT2X4,
VT_FLOAT3X1, VT_FLOAT3X2, VT_FLOAT3X3, VT_FLOAT3X4,
VT_FLOAT4X1, VT_FLOAT4X2, VT_FLOAT4X3, VT_FLOAT4X4,
VT_HALF,
VT_HALF1, VT_HALF2, VT_HALF3, VT_HALF4,
VT_HALF1X1, VT_HALF1X2, VT_HALF1X3, VT_HALF1X4,
VT_HALF2X1, VT_HALF2X2, VT_HALF2X3, VT_HALF2X4,
VT_HALF3X1, VT_HALF3X2, VT_HALF3X3, VT_HALF3X4,
VT_HALF4X1, VT_HALF4X2, VT_HALF4X3, VT_HALF4X4,
VT_INT,
VT_INT1, VT_INT2, VT_INT3, VT_INT4,
VT_INT1X1, VT_INT1X2, VT_INT1X3, VT_INT1X4,
VT_INT2X1, VT_INT2X2, VT_INT2X3, VT_INT2X4,
VT_INT3X1, VT_INT3X2, VT_INT3X3, VT_INT3X4,
VT_INT4X1, VT_INT4X2, VT_INT4X3, VT_INT4X4,
VT_FIXED,
VT_FIXED1, VT_FIXED2, VT_FIXED3, VT_FIXED4,
VT_FIXED1X1, VT_FIXED1X2, VT_FIXED1X3, VT_FIXED1X4,
VT_FIXED2X1, VT_FIXED2X2, VT_FIXED2X3, VT_FIXED2X4,
VT_FIXED3X1, VT_FIXED3X2, VT_FIXED3X3, VT_FIXED3X4,
VT_FIXED4X1, VT_FIXED4X2, VT_FIXED4X3, VT_FIXED4X4,
VT_BOOL,
VT_BOOL1, VT_BOOL2, VT_BOOL3, VT_BOOL4,
VT_BOOL1X1, VT_BOOL1X2, VT_BOOL1X3, VT_BOOL1X4,
VT_BOOL2X1, VT_BOOL2X2, VT_BOOL2X3, VT_BOOL2X4,
VT_BOOL3X1, VT_BOOL3X2, VT_BOOL3X3, VT_BOOL3X4,
VT_BOOL4X1, VT_BOOL4X2, VT_BOOL4X3, VT_BOOL4X4,
VT_QUANTITY
};
// Semantics for the input and output variables of the shader program.
enum WM5_GRAPHICS_ITEM VariableSemantic
{
VS_NONE,
VS_POSITION, // ATTR0
VS_BLENDWEIGHT, // ATTR1
VS_NORMAL, // ATTR2
VS_COLOR0, // ATTR3 (and for render targets)
VS_COLOR1, // ATTR4 (and for render targets)
VS_FOGCOORD, // ATTR5
VS_PSIZE, // ATTR6
VS_BLENDINDICES, // ATTR7
VS_TEXCOORD0, // ATTR8
VS_TEXCOORD1, // ATTR9
VS_TEXCOORD2, // ATTR10
VS_TEXCOORD3, // ATTR11
VS_TEXCOORD4, // ATTR12
VS_TEXCOORD5, // ATTR13
VS_TEXCOORD6, // ATTR14
VS_TEXCOORD7, // ATTR15
VS_FOG, // same as VS_FOGCOORD (ATTR5)
VS_TANGENT, // same as VS_TEXCOORD6 (ATTR14)
VS_BINORMAL, // same as VS_TEXCOORD7 (ATTR15)
VS_COLOR2, // support for multiple render targets
VS_COLOR3, // support for multiple render targets
VS_DEPTH0, // support for multiple render targets
VS_QUANTITY
};
// The sampler type for interpreting the texture assigned to the sampler.
enum WM5_GRAPHICS_ITEM SamplerType
{
ST_NONE,
ST_1D,
ST_2D,
ST_3D,
ST_CUBE,
ST_QUANTITY
};
// Filtering modes for the samplers.
enum WM5_GRAPHICS_ITEM SamplerFilter
{
SF_NONE,
SF_NEAREST, // nearest neighbor (default)
SF_LINEAR, // linear filtering
SF_NEAREST_NEAREST, // nearest within image, nearest across images
SF_NEAREST_LINEAR, // nearest within image, linear across images
SF_LINEAR_NEAREST, // linear within image, nearest across images
SF_LINEAR_LINEAR, // linear within image, linear across images
SF_QUANTITY
};
// Maximum value for anisotropic filtering.
enum
{
MAX_ANISOTROPY = 16
};
// Texture coordinate modes for the samplers.
enum WM5_GRAPHICS_ITEM SamplerCoordinate
{
SC_NONE,
SC_CLAMP,
SC_REPEAT,
SC_MIRRORED_REPEAT,
SC_CLAMP_BORDER,
SC_CLAMP_EDGE, // default
SC_QUANTITY
};
// Default lodBias is 0.
// Default anisotropy is 1.
// Default borderColor is (0,0,0,0).
protected:
// Abstract base class. Construction and destruction. The class is the
// base for VertexShader and PixelShader. The class data defines the
// shader but does not contain instances of shader constants and shader
// textures. Each instance of Shader may therefore be a singleton,
// identified by 'shaderName'. The drawing of geometry involves a Shader
// (the abstraction) and a ShaderParameters (the instance of constants and
// textures).
//
// The constructor arrays must be dynamically allocated. Shader assumes
// responsibility for deleting them. The construction of a Shader is not
// complete until all programs (for the various profiles) are provided
// via the SetProgram function.
Shader ();
Shader (const std::string& programName, int numInputs, int numOutputs,
int numConstants, int numSamplers, bool profileOwner);
public:
virtual ~Shader ();
// Support for deferred construction.
void SetInput (int i, const std::string& name, VariableType type,
VariableSemantic semantic);
void SetOutput (int i, const std::string& name, VariableType type,
VariableSemantic semantic);
void SetConstant (int i, const std::string& name, int numRegistersUsed);
void SetSampler (int i, const std::string& name, SamplerType type);
void SetFilter (int i, SamplerFilter filter);
void SetCoordinate (int i, int dim, SamplerCoordinate coordinate);
void SetLodBias (int i, float lodBias);
void SetAnisotropy (int i, float anisotropy);
void SetBorderColor (int i, const Float4& borderColor);
// Use these when 'profileOwner' is 'true'. The storage for the items
// has been dynamically allocated and the class assumes responsibility
// for deleting it during destruction.
void SetBaseRegister (int profile, int i, int baseRegister);
void SetTextureUnit (int profile, int i, int textureUnit);
void SetProgram (int profile, const std::string& program);
// Use these when 'profileOwner' is 'false'. This allows you to store the
// profile-specific information as global data arrays embedded in the
// executable or libraries. The class will not attempt to delete these
// during destruction.
void SetBaseRegisters (int* baseRegisters[MAX_PROFILES]);
void SetTextureUnits (int* textureUnits[MAX_PROFILES]);
void SetPrograms (std::string programs[MAX_PROFILES]);
// Member access.
// Profile-independent data.
inline int GetNumInputs () const;
const std::string& GetInputName (int i) const;
VariableType GetInputType (int i) const;
VariableSemantic GetInputSemantic (int i) const;
inline int GetNumOutputs () const;
const std::string& GetOutputName (int i) const;
VariableType GetOutputType (int i) const;
VariableSemantic GetOutputSemantic (int i) const;
inline int GetNumConstants () const;
const std::string& GetConstantName (int i) const;
int GetNumRegistersUsed (int i) const;
inline int GetNumSamplers () const;
const std::string& GetSamplerName (int i) const;
SamplerType GetSamplerType (int i) const;
SamplerFilter GetFilter (int i) const;
SamplerCoordinate GetCoordinate (int i, int dim) const;
float GetLodBias (int i) const;
float GetAnisotropy (int i) const;
Float4 GetBorderColor (int i) const;
// Profile-dependent data.
int GetBaseRegister (int profile, int i) const;
int GetTextureUnit (int profile, int i) const;
const std::string* GetProgram (int profile) const;
protected:
int mNumInputs;
std::string* mInputName;
VariableType* mInputType;
VariableSemantic* mInputSemantic;
int mNumOutputs;
std::string* mOutputName;
VariableType* mOutputType;
VariableSemantic* mOutputSemantic;
int mNumConstants;
std::string* mConstantName;
int* mNumRegistersUsed;
int mNumSamplers;
std::string* mSamplerName;
SamplerType* mSamplerType;
SamplerFilter* mFilter;
SamplerCoordinate* mCoordinate[3];
float* mLodBias;
float* mAnisotropy;
Float4* mBorderColor;
bool mProfileOwner;
int* mBaseRegister[MAX_PROFILES];
int* mTextureUnit[MAX_PROFILES];
std::string* mProgram[MAX_PROFILES];
static std::string msNullString;
};
WM5_REGISTER_STREAM(Shader);
typedef Pointer0<Shader> ShaderPtr;
#include "Wm5Shader.inl"
}
#endif
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