Remove E_GPU_SHADING_LANGUAGE in IGPUProgrammingServices.

Thx @greenya for noticing this is no longer needed as it was only ever used for the CG shader language which we kicked out already.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5846 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2019-08-15 20:43:50 +00:00
parent 3469582bac
commit 1b4444e044
8 changed files with 23 additions and 48 deletions

View File

@ -305,21 +305,17 @@ int main()
if (UseHighLevelShaders)
{
// Choose the desired shader type. Default is the native
// shader type for the driver
const video::E_GPU_SHADING_LANGUAGE shadingLanguage = video::EGSL_DEFAULT;
// create material from high level shaders (hlsl, glsl)
newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
vsFileName, "vertexMain", video::EVST_VS_1_1,
psFileName, "pixelMain", video::EPST_PS_1_1,
mcSolid, video::EMT_SOLID, 0, shadingLanguage);
mcSolid, video::EMT_SOLID, 0);
newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(
vsFileName, "vertexMain", video::EVST_VS_1_1,
psFileName, "pixelMain", video::EPST_PS_1_1,
mcTransparentAdd, video::EMT_TRANSPARENT_ADD_COLOR, 0 , shadingLanguage);
mcTransparentAdd, video::EMT_TRANSPARENT_ADD_COLOR, 0);
}
else
{

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@ -24,16 +24,6 @@ namespace video
class IVideoDriver;
class IShaderConstantSetCallBack;
//! Enumeration for different types of shading languages
enum E_GPU_SHADING_LANGUAGE
{
//! The default language, so HLSL for Direct3D and GLSL for OpenGL.
EGSL_DEFAULT = 0,
//! Cg shading language.*/
EGSL_CG
};
//! Interface making it possible to create and use programs running on the GPU.
class IGPUProgrammingServices
{
@ -78,7 +68,6 @@ public:
OnSetConstants(). In this way it is easily possible to use the same
callback method for multiple materials and distinguish between them
during the call.
\param shaderLang a type of shading language used in current shader.
\return Number of the material type which can be set in
SMaterial::MaterialType to use the renderer. -1 is returned if an error
occurred, e.g. if a shader program could not be compiled or a compile
@ -99,8 +88,7 @@ public:
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
s32 userData = 0) = 0;
//! convenience function for use without geometry shaders
s32 addHighLevelShaderMaterial(
@ -112,8 +100,7 @@ public:
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
IShaderConstantSetCallBack* callback=0,
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
s32 userData=0,
E_GPU_SHADING_LANGUAGE shadingLang=EGSL_DEFAULT)
s32 userData=0)
{
return addHighLevelShaderMaterial(
vertexShaderProgram, vertexShaderEntryPointName,
@ -121,7 +108,7 @@ public:
pixelShaderEntryPointName, psCompileTarget,
0, "main", EGST_GS_4_0,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData, shadingLang);
callback, baseMaterial, userData);
}
//! convenience function for use with many defaults, without geometry shader
@ -205,7 +192,6 @@ public:
OnSetConstants(). In this way it is easily possible to use the same
callback method for multiple materials and distinguish between them
during the call.
\param shaderLang a type of shading language used in current shader.
\return Number of the material type which can be set in
SMaterial::MaterialType to use the renderer. -1 is returned if an error
occurred, e.g. if a shader program could not be compiled or a compile
@ -226,8 +212,7 @@ public:
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
s32 userData = 0) = 0;
//! convenience function for use without geometry shaders
s32 addHighLevelShaderMaterialFromFiles(
@ -239,8 +224,7 @@ public:
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
s32 userData = 0)
{
return addHighLevelShaderMaterialFromFiles(
vertexShaderProgramFileName, vertexShaderEntryPointName,
@ -248,7 +232,7 @@ public:
pixelShaderEntryPointName, psCompileTarget,
"", "main", EGST_GS_4_0,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData, shadingLang);
callback, baseMaterial, userData);
}
//! convenience function for use with many defaults, without geometry shader
@ -330,7 +314,6 @@ public:
OnSetConstants(). In this way it is easily possible to use the same
callback method for multiple materials and distinguish between them
during the call.
\param shaderLang a type of shading language used in current shader.
\return Number of the material type which can be set in
SMaterial::MaterialType to use the renderer. -1 is returned if an
error occurred, e.g. if a shader program could not be compiled or a
@ -351,8 +334,7 @@ public:
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
s32 userData = 0) = 0;
//! convenience function for use without geometry shaders
s32 addHighLevelShaderMaterialFromFiles(
@ -364,8 +346,7 @@ public:
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
s32 userData = 0)
{
return addHighLevelShaderMaterialFromFiles(
vertexShaderProgram, vertexShaderEntryPointName,
@ -373,7 +354,7 @@ public:
pixelShaderEntryPointName, psCompileTarget,
0, "main", EGST_GS_4_0,
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
callback, baseMaterial, userData, shadingLang);
callback, baseMaterial, userData);
}
//! Adds a new ASM shader material renderer to the VideoDriver

View File

@ -3223,7 +3223,7 @@ s32 CD3D9Driver::addHighLevelShaderMaterial(
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
u32 verticesOut,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
E_MATERIAL_TYPE baseMaterial, s32 userData)
{
s32 nr = -1;

View File

@ -383,8 +383,7 @@ namespace video
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
s32 userData = 0) _IRR_OVERRIDE_;
void createMaterialRenderers();

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@ -2381,7 +2381,7 @@ s32 CNullDriver::addHighLevelShaderMaterial(
u32 verticesOut,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
s32 userData)
{
os::Printer::log("High level shader materials not available (yet) in this driver, sorry");
return -1;
@ -2404,7 +2404,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
u32 verticesOut,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
s32 userData)
{
io::IReadFile* vsfile = 0;
io::IReadFile* psfile = 0;
@ -2445,7 +2445,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
psfile, pixelShaderEntryPointName, psCompileTarget,
gsfile, geometryShaderEntryPointName, gsCompileTarget,
inType, outType, verticesOut,
callback, baseMaterial, userData, shadingLang);
callback, baseMaterial, userData);
if (psfile)
psfile->drop();
@ -2476,7 +2476,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
u32 verticesOut,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
s32 userData)
{
c8* vs = 0;
c8* ps = 0;
@ -2527,7 +2527,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
ps, pixelShaderEntryPointName, psCompileTarget,
gs, geometryShaderEntryPointName, gsCompileTarget,
inType, outType, verticesOut,
callback, baseMaterial, userData, shadingLang);
callback, baseMaterial, userData);
delete [] vs;
delete [] ps;

View File

@ -558,7 +558,7 @@ namespace video
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
s32 userData = 0) _IRR_OVERRIDE_;
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
//! but tries to load the programs from files.
@ -577,7 +577,7 @@ namespace video
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
s32 userData = 0) _IRR_OVERRIDE_;
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
//! but tries to load the programs from files.
@ -596,7 +596,7 @@ namespace video
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
s32 userData = 0) _IRR_OVERRIDE_;
//! Returns a pointer to the mesh manipulator.
virtual scene::IMeshManipulator* getMeshManipulator() _IRR_OVERRIDE_;

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@ -3723,7 +3723,7 @@ s32 COpenGLDriver::addHighLevelShaderMaterial(
u32 verticesOut,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
s32 userData)
{
s32 nr = -1;

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@ -324,8 +324,7 @@ namespace video
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0,
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
s32 userData = 0) _IRR_OVERRIDE_;
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)