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-e03cc46cb475master
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3469582bac
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1b4444e044
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@ -305,21 +305,17 @@ int main()
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if (UseHighLevelShaders)
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{
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// Choose the desired shader type. Default is the native
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// shader type for the driver
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const video::E_GPU_SHADING_LANGUAGE shadingLanguage = video::EGSL_DEFAULT;
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// create material from high level shaders (hlsl, glsl)
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newMaterialType1 = gpu->addHighLevelShaderMaterialFromFiles(
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vsFileName, "vertexMain", video::EVST_VS_1_1,
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psFileName, "pixelMain", video::EPST_PS_1_1,
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mcSolid, video::EMT_SOLID, 0, shadingLanguage);
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mcSolid, video::EMT_SOLID, 0);
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newMaterialType2 = gpu->addHighLevelShaderMaterialFromFiles(
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vsFileName, "vertexMain", video::EVST_VS_1_1,
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psFileName, "pixelMain", video::EPST_PS_1_1,
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mcTransparentAdd, video::EMT_TRANSPARENT_ADD_COLOR, 0 , shadingLanguage);
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mcTransparentAdd, video::EMT_TRANSPARENT_ADD_COLOR, 0);
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}
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else
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{
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@ -24,16 +24,6 @@ namespace video
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class IVideoDriver;
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class IShaderConstantSetCallBack;
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//! Enumeration for different types of shading languages
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enum E_GPU_SHADING_LANGUAGE
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{
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//! The default language, so HLSL for Direct3D and GLSL for OpenGL.
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EGSL_DEFAULT = 0,
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//! Cg shading language.*/
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EGSL_CG
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};
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//! Interface making it possible to create and use programs running on the GPU.
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class IGPUProgrammingServices
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{
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@ -78,7 +68,6 @@ public:
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\param shaderLang a type of shading language used in current shader.
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\return Number of the material type which can be set in
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SMaterial::MaterialType to use the renderer. -1 is returned if an error
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occurred, e.g. if a shader program could not be compiled or a compile
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@ -99,8 +88,7 @@ public:
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0,
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E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
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s32 userData = 0) = 0;
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//! convenience function for use without geometry shaders
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s32 addHighLevelShaderMaterial(
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@ -112,8 +100,7 @@ public:
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E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
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IShaderConstantSetCallBack* callback=0,
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E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
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s32 userData=0,
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E_GPU_SHADING_LANGUAGE shadingLang=EGSL_DEFAULT)
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s32 userData=0)
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{
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return addHighLevelShaderMaterial(
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vertexShaderProgram, vertexShaderEntryPointName,
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@ -121,7 +108,7 @@ public:
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pixelShaderEntryPointName, psCompileTarget,
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0, "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData, shadingLang);
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callback, baseMaterial, userData);
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}
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//! convenience function for use with many defaults, without geometry shader
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@ -205,7 +192,6 @@ public:
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\param shaderLang a type of shading language used in current shader.
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\return Number of the material type which can be set in
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SMaterial::MaterialType to use the renderer. -1 is returned if an error
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occurred, e.g. if a shader program could not be compiled or a compile
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@ -226,8 +212,7 @@ public:
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0,
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E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
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s32 userData = 0) = 0;
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//! convenience function for use without geometry shaders
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s32 addHighLevelShaderMaterialFromFiles(
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@ -239,8 +224,7 @@ public:
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0,
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E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
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s32 userData = 0)
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{
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return addHighLevelShaderMaterialFromFiles(
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vertexShaderProgramFileName, vertexShaderEntryPointName,
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@ -248,7 +232,7 @@ public:
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pixelShaderEntryPointName, psCompileTarget,
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"", "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData, shadingLang);
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callback, baseMaterial, userData);
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}
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//! convenience function for use with many defaults, without geometry shader
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@ -330,7 +314,6 @@ public:
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\param shaderLang a type of shading language used in current shader.
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\return Number of the material type which can be set in
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SMaterial::MaterialType to use the renderer. -1 is returned if an
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error occurred, e.g. if a shader program could not be compiled or a
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@ -351,8 +334,7 @@ public:
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0,
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E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
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s32 userData = 0) = 0;
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//! convenience function for use without geometry shaders
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s32 addHighLevelShaderMaterialFromFiles(
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@ -364,8 +346,7 @@ public:
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0,
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E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
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s32 userData = 0)
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{
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return addHighLevelShaderMaterialFromFiles(
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vertexShaderProgram, vertexShaderEntryPointName,
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@ -373,7 +354,7 @@ public:
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pixelShaderEntryPointName, psCompileTarget,
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0, "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData, shadingLang);
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callback, baseMaterial, userData);
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}
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//! Adds a new ASM shader material renderer to the VideoDriver
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@ -3223,7 +3223,7 @@ s32 CD3D9Driver::addHighLevelShaderMaterial(
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scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
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u32 verticesOut,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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{
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s32 nr = -1;
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@ -383,8 +383,7 @@ namespace video
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0,
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E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
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s32 userData = 0) _IRR_OVERRIDE_;
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void createMaterialRenderers();
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@ -2381,7 +2381,7 @@ s32 CNullDriver::addHighLevelShaderMaterial(
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u32 verticesOut,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
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s32 userData)
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{
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os::Printer::log("High level shader materials not available (yet) in this driver, sorry");
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return -1;
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@ -2404,7 +2404,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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u32 verticesOut,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
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s32 userData)
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{
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io::IReadFile* vsfile = 0;
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io::IReadFile* psfile = 0;
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@ -2445,7 +2445,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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psfile, pixelShaderEntryPointName, psCompileTarget,
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gsfile, geometryShaderEntryPointName, gsCompileTarget,
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inType, outType, verticesOut,
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callback, baseMaterial, userData, shadingLang);
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callback, baseMaterial, userData);
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if (psfile)
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psfile->drop();
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@ -2476,7 +2476,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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u32 verticesOut,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
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s32 userData)
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{
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c8* vs = 0;
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c8* ps = 0;
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@ -2527,7 +2527,7 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
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ps, pixelShaderEntryPointName, psCompileTarget,
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gs, geometryShaderEntryPointName, gsCompileTarget,
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inType, outType, verticesOut,
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callback, baseMaterial, userData, shadingLang);
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callback, baseMaterial, userData);
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delete [] vs;
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delete [] ps;
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@ -558,7 +558,7 @@ namespace video
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
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s32 userData = 0) _IRR_OVERRIDE_;
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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@ -577,7 +577,7 @@ namespace video
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
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s32 userData = 0) _IRR_OVERRIDE_;
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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@ -596,7 +596,7 @@ namespace video
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
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s32 userData = 0) _IRR_OVERRIDE_;
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//! Returns a pointer to the mesh manipulator.
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virtual scene::IMeshManipulator* getMeshManipulator() _IRR_OVERRIDE_;
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@ -3723,7 +3723,7 @@ s32 COpenGLDriver::addHighLevelShaderMaterial(
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u32 verticesOut,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData, E_GPU_SHADING_LANGUAGE shadingLang)
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s32 userData)
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{
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s32 nr = -1;
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@ -324,8 +324,7 @@ namespace video
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0,
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E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) _IRR_OVERRIDE_;
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s32 userData = 0) _IRR_OVERRIDE_;
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//! Returns a pointer to the IVideoDriver interface. (Implementation for
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//! IMaterialRendererServices)
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