#include "SDL_internal.h"
#ifdef SDL_VIDEO_RENDER_VULKAN
#include "SDL_shaders_vulkan.h"
#include "VULKAN_PixelShader_Colors.h"
#include "VULKAN_PixelShader_Textures.h"
#include "VULKAN_PixelShader_Advanced.h"
#include "VULKAN_VertexShader.h"
static struct
{
const void *ps_shader_data;
size_t ps_shader_size;
const void *vs_shader_data;
size_t vs_shader_size;
} VULKAN_shaders[NUM_SHADERS] = {
{ VULKAN_PixelShader_Colors, sizeof(VULKAN_PixelShader_Colors),
VULKAN_VertexShader, sizeof(VULKAN_VertexShader) },
{ VULKAN_PixelShader_Textures, sizeof(VULKAN_PixelShader_Textures),
VULKAN_VertexShader, sizeof(VULKAN_VertexShader) },
{ VULKAN_PixelShader_Advanced, sizeof(VULKAN_PixelShader_Advanced),
VULKAN_VertexShader, sizeof(VULKAN_VertexShader) },
};
void VULKAN_GetVertexShader(VULKAN_Shader shader, const uint32_t **outBytecode, size_t *outSize)
{
*outBytecode = (const uint32_t *)VULKAN_shaders[shader].vs_shader_data;
*outSize = VULKAN_shaders[shader].vs_shader_size;
}
void VULKAN_GetPixelShader(VULKAN_Shader shader, const uint32_t **outBytecode, size_t *outSize)
{
*outBytecode = (const uint32_t *)VULKAN_shaders[shader].ps_shader_data;
*outSize = VULKAN_shaders[shader].ps_shader_size;
}
#endif