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// Copyright 2015 The Shaderc Authors. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#include "shader_stage.h"
#include <algorithm>
#include <tuple>
#include "libshaderc_util/file_finder.h"
#include "libshaderc_util/resources.h"
#include "file.h"
#include "file_includer.h"
using shaderc_util::string_piece;
namespace {
// Maps an identifier to a language.
struct LanguageMapping {
const char* id;
EShLanguage language;
};
} // anonymous namespace
namespace glslc {
EShLanguage GetShaderStageFromFileName(const string_piece& filename) {
// Add new stage types here.
static const LanguageMapping kStringToStage[] = {
{"vert", EShLangVertex}, {"frag", EShLangFragment},
{"tesc", EShLangTessControl}, {"tese", EShLangTessEvaluation},
{"geom", EShLangGeometry}, {"comp", EShLangCompute}};
const string_piece extension = glslc::GetFileExtension(filename);
if (extension.empty()) return EShLangCount;
for (const auto& entry : kStringToStage) {
if (extension == entry.id) return entry.language;
}
return EShLangCount;
}
EShLanguage MapStageNameToLanguage(const string_piece& stage_name) {
const LanguageMapping string_to_stage[] = {
{"vertex", EShLangVertex}, {"fragment", EShLangFragment},
{"tesscontrol", EShLangTessControl}, {"tesseval", EShLangTessEvaluation},
{"geometry", EShLangGeometry}, {"compute", EShLangCompute}};
for (const auto& entry : string_to_stage) {
if (stage_name == entry.id) return entry.language;
}
return EShLangCount;
}
EShLanguage GetShaderStageFromCmdLine(const string_piece& f_shader_stage) {
size_t equal_pos = f_shader_stage.find_first_of("=");
if (equal_pos == std::string::npos) return EShLangCount;
return MapStageNameToLanguage(f_shader_stage.substr(equal_pos + 1));
}
} // namespace glslc