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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 "libshaderc_util/shader_stage.h"
namespace {
// Maps an identifier to a language.
struct LanguageMapping {
const char* id;
EShLanguage language;
};
} // anonymous namespace
namespace shaderc_util {
EShLanguage MapStageNameToLanguage(const string_piece& stage_name) {
const LanguageMapping string_to_stage[] = {
{"vertex", EShLangVertex},
{"fragment", EShLangFragment},
{"tesscontrol", EShLangTessControl},
{"tesseval", EShLangTessEvaluation},
{"geometry", EShLangGeometry},
{"compute", EShLangCompute},
#ifdef NV_EXTENSIONS
{"raygen", EShLangRayGenNV},
{"intersect", EShLangIntersectNV},
{"anyhit", EShLangAnyHitNV},
{"closest", EShLangClosestHitNV},
{"miss", EShLangMissNV},
{"callable", EShLangCallableNV},
{"task", EShLangTaskNV},
{"mesh", EShLangMeshNV},
#endif
};
for (const auto& entry : string_to_stage) {
if (stage_name == entry.id) return entry.language;
}
return EShLangCount;
}
} // namespace shaderc_util