Compiling shaders to SPIR-V 1.5
WIP Vulkan Pipeline initialization
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@@ -40,8 +40,11 @@
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#include "KRNode.h"
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#include "KRViewport.h"
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class KRShader;
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class KRPipeline : public KRContextObject {
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public:
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KRPipeline(KRContext& context, VkDevice& device, const char* szKey, const std::vector<KRShader*>& shaders);
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KRPipeline(KRContext &context, char *szKey, std::string options, std::string vertShaderSource, const std::string fragShaderSource);
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virtual ~KRPipeline();
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const char *getKey() const;
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@@ -119,18 +122,6 @@ public:
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KRENGINE_UNIFORM_FADE_COLOR,
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KRENGINE_NUM_UNIFORMS
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};
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/*
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typedef enum {
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KRENGINE_UNIFORM_TYPE_UNKNOWN,
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KRENGINE_UNIFORM_TYPE_FLOAT,
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KRENGINE_UNIFORM_TYPE_INT,
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KRENGINE_UNIFORM_TYPE_VECTOR2,
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KRENGINE_UNIFORM_TYPE_VECTOR3,
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KRENGINE_UNIFORM_TYPE_VECTOR4,
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KRENGINE_UNIFORM_TYPE_MAT4
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} uniform_type_t;
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uniform_type_t m_uniform_type[KRENGINE_NUM_UNIFORMS];
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*/
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static const char *KRENGINE_UNIFORM_NAMES[];
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GLint m_uniforms[KRENGINE_NUM_UNIFORMS];
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