Compiling shaders to SPIR-V 1.5

WIP Vulkan Pipeline initialization
This commit is contained in:
2021-08-10 20:13:32 -07:00
parent 8b59c5c382
commit ce7ecbdd9a
10 changed files with 104 additions and 35 deletions

View File

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