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wren
Vulkan-based game engine
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#include <shader.hpp>

Public Types | |
| using | Ptr = std::shared_ptr<Shader> |
Public Member Functions | |
| auto | get_pipeline () const |
| auto | pipeline_layout () const |
| auto | descriptor_layout () const |
| void | fragment_shader (const ShaderModule &fragment) |
| void | vertex_shader (const ShaderModule &vertex) |
| auto | create_graphics_pipeline (const ::vk::Device &device, const ::vk::RenderPass &render_pass, const math::Vec2f &size, bool depth) -> expected< void > |
Static Public Member Functions | |
| static auto | create (const ::vk::Device &device, const std::string &vertex_shader, const std::string &fragment_shader) -> expected< Ptr > |
| static auto | create (const ::vk::Device &device, const std::filesystem::path &shader_path) -> expected< Ptr > |
Static Private Member Functions | |
| static auto | read_wren_shader_file (const std::filesystem::path &path) -> expected< std::map< ShaderType, std::string > > |
Private Attributes | |
| ::vk::DescriptorSetLayout | descriptor_layout_ |
| ::vk::PipelineLayout | pipeline_layout_ |
| ::vk::Pipeline | pipeline_ |
| ShaderModule | vertex_shader_module_ |
| ShaderModule | fragment_shader_module_ |
| using wren::vk::Shader::Ptr = std::shared_ptr<Shader> |
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| auto wren::vk::Shader::create_graphics_pipeline | ( | const ::vk::Device & | device, |
| const ::vk::RenderPass & | render_pass, | ||
| const math::Vec2f & | size, | ||
| bool | depth ) -> expected< void > |
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