[WIP] Shader handling rework
This commit is contained in:
@@ -34,7 +34,7 @@ namespace openVulkanoCpp::Vulkan
|
||||
private:
|
||||
void CreatePipelineLayout()
|
||||
{
|
||||
vk::PushConstantRange camPushConstantDesc = { vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment, 0, 3 * sizeof(Math::Matrix4f) + sizeof(Math::Vector4f) + 4 * sizeof(float) };
|
||||
vk::PushConstantRange camPushConstantDesc = { vk::ShaderStageFlagBits::eVertex | vk::ShaderStageFlagBits::eFragment, 0, 3 * sizeof(Math::Matrix4f) + sizeof(Math::Vector4f) + 8 * sizeof(float) };
|
||||
std::array<vk::PushConstantRange, 1> camPushConstantDescs = { camPushConstantDesc };
|
||||
vk::DescriptorSetLayoutBinding nodeLayoutBinding = { 0, vk::DescriptorType::eUniformBufferDynamic, 1, vk::ShaderStageFlagBits::eVertex };
|
||||
//vk::DescriptorSetLayoutBinding textureLayoutBinding = { 0, vk::DescriptorType::image };
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
#include "Renderer.hpp"
|
||||
#include "VulkanDrawContext.hpp"
|
||||
#include "Scene/Shader.hpp"
|
||||
#include "Scene/Shader/Shader.hpp"
|
||||
#include "Scene/Geometry.hpp"
|
||||
#include "Scene/VulkanGeometry.hpp"
|
||||
#include "Scene/VulkanNode.hpp"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
|
||||
#include "VulkanShader.hpp"
|
||||
#include "Vulkan/Context.hpp"
|
||||
#include "Scene/Shader.hpp"
|
||||
#include "Scene/Shader/Shader.hpp"
|
||||
#include "Vulkan/Resources/IShaderOwner.hpp"
|
||||
|
||||
namespace openVulkanoCpp::Vulkan
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
*/
|
||||
|
||||
#include "VulkanDrawContext.hpp"
|
||||
#include "Scene/Shader.hpp"
|
||||
#include "Scene/Shader/Shader.hpp"
|
||||
#include "Scene/VulkanShader.hpp"
|
||||
|
||||
namespace openVulkanoCpp::Vulkan
|
||||
|
||||
Reference in New Issue
Block a user