A Shader is a program which runs on the GPU and performs graphics.
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#include <Shader.h>
A Shader is a program which runs on the GPU and performs graphics.
◆ Shader() [1/3]
Vulkan::PipelineOptions::Shader::Shader |
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const LogicalDevice & |
virtualGpu, |
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std::string |
spirvFileName, |
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VkShaderStageFlagBits |
shaderType, |
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std::string |
entrypoint = "main" |
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Creates a shader starting from the SPIR-V code.
- Parameters
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virtualGpu | The LogicalDevice where the Pipeline using this shader will run on. |
spirvFileName | Path to the SPIR-V code. The root of the path is the folder where the executable od the program using this class is placed. |
shaderType | The type of the shader (generally a vertex, tessellation or fragment shader). |
entrypoint | Name of the first function to call in the shader. |
◆ Shader() [2/3]
Vulkan::PipelineOptions::Shader::Shader |
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const Shader & |
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delete |
◆ Shader() [3/3]
Vulkan::PipelineOptions::Shader::Shader |
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Shader && |
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delete |
◆ ~Shader()
Vulkan::PipelineOptions::Shader::~Shader |
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◆ operator+()
const VkPipelineShaderStageCreateInfo & Vulkan::PipelineOptions::Shader::operator+ |
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const |
Returns the underlying VkPipelineShaderStageCreateInfo struct.
- Returns
- The underlying VkPipelineShaderStageCreateInfo struct.
◆ operator=() [1/2]
Shader & Vulkan::PipelineOptions::Shader::operator= |
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const Shader & |
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delete |
◆ operator=() [2/2]
Shader & Vulkan::PipelineOptions::Shader::operator= |
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Shader && |
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delete |
The documentation for this class was generated from the following files: