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authorJuan Linietsky <juan@godotengine.org>2019-07-28 19:58:32 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-02-11 11:53:29 +0100
commit4fe3ee1730167b90ec8ae70c871c1dad032981d5 (patch)
tree98b9f82d3a4defc1560245e40c0ba7b3a674fa81 /drivers/vulkan/rendering_device_vulkan.h
parent60c7498cee169b2cd652045ec19bb526d76f9d61 (diff)
Moved the shader source compilation code outside RenderingDevice and Vulkan
Diffstat (limited to 'drivers/vulkan/rendering_device_vulkan.h')
-rw-r--r--drivers/vulkan/rendering_device_vulkan.h7
1 files changed, 3 insertions, 4 deletions
diff --git a/drivers/vulkan/rendering_device_vulkan.h b/drivers/vulkan/rendering_device_vulkan.h
index 2420e62aab..5b3b7a5f47 100644
--- a/drivers/vulkan/rendering_device_vulkan.h
+++ b/drivers/vulkan/rendering_device_vulkan.h
@@ -5,7 +5,7 @@
#include "core/os/thread_safe.h"
#include "core/rid_owner.h"
#include "servers/visual/rendering_device.h"
-#include "thirdparty/glslang/glslang/Public/ShaderLang.h"
+
#ifdef DEBUG_ENABLED
#define _DEBUG
#endif
@@ -494,7 +494,6 @@ class RenderingDeviceVulkan : public RenderingDevice {
};
String _shader_uniform_debug(RID p_shader, int p_set = -1);
- bool _uniform_add_binding(Vector<Vector<VkDescriptorSetLayoutBinding> > &bindings, Vector<Vector<UniformInfo> > &uniform_infos, const glslang::TObjectReflection &reflection, RenderingDevice::ShaderStage p_stage, Shader::PushConstant &push_constant, String *r_error);
RID_Owner<Shader> shader_owner;
@@ -608,7 +607,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
// was not supplied as intended.
struct RenderPipeline {
- //Cached values for validation
+ //Cached values for validation
#ifdef DEBUG_ENABLED
struct Validation {
FramebufferFormatID framebuffer_format;
@@ -853,7 +852,7 @@ public:
/**** SHADER ****/
/****************/
- virtual RID shader_create_from_source(const Vector<ShaderStageSource> &p_stages, String *r_error = NULL, ShaderStage *r_error_stage = NULL, bool p_allow_cache = true);
+ virtual RID shader_create(const Vector<ShaderStageData> &p_stages);
virtual Vector<int> shader_get_vertex_input_locations_used(RID p_shader);
/*****************/