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MayaFlux 0.1.0
Digital-First Multimedia Processing Framework
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| bool MayaFlux::Core::VKShaderModule::create_from_spirv | ( | vk::Device | device, |
| const std::vector< uint32_t > & | spirv_code, | ||
| vk::ShaderStageFlagBits | stage, | ||
| const std::string & | entry_point = "main", |
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| bool | enable_reflection = true |
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| ) |
Create shader module from SPIR-V binary.
| device | Logical device |
| spirv_code | SPIR-V bytecode (must be aligned to uint32_t) |
| stage | Shader stage (compute, vertex, fragment, etc.) |
| entry_point | Entry point function name (default: "main") |
| enable_reflection | Extract descriptor bindings and resources |
This is the lowest-level creation method. All other create methods eventually funnel through this one.
Definition at line 122 of file VKShaderModule.cpp.
References MayaFlux::Journal::Core, MayaFlux::Journal::GraphicsBackend, m_entry_point, m_module, m_preserve_spirv, m_spirv_code, m_stage, MF_ERROR, MF_INFO, MF_WARN, and reflect_spirv().
Referenced by create_from_glsl(), and create_from_spirv_file().
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