Generalised SHResourceManager
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Name: Kirsch_CS
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ID: 19931255
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ID: 39301863
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Type: 2
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Name: PureCopy_CS
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ID: 29659779
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ID: 34987209
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Type: 2
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Name: TestCube_FS
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ID: 18415057
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ID: 37450402
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Type: 2
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Name: TestCube_VS
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ID: 29315909
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ID: 41688429
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Type: 2
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@ -10,6 +10,7 @@
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*****************************************************************************/
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#pragma once
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#include <vulkan/vulkan.hpp>
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#include "SHAssetData.h"
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#include "SH_API.h"
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#include <vector>
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@ -17,12 +18,14 @@
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namespace SHADE
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{
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//! Tighter control over types of shaders. Maps directly to their
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//! equivalent vk::ShaderStageFlagBits.
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enum class SH_SHADER_TYPE : uint8_t
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{
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VERTEX,
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FRAGMENT,
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COMPUTE,
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INAVLID_TYPE
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VERTEX = static_cast<uint8_t>(vk::ShaderStageFlagBits::eVertex),
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FRAGMENT = static_cast<uint8_t>(vk::ShaderStageFlagBits::eFragment),
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COMPUTE = static_cast<uint8_t>(vk::ShaderStageFlagBits::eCompute),
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INAVLID_TYPE = std::numeric_limits<uint8_t>::max()
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};
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struct SH_API SHShaderAsset : SHAssetData
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@ -19,144 +19,145 @@
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namespace SHADE
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{
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std::string SHShaderSourceCompiler::CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept
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{
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std::string newPath{ path.string() };
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std::string SHShaderSourceCompiler::CompileShaderSourceToBinary(AssetPath path, SHShaderAsset const& data) noexcept
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{
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std::string newPath{ path.string() };
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newPath = newPath.substr(0, newPath.find_last_of('.'));
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newPath += SHADER_BUILT_IN_EXTENSION.data();
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std::ofstream file{ newPath, std::ios::binary | std::ios::out | std::ios::trunc };
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std::ofstream file{ newPath, std::ios::binary | std::ios::out | std::ios::trunc };
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file.write(
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reinterpret_cast<char const*>(& data.shaderType), sizeof(uint8_t)
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);
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file.write(
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reinterpret_cast<char const*>(& data.shaderType), sizeof(uint8_t)
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);
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size_t const byteCount = sizeof(uint32_t) * data.spirvBinary.size();
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size_t const byteCount = sizeof(uint32_t) * data.spirvBinary.size();
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file.write(
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reinterpret_cast<char const*>(&byteCount), sizeof(size_t)
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);
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file.write(
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reinterpret_cast<char const*>(&byteCount), sizeof(size_t)
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);
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file.write(
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reinterpret_cast<char const*>(data.spirvBinary.data()), byteCount
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);
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file.write(
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reinterpret_cast<char const*>(data.spirvBinary.data()), byteCount
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);
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file.close();
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file.close();
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return newPath;
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}
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return newPath;
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}
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SHShaderAsset const* SHShaderSourceCompiler::CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept
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{
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// shaderc compiler
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shaderc::Compiler compiler;
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shaderc::CompileOptions options;
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SHShaderAsset const* SHShaderSourceCompiler::CompileShaderSourceToMemory(std::string const& data, std::string const& name, SH_SHADER_TYPE type) noexcept
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{
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// shaderc compiler
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shaderc::Compiler compiler;
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shaderc::CompileOptions options;
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options.AddMacroDefinition("MY_DEFINE", "1");
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options.AddMacroDefinition("MY_DEFINE", "1");
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//TODO: Check if we need optimisation levels when compiling into spirv
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// Set optimization levels
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//if (opLevel != shaderc_optimization_level_zero)
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// options.SetOptimizationLevel(opLevel);
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//TODO: Check if we need optimisation levels when compiling into spirv
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// Set optimization levels
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//if (opLevel != shaderc_optimization_level_zero)
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// options.SetOptimizationLevel(opLevel);
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// Attempt to get the shaderc equivalent shader stage
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shaderc_shader_kind shaderKind;
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switch (type)
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{
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case SH_SHADER_TYPE::VERTEX:
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shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
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break;
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case SH_SHADER_TYPE::FRAGMENT:
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shaderKind = shaderc_shader_kind::shaderc_glsl_fragment_shader;
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break;
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case SH_SHADER_TYPE::COMPUTE:
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shaderKind = shaderc_shader_kind::shaderc_glsl_compute_shader;
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break;
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default:
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shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
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break;
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}
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// Attempt to get the shaderc equivalent shader stage
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shaderc_shader_kind shaderKind;
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switch (type)
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{
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case SH_SHADER_TYPE::VERTEX:
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shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
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break;
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case SH_SHADER_TYPE::FRAGMENT:
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shaderKind = shaderc_shader_kind::shaderc_glsl_fragment_shader;
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break;
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case SH_SHADER_TYPE::COMPUTE:
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shaderKind = shaderc_shader_kind::shaderc_glsl_compute_shader;
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break;
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default:
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shaderKind = shaderc_shader_kind::shaderc_glsl_vertex_shader;
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break;
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}
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// Compile the shader and get the result
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shaderc::SpvCompilationResult compileResult = compiler.CompileGlslToSpv(data, shaderKind, name.c_str(), options);
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// Compile the shader and get the result
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shaderc::SpvCompilationResult compileResult = compiler.CompileGlslToSpv(data, shaderKind, name.c_str(), options);
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if (compileResult.GetCompilationStatus() != shaderc_compilation_status_success)
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{
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SHLOG_ERROR("Shaderc failed to compile GLSL shader to binary | " + compileResult.GetErrorMessage());
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return nullptr;
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}
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if (compileResult.GetCompilationStatus() != shaderc_compilation_status_success)
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{
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SHLOG_ERROR("Shaderc failed to compile GLSL shader to binary | " + compileResult.GetErrorMessage());
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return nullptr;
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}
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auto result = new SHShaderAsset();
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result->spirvBinary.resize(compileResult.end() - compileResult.begin());
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auto result = new SHShaderAsset();
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result->spirvBinary.resize(compileResult.end() - compileResult.begin());
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std::ranges::copy(compileResult.begin(), compileResult.end(), result->spirvBinary.data());
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std::ranges::copy(compileResult.begin(), compileResult.end(), result->spirvBinary.data());
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result->name = name;
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result->shaderType = type;
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return result;
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}
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return result;
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}
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SH_SHADER_TYPE SHShaderSourceCompiler::GetShaderTypeFromFilename(std::string name) noexcept
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{
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for (auto i { 0}; i < SHADER_TYPE_MAX_COUNT; ++i)
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{
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if (name.find(SHADER_IDENTIFIERS[i].data()) != std::string::npos)
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{
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return static_cast<SH_SHADER_TYPE>(i);
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}
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}
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SH_SHADER_TYPE SHShaderSourceCompiler::GetShaderTypeFromFilename(std::string name) noexcept
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{
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for (auto i { 0 }; i < SHADER_TYPE_MAX_COUNT; ++i)
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{
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const auto& [SHADER_SUFFIX, SHADER_TYPE] = SHADER_IDENTIFIERS[i];
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if (name.find(SHADER_SUFFIX.data()) != std::string::npos)
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{
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return SHADER_TYPE;
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}
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}
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return SH_SHADER_TYPE::INAVLID_TYPE;
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}
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return SH_SHADER_TYPE::INAVLID_TYPE;
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}
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std::optional<AssetPath> SHShaderSourceCompiler::LoadAndCompileShader(AssetPath path) noexcept
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{
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auto type = GetShaderTypeFromFilename(path.filename().string());
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{
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auto type = GetShaderTypeFromFilename(path.filename().string());
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if (type == SH_SHADER_TYPE::INAVLID_TYPE)
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{
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SHLOG_ERROR("Invalid filename for shaders, follow suffix in SHAssetMacros.h: {}", path.string());
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return {};
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}
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if (type == SH_SHADER_TYPE::INAVLID_TYPE)
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{
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SHLOG_ERROR("Invalid filename for shaders, follow suffix in SHAssetMacros.h: {}", path.string());
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return {};
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}
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path.make_preferred();
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std::ifstream file{ path.string(), std::ios::in };
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std::ifstream file{ path.string(), std::ios::in };
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if (file.is_open())
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{
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std::stringstream stream;
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if (file.is_open())
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{
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std::stringstream stream;
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stream << file.rdbuf();
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stream << file.rdbuf();
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std::string const content = stream.str();
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std::string const content = stream.str();
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auto data = CompileShaderSourceToMemory(content, path.filename().string(), type);
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auto data = CompileShaderSourceToMemory(content, path.filename().string(), type);
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if (data == nullptr)
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{
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return{};
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}
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if (data == nullptr)
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{
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return{};
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}
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return CompileShaderSourceToBinary(path, *data);
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}
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return CompileShaderSourceToBinary(path, *data);
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}
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SHLOG_ERROR("Unable to open shader file: {}", path.string());
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SHLOG_ERROR("Unable to open shader file: {}", path.string());
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return {};
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}
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return {};
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}
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std::optional<AssetPath> SHShaderSourceCompiler::CompileShaderFromString
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(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept
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{
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auto const data = CompileShaderSourceToMemory(string, path.filename().string(), type);
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std::optional<AssetPath> SHShaderSourceCompiler::CompileShaderFromString
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(std::string const& string, AssetPath path, SH_SHADER_TYPE type) noexcept
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{
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auto const data = CompileShaderSourceToMemory(string, path.filename().string(), type);
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if (data == nullptr)
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{
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return{};
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}
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if (data == nullptr)
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{
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return{};
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}
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return CompileShaderSourceToBinary(path, *data);
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}
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return CompileShaderSourceToBinary(path, *data);
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}
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}
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#include <cstdint>
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#include <string>
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#include <filesystem>
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#include "Asset Types/SHShaderAsset.h"
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// FMOD Fwd Declare
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namespace FMOD
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constexpr std::string_view FRAGMENT_SHADER{ "_FS" };
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constexpr std::string_view COMPUTER_SHADER{ "_CS" };
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constexpr std::string_view SHADER_IDENTIFIERS[] = {
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VERTEX_SHADER,
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FRAGMENT_SHADER,
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COMPUTER_SHADER
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constexpr std::pair<std::string_view, SHADE::SH_SHADER_TYPE> SHADER_IDENTIFIERS[] = {
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std::make_pair(VERTEX_SHADER, SHADE::SH_SHADER_TYPE::VERTEX),
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std::make_pair(FRAGMENT_SHADER, SHADE::SH_SHADER_TYPE::FRAGMENT),
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std::make_pair(COMPUTER_SHADER, SHADE::SH_SHADER_TYPE::COMPUTE)
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};
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constexpr size_t SHADER_TYPE_MAX_COUNT{ 3 };
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@ -17,9 +17,37 @@ of DigiPen Institute of Technology is prohibited.
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#include "SH_API.h"
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#include "SHResourceLibrary.h"
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#include "Assets/SHAssetMacros.h"
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#include "Assets/Asset Types/SHMeshAsset.h"
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#include "Assets/Asset Types/SHTextureAsset.h"
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#include "Assets/Asset Types/SHShaderAsset.h"
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#include "Graphics/Shaders/SHVkShaderModule.h"
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#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
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#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
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namespace SHADE
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{
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template<typename T = void>
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struct SHResourceLoader
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{
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using AssetType = void;
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};
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template<>
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struct SHResourceLoader<SHMesh>
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{
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using AssetType = SHMeshAsset;
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};
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template<>
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struct SHResourceLoader<SHTexture>
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{
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using AssetType = SHTextureAsset;
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};
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template<>
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struct SHResourceLoader<SHVkShaderModule>
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{
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using AssetType = SHShaderAsset;
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};
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/// <summary>
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/// Static class responsible for loading and caching runtime resources from their
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/// serialised Asset IDs.
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/// <returns>Reference to the AssetHandleMap of the specified type.</returns>
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template<typename ResourceType>
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static std::pair<AssetHandleMapRef, HandleAssetMapRef> getAssetHandleMap();
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/// <summary>
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///
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/// </summary>
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/// <typeparam name="ResourceType"></typeparam>
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/// <param name="assetData"></param>
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/// <returns></returns>
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template<typename ResourceType>
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static Handle<ResourceType> load(AssetID assetId, const typename SHResourceLoader<ResourceType>::AssetType& assetData);
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};
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}
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@ -3,7 +3,7 @@
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\author Tng Kah Wei, kahwei.tng, 390009620
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\par email: kahwei.tng\@digipen.edu
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\date Oct 21, 2022
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\brief Contains the definition of the function templates of the
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\brief Contains the definition of the function templates of the
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SHResourceManager static class.
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Copyright (C) 2022 DigiPen Institute of Technology.
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@ -19,6 +19,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Tools/SHLog.h"
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#include "Graphics/Shaders/SHVkShaderModule.h"
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namespace SHADE
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{
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return Handle<ResourceType>(typedHandleMap.get()[assetId]);
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/* Otherwise, we need to load it! */
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// Meshes
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if constexpr (std::is_same_v<ResourceType, SHMesh>)
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// Load Asset Data
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const auto* assetData = SHAssetManager::GetData<SHResourceLoader<ResourceType>::AssetType>(assetId);
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if (assetData == nullptr)
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{
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// Get system
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SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
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if (gfxSystem == nullptr)
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throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
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// Load
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const SHMeshAsset* assetData = SHAssetManager::GetData<SHMeshAsset>(assetId);
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if (assetData == nullptr)
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{
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SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
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return {};
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}
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loadedAssetData.emplace_back(assetId);
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Handle<SHMesh> meshHandle = gfxSystem->AddMesh
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(
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assetData->vertexPosition.size(),
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assetData->vertexPosition.data(),
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assetData->texCoords.data(),
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assetData->vertexTangent.data(),
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assetData->vertexNormal.data(),
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assetData->indices.size(),
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assetData->indices.data()
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);
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Handle genericHandle = Handle(meshHandle);
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typedHandleMap.get().emplace(assetId, genericHandle);
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typedAssetIdMap.get().emplace(genericHandle, assetId);
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return meshHandle;
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SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
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return {};
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}
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// Textures
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else if constexpr (std::is_same_v<ResourceType, SHTexture>)
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{
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// Get system
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SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
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if (gfxSystem == nullptr)
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throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
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// Load
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const SHTextureAsset* assetData = SHAssetManager::GetData<SHTextureAsset>(assetId);
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if (assetData == nullptr)
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{
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SHLog::Warning("[SHResourceManager] Attempted to load an asset with an invalid Asset ID.");
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return {};
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}
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loadedAssetData.emplace_back(assetId);
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Handle<SHTexture> texHandle = gfxSystem->AddTexture
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(
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assetData->numBytes,
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assetData->pixelData,
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assetData->width,
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assetData->height,
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assetData->format,
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assetData->mipOffsets
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);
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typedHandleMap.get().emplace(assetId, Handle(texHandle));
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return texHandle;
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}
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auto handle = load<ResourceType>(assetId, *assetData);
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Handle genericHandle = Handle();
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typedHandleMap.get().emplace(assetId, genericHandle);
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typedAssetIdMap.get().emplace(genericHandle, assetId);
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return handle;
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}
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template<typename ResourceType>
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||||
|
@ -152,7 +105,7 @@ namespace SHADE
|
|||
template<typename ResourceType>
|
||||
std::pair<SHResourceManager::AssetHandleMapRef, SHResourceManager::HandleAssetMapRef> SHResourceManager::getAssetHandleMap()
|
||||
{
|
||||
const std::type_index TYPE = typeid(ResourceType);
|
||||
const std::type_index TYPE = typeid(ResourceType);
|
||||
|
||||
if (!handlesMap.contains(TYPE))
|
||||
{
|
||||
|
@ -160,7 +113,7 @@ namespace SHADE
|
|||
assetIdMap.emplace(TYPE, HandleAssetMap{});
|
||||
typedFreeFuncMap.emplace
|
||||
(
|
||||
TYPE,
|
||||
TYPE,
|
||||
[TYPE](AssetID assetId)
|
||||
{
|
||||
static_cast<Handle<ResourceType>>(SHResourceManager::handlesMap[TYPE][assetId]).Free();
|
||||
|
@ -169,4 +122,58 @@ namespace SHADE
|
|||
}
|
||||
return std::make_pair(std::ref(handlesMap[TYPE]), std::ref(assetIdMap[TYPE]));
|
||||
}
|
||||
|
||||
template<typename ResourceType>
|
||||
Handle<ResourceType> SHResourceManager::load(AssetID assetId, const typename SHResourceLoader<ResourceType>::AssetType& assetData)
|
||||
{
|
||||
// Get system
|
||||
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
if (gfxSystem == nullptr)
|
||||
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
|
||||
|
||||
// Meshes
|
||||
if constexpr (std::is_same_v<ResourceType, SHMesh>)
|
||||
{
|
||||
loadedAssetData.emplace_back(assetId);
|
||||
|
||||
return gfxSystem->AddMesh
|
||||
(
|
||||
assetData.vertexPosition.size(),
|
||||
assetData.vertexPosition.data(),
|
||||
assetData.texCoords.data(),
|
||||
assetData.vertexTangent.data(),
|
||||
assetData.vertexNormal.data(),
|
||||
assetData.indices.size(),
|
||||
assetData.indices.data()
|
||||
);
|
||||
}
|
||||
// Textures
|
||||
else if constexpr (std::is_same_v<ResourceType, SHTexture>)
|
||||
{
|
||||
loadedAssetData.emplace_back(assetId);
|
||||
|
||||
return gfxSystem->AddTexture
|
||||
(
|
||||
assetData.numBytes,
|
||||
assetData.pixelData,
|
||||
assetData.width,
|
||||
assetData.height,
|
||||
assetData.format,
|
||||
assetData.mipOffsets
|
||||
);
|
||||
}
|
||||
// Shaders
|
||||
else if constexpr (std::is_same_v<ResourceType, SHVkShaderModule>)
|
||||
{
|
||||
return gfxSystem->GetDevice()->CreateShaderModule
|
||||
(
|
||||
assetData.spirvBinary,
|
||||
"main",
|
||||
static_cast<vk::ShaderStageFlagBits>(assetData.shaderType),
|
||||
assetData.name
|
||||
);
|
||||
}
|
||||
// Materials
|
||||
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue