7 /* each shader program will correspond to a pipeline. The pipeline
8 * must have the cull, zbuffer etc since they can't be dynamic states */
14 class ShaderVK : public Shader
20 virtual bool create(char *buf, unsigned int bsz, const char *fname) override;
26 virtual bool load(const char *fname, SType type);
27 virtual void destroy() override;
30 class ShaderProgramVK : public ShaderProgram
38 virtual ~ShaderProgramVK();
40 virtual bool create() override;
41 virtual bool use() const override;
42 virtual bool link() override;
43 virtual void destroy() override;
44 virtual void attach_shader(Shader *shader) override;
46 virtual int get_uniform_location(const char *name) const override;
48 virtual void set_uniformi(int location, int value) override;
49 virtual void set_uniformi(int location, int x, int y) override;
50 virtual void set_uniformi(int location, int x, int y, int z) override;
51 virtual void set_uniformi(int location, int x, int y, int z, int w) override;
53 virtual void set_uniformf(int location, float value) override;
54 virtual void set_uniformf(int location, float x, float y) override;
55 virtual void set_uniformf(int location, float x, float y, float z) override;
56 virtual void set_uniformf(int location, float x, float y, float z, float w) override;
58 virtual void set_uniform_matrix(int location, const Mat4 &mat) override;
60 #endif // SHADER_VK_H_