* must have the cull, zbuffer etc since they can't be dynamic states */
class ShaderVK : public Shader {
+private:
+ VkShaderModule sdr;
+
protected:
- SType type;
+ ShaderType type;
std::string name;
virtual bool create(char *buf, unsigned int bsz, const char *fname) override;
public:
- VkShaderModule sm;
ShaderVK();
virtual ~ShaderVK();
- virtual bool load(const char *fname, SType type) override;
+ virtual bool load(const char *fname, ShaderType type) override;
virtual void destroy() override;
};
class ShaderProgramVK : public ShaderProgram
{
-private:
- VkPipeline gpipeline;
-
protected:
+ VkPipeline gpipeline;
public:
ShaderProgramVK();