Vulkan: Use VK_NV_glsl extension where available, and skip glslang

This commit is contained in:
Stenzek
2017-10-10 23:09:12 +10:00
parent 90ca2e8042
commit 79188d4f55
7 changed files with 103 additions and 38 deletions

View File

@ -57,20 +57,16 @@ void ExecuteCurrentCommandsAndRestoreState(bool execute_off_thread,
VkShaderModule CreateShaderModule(const u32* spv, size_t spv_word_count);
// Compile a vertex shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateVertexShader(const std::string& source_code,
bool prepend_header = true);
VkShaderModule CompileAndCreateVertexShader(const std::string& source_code);
// Compile a geometry shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code,
bool prepend_header = true);
VkShaderModule CompileAndCreateGeometryShader(const std::string& source_code);
// Compile a fragment shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code,
bool prepend_header = true);
VkShaderModule CompileAndCreateFragmentShader(const std::string& source_code);
// Compile a compute shader and create a shader module, discarding the intermediate SPIR-V.
VkShaderModule CompileAndCreateComputeShader(const std::string& source_code,
bool prepend_header = true);
VkShaderModule CompileAndCreateComputeShader(const std::string& source_code);
}
// Utility shader vertex format