41 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			41 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright(c) 2019, NVIDIA CORPORATION. All rights reserved.
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| //
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| // Licensed under the Apache License, Version 2.0 (the "License");
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| // you may not use this file except in compliance with the License.
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| // You may obtain a copy of the License at
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| //
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| //     http://www.apache.org/licenses/LICENSE-2.0
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| //
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| // Unless required by applicable law or agreed to in writing, software
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| // distributed under the License is distributed on an "AS IS" BASIS,
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| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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| // See the License for the specific language governing permissions and
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| // limitations under the License.
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| //
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| 
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| #include "../../samples/utils/shaders.hpp"
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| #include "utils.hpp"
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| 
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| namespace vk
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| {
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|   namespace raii
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|   {
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|     namespace su
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|     {
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|       template <typename Dispatcher = VULKAN_HPP_DEFAULT_DISPATCHER_TYPE>
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|       vk::raii::ShaderModule makeShaderModule( vk::raii::Device const & device,
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|                                                vk::ShaderStageFlagBits  shaderStage,
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|                                                std::string const &      shaderText )
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|       {
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|         std::vector<unsigned int> shaderSPV;
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|         if ( !vk::su::GLSLtoSPV( shaderStage, shaderText, shaderSPV ) )
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|         {
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|           throw std::runtime_error( "Could not convert glsl shader to spir-v -> terminating" );
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|         }
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| 
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|         return vk::raii::ShaderModule( device, vk::ShaderModuleCreateInfo( vk::ShaderModuleCreateFlags(), shaderSPV ) );
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|       }
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|     }  // namespace su
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|   }    // namespace raii
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| }  // namespace vk
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