Replaced old binary shader loading code with ifstream

This commit is contained in:
saschawillems 2016-12-23 17:30:22 +01:00
parent 9981799b02
commit 8f6e6b8e9f
2 changed files with 26 additions and 33 deletions

View file

@ -80,21 +80,16 @@ namespace vkTools
// Display error message and exit on fatal error
void exitFatal(std::string message, std::string caption);
// Load a text file (e.g. GLGL shader) into a std::string
std::string readTextFile(const char *fileName);
// Load a binary file into a buffer (e.g. SPIR-V)
char *readBinaryFile(const char *filename, size_t *psize);
// Load a SPIR-V shader
// @brief Load a SPIR-V shader (binary)
#if defined(__ANDROID__)
VkShaderModule loadShader(AAssetManager* assetManager, const char *fileName, VkDevice device, VkShaderStageFlagBits stage);
#else
VkShaderModule loadShader(const char *fileName, VkDevice device, VkShaderStageFlagBits stage);
#endif
// Load a GLSL shader
// Note : Only for testing purposes, support for directly feeding GLSL shaders into Vulkan
// may be dropped at some point
// Load a GLSL shader (text)
// Note: GLSL support requires vendor-specific extensions to be enabled and is not a core-feature of Vulkan
VkShaderModule loadShaderGLSL(const char *fileName, VkDevice device, VkShaderStageFlagBits stage);
// Returns a pre-present image memory barrier