Removed GLSL loading function (#62)

This commit is contained in:
saschawillems 2016-03-06 20:15:56 +01:00
parent 8cd5041111
commit 93f33521c7
2 changed files with 1 additions and 16 deletions

View file

@ -220,18 +220,6 @@ VkPipelineShaderStageCreateInfo VulkanExampleBase::loadShader(const char * fileN
return shaderStage;
}
VkPipelineShaderStageCreateInfo VulkanExampleBase::loadShaderGLSL(const char * fileName, VkShaderStageFlagBits stage)
{
VkPipelineShaderStageCreateInfo shaderStage = {};
shaderStage.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
shaderStage.stage = stage;
shaderStage.module = vkTools::loadShaderGLSL(fileName, device, stage);
shaderStage.pName = "main"; // todo : make param
assert(shaderStage.module != NULL);
shaderModules.push_back(shaderStage.module);
return shaderStage;
}
VkBool32 VulkanExampleBase::createBuffer(
VkBufferUsageFlags usage,
VkDeviceSize size,

View file

@ -217,10 +217,7 @@ public:
// Load a SPIR-V shader
VkPipelineShaderStageCreateInfo loadShader(const char* fileName, VkShaderStageFlagBits stage);
// Load a GLSL shader
// NOTE : This may not work with any IHV and requires some magic
VkPipelineShaderStageCreateInfo loadShaderGLSL(const char* fileName, VkShaderStageFlagBits stage);
// Create a buffer, fill it with data and bind buffer memory
// Can be used for e.g. vertex or index buffer based on mesh data
VkBool32 createBuffer(