Shader module loading from android asset manager (#97)
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2 changed files with 42 additions and 7 deletions
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@ -20,11 +20,13 @@
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#include <vector>
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#include <iostream>
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#include <stdexcept>
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#ifdef _WIN32
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#if defined(_WIN32)
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#include <windows.h>
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#include <fcntl.h>
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#include <io.h>
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#else
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#elif defined(__ANDROID__)
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#include "vulkanandroid.h"
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#include <android/asset_manager.h>
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#endif
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// Custom define for better code readability
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@ -69,8 +71,14 @@ namespace vkTools
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std::string readTextFile(const char *fileName);
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// Load a binary file into a buffer (e.g. SPIR-V)
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char *readBinaryFile(const char *filename, size_t *psize);
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// Load a SPIR-V shader
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#if defined(__ANDROID__)
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VkShaderModule loadShader(AAssetManager* assetManager, const char *fileName, VkDevice device, VkShaderStageFlagBits stage);
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#else
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VkShaderModule loadShader(const char *fileName, VkDevice device, VkShaderStageFlagBits stage);
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#endif
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// Load a GLSL shader
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// Note : Only for testing purposes, support for directly feeding GLSL shaders into Vulkan
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// may be dropped at some point
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