pub struct VulkanShader {
pub device: Arc<VulkanDevice>,
/* private fields */
}Expand description
The wrapper for VkShaderModule
Fields§
§device: Arc<VulkanDevice>The associated device
Implementations§
Source§impl VulkanShader
impl VulkanShader
Sourcepub fn new(
device: Arc<VulkanDevice>,
shader_code: &[u32],
entry_point: &str,
) -> Result<Self, VulkanError>
pub fn new( device: Arc<VulkanDevice>, shader_code: &[u32], entry_point: &str, ) -> Result<Self, VulkanError>
Create the VulkanShader from the shader code, it should be aligned to 32-bits
Sourcepub fn new_from_file(
device: Arc<VulkanDevice>,
shader_file: &PathBuf,
entry_point: &str,
) -> Result<Self, VulkanError>
pub fn new_from_file( device: Arc<VulkanDevice>, shader_file: &PathBuf, entry_point: &str, ) -> Result<Self, VulkanError>
Create the VulkanShader from file
Sourcepub fn compile(
device: Arc<VulkanDevice>,
code: ShaderSource<'_>,
is_hlsl: bool,
filename: &str,
entry_point: &str,
level: OptimizationLevel,
warning_as_error: bool,
) -> Result<Vec<u32>, VulkanError>
pub fn compile( device: Arc<VulkanDevice>, code: ShaderSource<'_>, is_hlsl: bool, filename: &str, entry_point: &str, level: OptimizationLevel, warning_as_error: bool, ) -> Result<Vec<u32>, VulkanError>
Compile shader code to binary
level: You could use one of these:OptimizationLevel::Zero,OptimizationLevel::Size, andOptimizationLevel::Performance
Sourcepub fn load_cache_or_compile(
device: Arc<VulkanDevice>,
code: ShaderSourcePath,
is_hlsl: bool,
entry_point: &str,
level: OptimizationLevel,
warning_as_error: bool,
) -> Result<Vec<u32>, VulkanError>
pub fn load_cache_or_compile( device: Arc<VulkanDevice>, code: ShaderSourcePath, is_hlsl: bool, entry_point: &str, level: OptimizationLevel, warning_as_error: bool, ) -> Result<Vec<u32>, VulkanError>
Compile shader code to binary, or load from the cache.
level: You could use one of these:OptimizationLevel::Zero,OptimizationLevel::Size, andOptimizationLevel::Performance
§Overwrite
- The cache file path is the source file path modified by replacing the file extension with
.spv. - The existing file will be REPLACED with the newly compiled binary data if the source file is newer than the cache file.
Sourcepub fn new_from_source(
device: Arc<VulkanDevice>,
code: ShaderSource<'_>,
is_hlsl: bool,
filename: &str,
entry_point: &str,
level: OptimizationLevel,
warning_as_error: bool,
) -> Result<Self, VulkanError>
pub fn new_from_source( device: Arc<VulkanDevice>, code: ShaderSource<'_>, is_hlsl: bool, filename: &str, entry_point: &str, level: OptimizationLevel, warning_as_error: bool, ) -> Result<Self, VulkanError>
Create the VulkanShader from source code
level: You could use one of these:OptimizationLevel::Zero,OptimizationLevel::Size, andOptimizationLevel::Performance
Sourcepub fn new_from_source_file(
device: Arc<VulkanDevice>,
code_path: ShaderSourcePath,
is_hlsl: bool,
entry_point: &str,
level: OptimizationLevel,
warning_as_error: bool,
) -> Result<Self, VulkanError>
pub fn new_from_source_file( device: Arc<VulkanDevice>, code_path: ShaderSourcePath, is_hlsl: bool, entry_point: &str, level: OptimizationLevel, warning_as_error: bool, ) -> Result<Self, VulkanError>
Create the VulkanShader from source code from file
level: You could use one of these:OptimizationLevel::Zero,OptimizationLevel::Size, andOptimizationLevel::Performance
Sourcepub fn new_from_source_file_or_cache(
device: Arc<VulkanDevice>,
code_path: ShaderSourcePath,
is_hlsl: bool,
entry_point: &str,
level: OptimizationLevel,
warning_as_error: bool,
) -> Result<Self, VulkanError>
pub fn new_from_source_file_or_cache( device: Arc<VulkanDevice>, code_path: ShaderSourcePath, is_hlsl: bool, entry_point: &str, level: OptimizationLevel, warning_as_error: bool, ) -> Result<Self, VulkanError>
Create the VulkanShader from source code from file or load from cached binary code
level: You could use one of these:OptimizationLevel::Zero,OptimizationLevel::Size, andOptimizationLevel::Performance
§Overwrite
See VulkanShader::load_cache_or_compile
Sourcepub fn get_entry_point(&self) -> &CString
pub fn get_entry_point(&self) -> &CString
Get the entry point
Sourcepub fn get_vars(&self) -> &[Arc<ShaderVariable>]
pub fn get_vars(&self) -> &[Arc<ShaderVariable>]
Get variables
Sourcepub fn get_tessellation_output_vertices(&self) -> Option<u32>
pub fn get_tessellation_output_vertices(&self) -> Option<u32>
Get the tessellation output vertices
Trait Implementations§
Source§impl Debug for VulkanShader
impl Debug for VulkanShader
Auto Trait Implementations§
impl Freeze for VulkanShader
impl RefUnwindSafe for VulkanShader
impl !Send for VulkanShader
impl !Sync for VulkanShader
impl Unpin for VulkanShader
impl UnwindSafe for VulkanShader
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