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