Move ShaderStage and name into Shader struct

These fields will eventually be determined automatically but for now it
makes more sense to pass them as arguements to RenderDriver::create_shader.
This commit is contained in:
2025-04-23 00:25:15 +10:00
parent 74eba7266e
commit e710b80f36
4 changed files with 11 additions and 8 deletions

View File

@@ -553,11 +553,13 @@ void VulkanRenderDriver::destroy_swapchain(SwapchainID p_swapchain) {
delete p_swapchain;
}
ShaderID VulkanRenderDriver::create_shader(const std::span<u8> p_bytes) {
ShaderID VulkanRenderDriver::create_shader(const std::span<u8> p_bytes, ShaderStage p_stage) {
NOVA_AUTO_TRACE();
NOVA_ASSERT(!p_bytes.empty());
Shader* shader = new Shader();
shader->stage = p_stage; // TODO: Get from shader code
shader->name = "main"; // TODO: Get from shader code
VkShaderModuleCreateInfo create {};
create.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
@@ -587,12 +589,12 @@ PipelineID VulkanRenderDriver::create_pipeline(GraphicsPipelineParams& p_params)
NOVA_ASSERT(p_params.render_pass);
std::vector<VkPipelineShaderStageCreateInfo> shader_stages;
for (const auto& [stage, shader] : p_params.shaders) {
for (const auto& shader : p_params.shaders) {
VkPipelineShaderStageCreateInfo stage_create {};
stage_create.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage_create.stage = VK_SHADER_STAGE_MAP[static_cast<int>(stage)];
stage_create.stage = VK_SHADER_STAGE_MAP[static_cast<int>(shader->stage)];
stage_create.module = shader->handle;
stage_create.pName = "main"; // TODO: Get from shader
stage_create.pName = shader->name.c_str();
// TODO: Get specialization info from shader
shader_stages.push_back(stage_create);
}

View File

@@ -26,6 +26,8 @@ namespace Nova {
struct Shader {
VkShaderModule handle = VK_NULL_HANDLE;
ShaderStage stage = ShaderStage::VERTEX;
std::string name;
};
struct Surface {
@@ -67,7 +69,7 @@ namespace Nova {
void resize_swapchain(SwapchainID swapchain) override;
void destroy_swapchain(SwapchainID swapchain) override;
[[nodiscard]] ShaderID create_shader(const std::span<u8> bytes) override;
[[nodiscard]] ShaderID create_shader(const std::span<u8> bytes, ShaderStage stage) override;
void destroy_shader(ShaderID shader) override;
[[nodiscard]] PipelineID create_pipeline(GraphicsPipelineParams& params) override;