GPUDevice: Support transpiling shaders at compile time
And use it for GLSL postprocessing shaders.
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@ -98,9 +98,10 @@ public:
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void ClearDepth(GPUTexture* t, float d) override;
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void InvalidateRenderTarget(GPUTexture* t) override;
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std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data) override;
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std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, std::string_view source,
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const char* entry_point, DynamicHeapArray<u8>* out_binary) override;
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std::unique_ptr<GPUShader> CreateShaderFromBinary(GPUShaderStage stage, std::span<const u8> data, Error* error) override;
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std::unique_ptr<GPUShader> CreateShaderFromSource(GPUShaderStage stage, GPUShaderLanguage language,
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std::string_view source, const char* entry_point,
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DynamicHeapArray<u8>* out_binary, Error* error) override;
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std::unique_ptr<GPUPipeline> CreatePipeline(const GPUPipeline::GraphicsConfig& config) override;
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void PushDebugGroup(const char* name) override;
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