#include "VulkanShader.h" #include #include namespace Donut { VulkanShader::VulkanShader(const std::string& filepath) { // TODO(Hachem): Implement Vulkan shader creation from filepath } VulkanShader::VulkanShader(const std::string& name, const std::string& vertexSrc, const std::string& fragmentSrc) : m_Name(name) { // TODO(Hachem): Implement Vulkan shader creation from source } VulkanShader::VulkanShader(const std::string& name, const std::string& computeSrc) : m_Name(name) { // TODO(Hachem): Implement Vulkan compute shader creation } VulkanShader::~VulkanShader() { // TODO(Hachem): Implement Vulkan shader cleanup } void VulkanShader::Bind() const { // TODO(Hachem): Implement Vulkan shader binding } void VulkanShader::Unbind() const { // TODO(Hachem): Implement Vulkan shader unbinding } void VulkanShader::SetInt(const std::string& name, int value) { // TODO(Hachem): Implement Vulkan shader int uniform setting } void VulkanShader::SetIntArray(const std::string& name, int* values, uint32_t count) { // TODO(Hachem): Implement Vulkan shader int array uniform setting } void VulkanShader::SetFloat(const std::string& name, float value) { // TODO(Hachem): Implement Vulkan shader float uniform setting } void VulkanShader::SetFloat2(const std::string& name, const glm::vec2& value) { // TODO(Hachem): Implement Vulkan shader float2 uniform setting } void VulkanShader::SetFloat3(const std::string& name, const glm::vec3& value) { // TODO(Hachem): Implement Vulkan shader float3 uniform setting } void VulkanShader::SetFloat4(const std::string& name, const glm::vec4& value) { // TODO(Hachem): Implement Vulkan shader float4 uniform setting } void VulkanShader::SetMat4(const std::string& name, const glm::mat4& value) { // TODO(Hachem): Implement Vulkan shader mat4 uniform setting } void VulkanShader::Dispatch(uint32_t x, uint32_t y, uint32_t z) { // TODO(Hachem): Implement Vulkan compute shader dispatch } void VulkanShader::DispatchIndirect(uint32_t offset) { // TODO(Hachem): Implement Vulkan indirect compute shader dispatch } void VulkanShader::MemoryBarrier(uint32_t barriers) { // TODO(Hachem): Implement Vulkan memory barrier } void VulkanShader::UploadUniformInt(const std::string& name, int value) { // TODO(Hachem): Implement Vulkan uniform int upload } void VulkanShader::UploadUniformIntArray(const std::string& name, int* values, uint32_t count) { // TODO(Hachem): Implement Vulkan uniform int array upload } void VulkanShader::UploadUniformFloat(const std::string& name, float value) { // TODO(Hachem): Implement Vulkan uniform float upload } void VulkanShader::UploadUniformFloat2(const std::string& name, const glm::vec2& value) { // TODO(Hachem): Implement Vulkan uniform float2 upload } void VulkanShader::UploadUniformFloat3(const std::string& name, const glm::vec3& value) { // TODO(Hachem): Implement Vulkan uniform float3 upload } void VulkanShader::UploadUniformFloat4(const std::string& name, const glm::vec4& value) { // TODO(Hachem): Implement Vulkan uniform float4 upload } void VulkanShader::UploadUniformMat3(const std::string& name, const glm::mat3& matrix) { // TODO(Hachem): Implement Vulkan uniform mat3 upload } void VulkanShader::UploadUniformMat4(const std::string& name, const glm::mat4& matrix) { // TODO(Hachem): Implement Vulkan uniform mat4 upload } std::string VulkanShader::ReadFile(const std::string& filepath) { // TODO(Hachem): Implement file reading for Vulkan shader return ""; } std::unordered_map VulkanShader::PreProcess(const std::string& source) { // TODO(Hachem): Implement shader preprocessing for Vulkan return {}; } void VulkanShader::Compile(const std::unordered_map& shaderSources) { // TODO(Hachem): Implement Vulkan shader compilation } };