#include "vulkan_shader.h" #include #include namespace Donut { VulkanShader::VulkanShader(const std::string& filepath) { } VulkanShader::VulkanShader(const std::string& name, const std::string& vertex_src, const std::string& fragment_src) : m_name(name) { } VulkanShader::VulkanShader(const std::string& name, const std::string& compute_src) : m_name(name) { } VulkanShader::~VulkanShader() { } auto VulkanShader::bind() const -> void { } auto VulkanShader::unbind() const -> void { } auto VulkanShader::set_int(const std::string& name, int value) -> void { } auto VulkanShader::set_int_array(const std::string& name, int* values, uint32_t count) -> void { } auto VulkanShader::set_float(const std::string& name, float value) -> void { } auto VulkanShader::set_float2(const std::string& name, const glm::vec2& value) -> void { } auto VulkanShader::set_float3(const std::string& name, const glm::vec3& value) -> void { } auto VulkanShader::set_float4(const std::string& name, const glm::vec4& value) -> void { } auto VulkanShader::set_mat4(const std::string& name, const glm::mat4& value) -> void { } auto VulkanShader::dispatch(uint32_t x, uint32_t y, uint32_t z) -> void { } auto VulkanShader::dispatch_indirect(uint32_t offset) -> void { } auto VulkanShader::memory_barrier(uint32_t barriers) -> void { } auto VulkanShader::upload_uniform_int(const std::string& name, int value) -> void { } auto VulkanShader::upload_uniform_int_array(const std::string& name, int* values, uint32_t count) -> void { } auto VulkanShader::upload_uniform_float(const std::string& name, float value) -> void { } auto VulkanShader::upload_uniform_float2(const std::string& name, const glm::vec2& value) -> void { } auto VulkanShader::upload_uniform_float3(const std::string& name, const glm::vec3& value) -> void { } auto VulkanShader::upload_uniform_float4(const std::string& name, const glm::vec4& value) -> void { } auto VulkanShader::upload_uniform_mat3(const std::string& name, const glm::mat3& matrix) -> void { } auto VulkanShader::upload_uniform_mat4(const std::string& name, const glm::mat4& matrix) -> void { } auto VulkanShader::read_file(const std::string& filepath) -> std::string { return ""; } auto VulkanShader::pre_process(const std::string& source) -> std::unordered_map { return {}; } auto VulkanShader::compile(const std::unordered_map& shader_sources) -> void { } };