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#include "vulkan_shader.h"
#include <fstream>
#include <glm/gtc/type_ptr.hpp>
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<uint32_t, std::string>
{
return {};
}
auto VulkanShader::compile(const std::unordered_map<uint32_t, std::string>& shader_sources) -> void
{
}
};
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