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path: root/src/platform/vulkan/vulkan_shader.cpp
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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()
	{
	}

	void VulkanShader::bind() const
	{
	}

	void VulkanShader::unbind() const
	{
	}

	void VulkanShader::set_int(const std::string& name, int value)
	{
	}

	void VulkanShader::set_int_array(const std::string& name, int* values, uint32_t count)
	{
	}

	void VulkanShader::set_float(const std::string& name, float value)
	{
	}

	void VulkanShader::set_float2(const std::string& name, const glm::vec2& value)
	{
	}

	void VulkanShader::set_float3(const std::string& name, const glm::vec3& value)
	{
	}

	void VulkanShader::set_float4(const std::string& name, const glm::vec4& value)
	{
	}

	void VulkanShader::set_mat4(const std::string& name, const glm::mat4& value)
	{
	}

	void VulkanShader::dispatch(uint32_t x, uint32_t y, uint32_t z)
	{
	}

	void VulkanShader::dispatch_indirect(uint32_t offset)
	{
	}

	void VulkanShader::memory_barrier(uint32_t barriers)
	{
	}

	void VulkanShader::upload_uniform_int(const std::string& name, int value)
	{
	}

	void VulkanShader::upload_uniform_int_array(const std::string& name, int* values, uint32_t count)
	{
	}

	void VulkanShader::upload_uniform_float(const std::string& name, float value)
	{
	}

	void VulkanShader::upload_uniform_float2(const std::string& name, const glm::vec2& value)
	{
	}

	void VulkanShader::upload_uniform_float3(const std::string& name, const glm::vec3& value)
	{
	}

	void VulkanShader::upload_uniform_float4(const std::string& name, const glm::vec4& value)
	{
	}

	void VulkanShader::upload_uniform_mat3(const std::string& name, const glm::mat3& matrix)
	{
	}

	void VulkanShader::upload_uniform_mat4(const std::string& name, const glm::mat4& matrix)
	{
	}

	std::string VulkanShader::read_file(const std::string& filepath)
	{
		return "";
	}

	std::unordered_map<uint32_t, std::string> VulkanShader::pre_process(const std::string& source)
	{
		return {};
	}

	void VulkanShader::compile(const std::unordered_map<uint32_t, std::string>& shader_sources)
	{
	}
};