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A new generation graphics and compute API that provides high-efficiency, cross-platform access to modern GPUs used in a wide variety of devices from PCs and consoles to mobile phones and embedded platforms.
/*
* Copyright LWJGL. All rights reserved.
* License terms: https://www.lwjgl.org/license
* MACHINE GENERATED FILE, DO NOT EDIT
*/
package org.lwjgl.vulkan;
/**
* This extension allows GLSL shaders written to the {@code GL_KHR_vulkan_glsl} extension specification to be used instead of SPIR-V. The implementation will automatically detect whether the shader is SPIR-V or GLSL and compile it appropriatly.
*
* Examples
*
* Example 1
*
* Passing in GLSL code
*
*
* char const vss[] =
* "#version 450 core\n"
* "layout(location = 0) in vec2 aVertex;\n"
* "layout(location = 1) in vec4 aColor;\n"
* "out vec4 vColor;\n"
* "void main()\n"
* "{\n"
* " vColor = aColor;\n"
* " gl_Position = vec4(aVertex, 0, 1);\n"
* "}\n"
* ;
* VkShaderModuleCreateInfo vertexShaderInfo = { VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO };
* vertexShaderInfo.codeSize = sizeof vss;
* vertexShaderInfo.pCode = vss;
* VkShaderModule vertexShader;
* vkCreateShaderModule(device, &vertexShaderInfo, 0, &vertexShader);
*
*
* - Name String
* - {@code VK_NV_glsl_shader}
* - Extension Type
* - Device extension
* - Registered Extension Number
* - 13
* - Revision
* - 1
* - Extension and Version Dependencies
*
* - Requires Vulkan 1.0
*
* - Contact
*
* - Piers Daniell @pdaniell
*
* - Last Modified Date
* - 2016-02-14
* - IP Status
* - No known IP claims.
* - Contributors
*
* - Piers Daniell, NVIDIA
*
*
*/
public final class NVGLSLShader {
/** The extension specification version. */
public static final int VK_NV_GLSL_SHADER_SPEC_VERSION = 1;
/** The extension name. */
public static final String VK_NV_GLSL_SHADER_EXTENSION_NAME = "VK_NV_glsl_shader";
/** Extends {@code VkResult}. */
public static final int VK_ERROR_INVALID_SHADER_NV = -1000012000;
private NVGLSLShader() {}
}