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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.

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/*
 * 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() {} }




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