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hub / github.com/BabylonJS/BabylonNative / AddShader

Function AddShader

Plugins/NativeEngine/Source/ShaderCompilerOpenGL.cpp:15–29  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

13 namespace
14 {
15 void AddShader(glslang::TProgram& program, glslang::TShader& shader, std::string_view source)
16 {
17 const std::array<const char*, 1> sources{source.data()};
18 shader.setStrings(sources.data(), gsl::narrow_cast<int>(sources.size()));
19 shader.setEnvInput(glslang::EShSourceGlsl, shader.getStage(), glslang::EShClientVulkan, 100);
20 shader.setEnvClient(glslang::EShClientVulkan, glslang::EShTargetVulkan_1_0);
21 shader.setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_0);
22
23 if (!shader.parse(&DefaultTBuiltInResource, 450, false, EShMsgDefault))
24 {
25 throw std::exception();
26 }
27
28 program.addShader(&shader);
29 }
30
31 std::unique_ptr<spirv_cross::Compiler> CompileShader(glslang::TProgram& program, EShLanguage stage, std::string& glsl)
32 {

Callers 1

CompileMethod · 0.70

Calls

no outgoing calls

Tested by

no test coverage detected