hitting this damn shader module again. Very unergonomic interface with the fact that the entry point doesn't just own the shadermodule
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@@ -11,12 +11,12 @@ use winit::Window;
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use crate::compute::compu_state::CompuState;
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use vulkano::image::ImageUsage;
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use crate::compute::compu_frame::CompuFrame;
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use crate::canvas::canvas_state::{CanvasState, CanvasTextureHandle, CanvasImageHandle, ShaderType};
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use crate::canvas::canvas_state::{CanvasState, CanvasTextureHandle, CanvasImageHandle};
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use crate::canvas::canvas_frame::CanvasFrame;
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use crate::compute::compu_kernel::{CompuKernel, CompuKernelHandle};
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use crate::compute::compu_buffer::{CompuBuffers, CompuBufferHandle};
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use std::time::Duration;
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use crate::canvas::canvas_shader::{CanvasShaderHandle, CompiledGraphicsPipeline, CompiledGraphicsPipelineHandle};
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use crate::canvas::canvas_shader::{CanvasShaderHandle, CompiledGraphicsPipeline, CompiledGraphicsPipelineHandle, ShaderType};
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use vulkano::pipeline::depth_stencil::{DynamicStencilValue, StencilFaceFlags};
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/// VKProcessor holds the vulkan instance information, the swapchain, and the compute and canvas states
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@@ -155,9 +155,9 @@ impl<'a> VkProcessor<'a> {
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/// A hardcoded list of shaders which can be proloaded from this function
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pub fn preload_shaders(&mut self) {
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self.canvas.load_shader(String::from("color-passthrough"), ShaderType::SOLID, self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader(String::from("simple_texture"), ShaderType::TEXTURED, self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader(String::from("simple_image"), ShaderType::IMAGE, self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader(String::from("color-passthrough"), self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader(String::from("simple_texture"), self.physical.clone(), self.capabilities.clone());
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self.canvas.load_shader(String::from("simple_image"), self.physical.clone(), self.capabilities.clone());
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}
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/// O(n) Lookup for the matching texture string
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