Go to the documentation of this file. 1 #ifndef MYTHVISUALVULKAN_H
2 #define MYTHVISUALVULKAN_H
13 std::vector<VkDynamicState> Dynamic,
14 std::vector<int> Stages,
MythShaderVulkan * m_vulkanShader
virtual MythRenderVulkan * InitialiseVulkan(QRect)
std::vector< int > m_shaderStages
#define MYTH_NULL_DISPATCH
MythUniformBufferVulkan * m_projectionUniform
virtual ~MythVisualVulkan()
const MythBindingMap * m_shaderBindings
VkDescriptorPool m_descriptorPool
std::map< int, MythBindingDesc > MythBindingMap
MythVisualVulkan(MythRenderVulkan *Render, std::vector< VkDynamicState > Dynamic, std::vector< int > Stages, const MythShaderMap *Sources, const MythBindingMap *Bindings)
const MythShaderMap * m_shaderSources
std::vector< VkDynamicState > m_dynamicState
virtual void TearDownVulkan()
std::map< int, std::pair< QString, std::vector< uint32_t > >> MythShaderMap
Creates shader objects suitable for use with the Vulkan API.
MythRenderVulkan * Render()
VkDescriptorSet m_projectionDescriptor