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// vk-shader-program.h
#pragma once
#include "vk-base.h"
#include "vk-shader-object-layout.h"
namespace gfx
{
using namespace Slang;
namespace vk
{
class ShaderProgramImpl : public ShaderProgramBase
{
public:
ShaderProgramImpl(DeviceImpl* device);
~ShaderProgramImpl();
virtual void comFree() override;
BreakableReference<DeviceImpl> m_device;
Array<VkPipelineShaderStageCreateInfo, 8> m_stageCreateInfos;
Array<String, 8> m_entryPointNames;
Array<ComPtr<ISlangBlob>, 8> m_codeBlobs; //< To keep storage of code in scope
Array<VkShaderModule, 8> m_modules;
RefPtr<RootShaderObjectLayout> m_rootObjectLayout;
VkPipelineShaderStageCreateInfo compileEntryPoint(
const char* entryPointName,
ISlangBlob* code,
VkShaderStageFlagBits stage,
VkShaderModule& outShaderModule);
virtual Result createShaderModule(
slang::EntryPointReflection* entryPointInfo, ComPtr<ISlangBlob> kernelCode) override;
};
} // namespace vk
} // namespace gfx
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