used "uint32_t *" for SPVDATA
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@@ -224,7 +224,7 @@ public: //shader & material
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MaterialParameters *CreateMP(const MaterialDescriptorSets *,const PipelineLayoutData *,const DescriptorSetType &);
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MaterialParameters *CreateMP(Material *,const DescriptorSetType &);
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ShaderModule *CreateShaderModule(VkShaderStageFlagBits,const void *,const size_t);
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ShaderModule *CreateShaderModule(VkShaderStageFlagBits,const uint32_t *,const size_t);
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Material *CreateMaterial(const UTF8String &mtl_name,ShaderModuleMap *shader_maps,MaterialDescriptorSets *,VertexInput *);
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@@ -88,7 +88,7 @@ public: // VBO/VAO
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public: //Material
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const ShaderModule *CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const void *spv_data,const size_t spv_size);
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const ShaderModule *CreateShaderModule(const OSString &filename,VkShaderStageFlagBits shader_stage,const uint32_t *spv_data,const size_t spv_size);
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Material * CreateMaterial(const OSString &);
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Material * CreateMaterial(const hgl::shadergen::MaterialCreateInfo *);
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@@ -13,14 +13,14 @@ class ShaderResource
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{
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VkShaderStageFlagBits stage_flag;
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const void *spv_data;
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const uint32_t *spv_data;
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uint32 spv_size;
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ShaderStageIO stage_io;
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public:
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ShaderResource(const VkShaderStageFlagBits &,const void *,const uint32);
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ShaderResource(const VkShaderStageFlagBits &,const uint32_t *,const uint32);
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virtual ~ShaderResource();
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const VkShaderStageFlagBits GetStage ()const {return stage_flag;}
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