|
|
@@ -150,6 +150,7 @@ namespace bs { namespace ct
|
|
|
SPtr<RenderTexture> gRenderTarget;
|
|
|
SPtr<RenderWindow> gRenderWindow;
|
|
|
bool gUseHLSL = true;
|
|
|
+ bool gUseVKSL = false;
|
|
|
|
|
|
const UINT32 NUM_VERTICES = 24;
|
|
|
const UINT32 NUM_INDICES = 36;
|
|
|
@@ -166,6 +167,7 @@ namespace bs { namespace ct
|
|
|
{
|
|
|
// Determine which shading language to use (depending on the RenderAPI chosen during build)
|
|
|
gUseHLSL = strcmp(BS_RENDER_API_MODULE, "BansheeD3D11RenderAPI") == 0;
|
|
|
+ gUseVKSL = strcmp(BS_RENDER_API_MODULE, "BansheeVulkanRenderAPI") == 0;
|
|
|
|
|
|
// This will be the primary output for our rendering (created by the main thread on start-up)
|
|
|
gRenderWindow = renderWindow;
|
|
|
@@ -176,7 +178,7 @@ namespace bs { namespace ct
|
|
|
GPU_PROGRAM_DESC vertProgDesc;
|
|
|
vertProgDesc.type = GPT_VERTEX_PROGRAM;
|
|
|
vertProgDesc.entryPoint = "main";
|
|
|
- vertProgDesc.language = gUseHLSL ? "hlsl" : "glsl";
|
|
|
+ vertProgDesc.language = gUseHLSL ? "hlsl" : gUseVKSL ? "vksl" : "glsl";
|
|
|
vertProgDesc.source = vertProgSrc;
|
|
|
|
|
|
SPtr<GpuProgram> vertProg = GpuProgram::create(vertProgDesc);
|
|
|
@@ -187,7 +189,7 @@ namespace bs { namespace ct
|
|
|
GPU_PROGRAM_DESC fragProgDesc;
|
|
|
fragProgDesc.type = GPT_FRAGMENT_PROGRAM;
|
|
|
fragProgDesc.entryPoint = "main";
|
|
|
- fragProgDesc.language = gUseHLSL ? "hlsl" : "glsl";
|
|
|
+ fragProgDesc.language = gUseHLSL ? "hlsl" : gUseVKSL ? "vksl" : "glsl";
|
|
|
fragProgDesc.source = fragProgSrc;
|
|
|
|
|
|
SPtr<GpuProgram> fragProg = GpuProgram::create(fragProgDesc);
|