VPP  0.7
A high-level modern C++ API for Vulkan
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vpp::fragmentShader Class Reference

Binding point class for fragment shaders. Place in your pipeline configuration class to declare a fragment shader. More...

#include <vppShader.hpp>

Public Member Functions

template<class ClassT , typename... Args>
 fragmentShader (ClassT *pParentClass, void(ClassT::*fMethodDef)(FragmentShader *, Args...), Args... args)
 Constructor. More...
 

Detailed Description

Binding point class for fragment shaders. Place in your pipeline configuration class to declare a fragment shader.

Example:

class MyPipelineConfig : public vpp::PipelineConfig
{
public:
MyPipelineConfig ( const vpp::Process& pr, const vpp::Device& dev );
void fFragmentShader ( vpp::FragmentShader* pShader );
vpp::fragmentShader m_fragmentShader;
};
MyPipelineConfig :: MyPipelineConfig ( const vpp::Process& pr, const vpp::Device& dev )
m_fragmentShader ( this, & MyPipelineConfig::fFragmentShader )
{
}

Constructor & Destructor Documentation

◆ fragmentShader()

template<class ClassT , typename... Args>
vpp::fragmentShader::fragmentShader ( ClassT *  pParentClass,
void(ClassT::*)(FragmentShader *, Args...)  fMethodDef,
Args...  args 
)
inline

Constructor.

As the first parameter, put the pointer to parent PipelineConfig derived class. Usually it is the this pointer, as the constructor is being called from the pipeline config class constructor.

The second argument is a pointer to member method implementing the shader.

Optionally there can be more user-defined arguments. They will be pased to the shader method unchanged.


The documentation for this class was generated from the following file: