Diligent Engine  v.2.4.g
Namespaces | Macros | Functions
PipelineStateVkImpl.cpp File Reference
#include "pch.h"
#include "PipelineStateVkImpl.hpp"
#include <array>
#include <unordered_set>
#include "RenderDeviceVkImpl.hpp"
#include "DeviceContextVkImpl.hpp"
#include "ShaderVkImpl.hpp"
#include "RenderPassVkImpl.hpp"
#include "ShaderResourceBindingVkImpl.hpp"
#include "VulkanTypeConversions.hpp"
#include "EngineMemory.h"
#include "StringTools.hpp"
#include "spirv-tools/optimizer.hpp"

Namespaces

 Diligent
 The library uses Direct3D-style math:
 
 Diligent::GLSLangUtils
 

Macros

#define SPV_SPIRV_VERSION_WORD(MAJOR, MINOR)   ((uint32_t(uint8_t(MAJOR)) << 16) | (uint32_t(uint8_t(MINOR)) << 8))
 
#define LOG_RESOURCE_MERGE_ERROR_AND_THROW(PropertyName)
 

Functions

void Diligent::GLSLangUtils::SpvOptimizerMessageConsumer (spv_message_level_t level, const char *, const spv_position_t &, const char *message)
 

Macro Definition Documentation

◆ LOG_RESOURCE_MERGE_ERROR_AND_THROW

#define LOG_RESOURCE_MERGE_ERROR_AND_THROW (   PropertyName)
Value:
LOG_ERROR_AND_THROW("Shader variable '", NewResAttribs.Name, \
"' is shared between multiple shaders in pipeline '", (PSODesc.Name ? PSODesc.Name : ""), \
"', but its " PropertyName " varies. A variable shared between multiple shaders " \
"must be defined identically in all shaders. Either use separate variables for " \
"different shader stages, change resource name or make sure that " PropertyName " is consistent.");

◆ SPV_SPIRV_VERSION_WORD

#define SPV_SPIRV_VERSION_WORD (   MAJOR,
  MINOR 
)    ((uint32_t(uint8_t(MAJOR)) << 16) | (uint32_t(uint8_t(MINOR)) << 8))
LOG_ERROR_AND_THROW
#define LOG_ERROR_AND_THROW(...)
Definition: Errors.hpp:101