UNIMPLEMENTED();
}
- const VkPipelineShaderStageCreateInfo& vertexStage = pCreateInfo->pStages[0];
- if((vertexStage.stage != VK_SHADER_STAGE_VERTEX_BIT) ||
- (vertexStage.flags != 0) ||
- !((vertexStage.pSpecializationInfo == nullptr) ||
- ((vertexStage.pSpecializationInfo->mapEntryCount == 0) &&
- (vertexStage.pSpecializationInfo->dataSize == 0))))
- {
- UNIMPLEMENTED();
- }
-
- const VkPipelineShaderStageCreateInfo& fragmentStage = pCreateInfo->pStages[1];
- if((fragmentStage.stage != VK_SHADER_STAGE_FRAGMENT_BIT) ||
- (fragmentStage.flags != 0) ||
- !((fragmentStage.pSpecializationInfo == nullptr) ||
- ((fragmentStage.pSpecializationInfo->mapEntryCount == 0) &&
- (fragmentStage.pSpecializationInfo->dataSize == 0))))
- {
- UNIMPLEMENTED();
- }
-
const VkPipelineVertexInputStateCreateInfo* vertexInputState = pCreateInfo->pVertexInputState;
if(vertexInputState->flags != 0)
{
{
for (auto pStage = pCreateInfo->pStages; pStage != pCreateInfo->pStages + pCreateInfo->stageCount; pStage++)
{
- auto module = Cast(pStage->module);
+ if (pStage->flags != 0)
+ {
+ UNIMPLEMENTED();
+ }
+ auto module = Cast(pStage->module);
auto code = preprocessSpirv(module->getCode(), pStage->pSpecializationInfo);
// TODO: also pass in any pipeline state which will affect shader compilation