// ============================================= // Aster: pipeline_utils.h // Copyright (c) 2020-2024 Anish Bhobe // ============================================= #pragma once #include "pipeline.h" #include struct RenderResourceManager; struct Swapchain; struct Device; constexpr auto VERTEX_SHADER_FILE = "shader/model.vert.glsl.spv"; constexpr auto FRAGMENT_SHADER_FILE = "shader/model.frag.glsl.spv"; struct Vertex { vec3 m_Position; vec2 m_TexCoord0; }; vk::ShaderModule CreateShader(const Device *device, cstr shaderFile); Pipeline CreatePipeline(const Device *device, const Swapchain *swapchain, const RenderResourceManager *resourceManager);