// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. #pragma once #if GRAPHICS_API_VULKAN #include "Engine/Graphics/Shaders/GPUVertexLayout.h" #include "GPUDeviceVulkan.h" /// /// Vertex layout object for Vulkan backend. /// class GPUVertexLayoutVulkan : public GPUResourceVulkan { public: GPUVertexLayoutVulkan(GPUDeviceVulkan* device, const Elements& elements); VkPipelineVertexInputStateCreateInfo CreateInfo; VkVertexInputBindingDescription Bindings[GPU_MAX_VB_BINDED]; VkVertexInputAttributeDescription Attributes[GPU_MAX_VS_ELEMENTS]; }; #endif