// 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