// Copyright (c) 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, bool explicitOffsets); int32 MaxSlot; }; #endif