text: /***************************************************************************
  # Copyright (c) 2018, NVIDIA CORPORATION. All rights reserved.
  #
  # Redistribution and use in source and binary forms, with or without
  # modification, are permitted provided that the following conditions
  # are met:
  #  * Redistributions of source code must retain the above copyright
  #    notice, this list of conditions and the following disclaimer.
  #  * Redistributions in binary form must reproduce the above copyright
  #    notice, this list of conditions and the following disclaimer in the
  #    documentation and/or other materials provided with the distribution.
  #  * Neither the name of NVIDIA CORPORATION nor the names of its
  #    contributors may be used to endorse or promote products derived
  #    from this software without specific prior written permission.
  #
  # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
  # EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
  # IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
  # PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
  # CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
  # EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  # PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
  # PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
  # OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  # (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  # OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  ***************************************************************************/
  #include "stdafx.h"
  #include "API/Shader.h"
  #include "API/Device.h"
  
  namespace Falcor
  {
      Shader::Shader(ShaderType type) : mType(type) {}
  
      Shader::~Shader() = default;
  
      bool Shader::init(const Blob& shaderBlob, const std::string& entryPointName, CompilerFlags flags, std::string& log)
      {
          VkShaderModuleCreateInfo moduleCreateInfo = {};
          moduleCreateInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
          moduleCreateInfo.codeSize = shaderBlob->getBufferSize();
          moduleCreateInfo.pCode = (uint32_t*)shaderBlob->getBufferPointer();
  
          assert(moduleCreateInfo.codeSize % 4 == 0);
  
          VkShaderModule shaderModule;
          if (VK_FAILED(vkCreateShaderModule(gpDevice->getApiHandle(), &moduleCreateInfo, nullptr, &shaderModule)))
          {
              logError("Could not create shader!");
              return false;
          }
          mApiHandle = ApiHandle::create(shaderModule);
          return true;
      }
  }