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#ifndef Magnum_Vk_Shader_h
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#define Magnum_Vk_Shader_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Vk::Shader, enum @ref Magnum::Vk::ShaderStage, enum set @ref Magnum::Vk::ShaderStages
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* @m_since_latest
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*/
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#include "Magnum/Magnum.h"
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#include "Magnum/Tags.h"
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#include "Magnum/Vk/Handle.h"
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#include "Magnum/Vk/Vk.h"
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#include "Magnum/Vk/Vulkan.h"
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#include "Magnum/Vk/visibility.h"
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namespace Magnum { namespace Vk {
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namespace Implementation { struct DeviceState; }
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/**
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@brief Shader stage
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@m_since_latest
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Wraps @type_vk_keyword{ShaderStageFlagBits}.
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@m_enum_values_as_keywords
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@see @ref ShaderStages, @ref ShaderSet::addShader()
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*/
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enum class ShaderStage: UnsignedInt {
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/** Vertex stage */
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Vertex = VK_SHADER_STAGE_VERTEX_BIT,
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/** Fragment stage */
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Fragment = VK_SHADER_STAGE_FRAGMENT_BIT,
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/**
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* Geometry stage
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* @requires_vk_feature @ref DeviceFeature::GeometryShader
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*/
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Geometry = VK_SHADER_STAGE_GEOMETRY_BIT,
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/**
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* Tessellation control stage
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* @requires_vk_feature @ref DeviceFeature::TessellationShader
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*/
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TessellationControl = VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
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/**
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* Tessellation evaluation stage
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* @requires_vk_feature @ref DeviceFeature::TessellationShader
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*/
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TessellationEvaluation = VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
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/** Compute stage */
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Compute = VK_SHADER_STAGE_COMPUTE_BIT,
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/**
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* Ray generation stage
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* @requires_vk_feature @ref DeviceFeature::RayTracingPipeline
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*/
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RayGeneration = VK_SHADER_STAGE_RAYGEN_BIT_KHR,
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/**
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* Ray any hit stage
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* @requires_vk_feature @ref DeviceFeature::RayTracingPipeline
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*/
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RayAnyHit = VK_SHADER_STAGE_ANY_HIT_BIT_KHR,
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/**
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* Ray closest hit stage
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* @requires_vk_feature @ref DeviceFeature::RayTracingPipeline
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*/
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RayClosestHit = VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR,
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/**
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* Ray miss stage
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* @requires_vk_feature @ref DeviceFeature::RayTracingPipeline
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*/
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RayMiss = VK_SHADER_STAGE_MISS_BIT_KHR,
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/**
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* Ray intersection stage
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* @requires_vk_feature @ref DeviceFeature::RayTracingPipeline
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*/
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RayIntersection = VK_SHADER_STAGE_INTERSECTION_BIT_KHR,
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/**
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* Ray callable stage
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* @requires_vk_feature @ref DeviceFeature::RayTracingPipeline
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*/
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RayCallable = VK_SHADER_STAGE_CALLABLE_BIT_KHR
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};
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/**
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@brief Shader stages
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@m_since_latest
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Type-safe wrapper for @type_vk_keyword{ShaderStageFlags}. Note that
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@cpp ~Vk::ShaderStages{} @ce can be used for @val_vk_keyword{SHADER_STAGE_ALL,ShaderStageFlagBits}.
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*/
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typedef Containers::EnumSet<ShaderStage, VK_SHADER_STAGE_ALL> ShaderStages;
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CORRADE_ENUMSET_OPERATORS(ShaderStages)
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/**
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@brief Shader
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@m_since_latest
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Wraps a @type_vk_keyword{ShaderModule}, which contains a SPIR-V binary with one
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or more shader entrypoints.
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@section Vk-Shader-creation Shader creation
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The @ref ShaderCreateInfo structure takes a single required parameter, which is
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the SPIR-V binary. Besides accepting a @ref Corrade::Containers::ArrayView<const void>,
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to which any container is convertible, it can also take ownership of a
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@ref Corrade::Containers::Array, which means you don't need to worry about
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keeping a loaded file in scope until it's consumed by the @ref Shader
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constructor:
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@snippet MagnumVk.cpp Shader-creation
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@see @ref CORRADE_INTERNAL_ASSERT_EXPRESSION()
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*/
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class MAGNUM_VK_EXPORT Shader {
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public:
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/**
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* @brief Wrap existing Vulkan handle
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* @param device Vulkan device the shader is created on
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* @param handle The @type_vk{ShaderModule} handle
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* @param flags Handle flags
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*
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* The @p handle is expected to be originating from @p device. Unlike
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* a shader created using a constructor, the Vulkan shader is by
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* default not deleted on destruction, use @p flags for different
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* behavior.
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* @see @ref release()
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*/
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static Shader wrap(Device& device, VkShaderModule handle, HandleFlags flags = {});
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/**
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* @brief Constructor
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* @param device Vulkan device to create the shader on
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* @param info Shader creation info
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*
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* @see @fn_vk_keyword{CreateShaderModule}
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*/
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explicit Shader(Device& device, const ShaderCreateInfo& info);
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/**
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* @brief Construct without creating the shader
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*
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* The constructed instance is equivalent to moved-from state. Useful
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* in cases where you will overwrite the instance later anyway. Move
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* another object over it to make it useful.
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*/
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explicit Shader(NoCreateT);
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/** @brief Copying is not allowed */
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Shader(const Shader&) = delete;
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/** @brief Move constructor */
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Shader(Shader&& other) noexcept;
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/**
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* @brief Destructor
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*
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* Destroys associated @type_vk{ShaderModule} handle, unless the
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* instance was created using @ref wrap() without
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* @ref HandleFlag::DestroyOnDestruction specified.
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* @see @fn_vk_keyword{DestroyShaderModule}, @ref release()
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*/
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~Shader();
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/** @brief Copying is not allowed */
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Shader& operator=(const Shader&) = delete;
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/** @brief Move assignment */
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Shader& operator=(Shader&& other) noexcept;
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/** @brief Underlying @type_vk{Buffer} handle */
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VkShaderModule handle() { return _handle; }
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/** @overload */
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operator VkShaderModule() { return _handle; }
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/** @brief Handle flags */
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HandleFlags handleFlags() const { return _flags; }
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/**
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* @brief Release the underlying Vulkan shader
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*
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* Releases ownership of the Vulkan shader and returns its handle so
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* @fn_vk{DestroyShaderModule} is not called on destruction. The
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* internal state is then equivalent to moved-from state.
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* @see @ref wrap()
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*/
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VkShaderModule release();
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private:
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friend Implementation::DeviceState;
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MAGNUM_VK_LOCAL static VkResult createImplementationDefault(Device& device, const VkShaderModuleCreateInfo& info, const VkAllocationCallbacks* callbacks, VkShaderModule& handle);
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MAGNUM_VK_LOCAL static VkResult createImplementationSwiftShaderMultiEntryPointPatching(Device& device, const VkShaderModuleCreateInfo& info, const VkAllocationCallbacks* callbacks, VkShaderModule& handle);
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/* Can't be a reference because of the NoCreate constructor */
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Device* _device;
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VkShaderModule _handle;
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HandleFlags _flags;
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};
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}}
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#endif
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