finite_render_add_shader_stage
The finite_render_add_shader_stage function adds a new shader stage to a FiniteRender context, preparing it for pipeline creation.
bool finite_render_add_shader_stage( FiniteRender *render, FiniteRenderShaderStageInfo *stage);Parameters
Section titled “Parameters”| Type | Description |
|---|---|
FiniteRender *render | The Vulkan rendering context. Must be valid. |
FiniteRenderShaderStageInfo *stage | Contains shader module, type (vertex/fragment), entry name, flags, and specialization info. |
Code Example
Section titled “Code Example”FiniteRenderShaderStageInfo stage_info = { .shader = vertexModule, .stage = FINITE_SHADER_TYPE_VERTEX, .name = "main", .flags = 0, .specializationInfo = NULL, .next = NULL};
bool success = finite_render_add_shader_stage(render, &stage_info);if (!success) { printf("Failed to add shader stage.\n");}Standard Usage
Section titled “Standard Usage”render and stage must not be NULL.
If stage->name is NULL, it defaults to “main”
Returns true on success, false on allocation failure or invalid input.