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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
);
TypeDescription
FiniteRender *renderThe Vulkan rendering context. Must be valid.
FiniteRenderShaderStageInfo *stageContains shader module, type (vertex/fragment), entry name, flags, and specialization info.
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");
}

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.