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adding shaders compilation in makefile
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@@ -24,7 +24,7 @@ namespace mlx
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public:
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GraphicPipeline() = default;
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void Init(const GraphicPipelineDescriptor& descriptor);
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void Init(const GraphicPipelineDescriptor& descriptor, std::string_view debug_name);
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bool BindPipeline(VkCommandBuffer command_buffer, std::size_t framebuffer_index, std::array<float, 4> clear) noexcept;
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void EndPipeline(VkCommandBuffer command_buffer) noexcept override;
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void Destroy() noexcept;
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@@ -46,6 +46,9 @@ namespace mlx
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std::vector<NonOwningPtr<Texture>> m_attachments;
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std::vector<VkFramebuffer> m_framebuffers;
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std::vector<VkClearValue> m_clears;
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#ifdef DEBUG
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std::string m_debug_name;
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#endif
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std::shared_ptr<Shader> p_vertex_shader;
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std::shared_ptr<Shader> p_fragment_shader;
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VkRenderPass m_renderpass = VK_NULL_HANDLE;
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