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Pipeline.hpp
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59 lines (47 loc) · 1.67 KB
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#pragma once
#include "Device.hpp"
#include <string>
#include <vector>
namespace engine {
struct PipelineConfigInfo {
PipelineConfigInfo(const PipelineConfigInfo&) = delete;
PipelineConfigInfo& operator=(const PipelineConfigInfo&) = delete;
VkPipelineViewportStateCreateInfo viewPortInfo;
VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo;
VkPipelineRasterizationStateCreateInfo rasterizationInfo;
VkPipelineMultisampleStateCreateInfo multisampleInfo;
VkPipelineColorBlendAttachmentState colorBlendAttachment;
VkPipelineColorBlendStateCreateInfo colorBlendInfo;
VkPipelineDepthStencilStateCreateInfo depthStencilInfo;
std::vector<VkDynamicState> dynamicStateEnables;
VkPipelineDynamicStateCreateInfo dynamicStateInfo;
VkPipelineLayout pipelineLayout = nullptr;
VkRenderPass renderPass = nullptr;
uint32_t subpass = 0;
};
class Pipeline
{
public:
Pipeline(
Device& device,
const std::string& vertFilepath,
const std::string& fragFilepath,
const PipelineConfigInfo& config);
~Pipeline();
Pipeline(const Pipeline&) = delete;
Pipeline& operator=(const Pipeline&) = delete;
void bind(VkCommandBuffer commandBuffer);
static void defaultPipelineConfigInfo(PipelineConfigInfo& configInfo);
private:
static std::vector<char> readFile(const std::string& filepath);
void createGraphicsPipeline(
const std::string& vertFilepath,
const std::string& fragFilepath,
const PipelineConfigInfo& config);
void createShaderModule(const std::vector<char>& code, VkShaderModule* shaderModule);
Device& m_device;
VkPipeline graphicsPipeline;
VkShaderModule vertShaderModule;
VkShaderModule fragShaderModule;
};
} //namespace engine