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pipeline.hpp
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pipeline.hpp
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#pragma once
#include "device.hpp"
#include <string>
#include <vector>
namespace vraus_VulkanEngine {
// Configuration out of the class to allow application to configure the pipeline, and share that config between multiple pipelines.
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& configInfo
);
~Pipeline();
// Delete copy constructors to avoid duplicating pointers to our Vulkan objects
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& configInfo);
void createShaderModule(const std::vector<char>& code, VkShaderModule *shaderModule);
Device& device;
VkPipeline graphicsPipeline;
VkShaderModule vertShaderModule;
VkShaderModule fragShaderModule;
};
}