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picov_pipeline.hpp
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picov_pipeline.hpp
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#pragma once
#include "picov_device.hpp"
#include <string>
#include <vector>
namespace picov {
struct PipelineConfigInfo {
PipelineConfigInfo(const PipelineConfigInfo&) = delete;
PipelineConfigInfo& operator=(const PipelineConfigInfo&) = delete;
VkViewport viewport;
VkRect2D scissor;
VkPipelineViewportStateCreateInfo viewportInfo;
VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo;
VkPipelineRasterizationStateCreateInfo rasterizationInfo;
VkPipelineMultisampleStateCreateInfo multisampleInfo;
VkPipelineColorBlendAttachmentState colorBlendAttachment;
VkPipelineColorBlendStateCreateInfo colorBlendInfo;
VkPipelineDepthStencilStateCreateInfo depthStencilInfo;
VkPipelineLayout pipelineLayout = nullptr;
VkRenderPass renderPass = nullptr;
uint32_t subpass = 0;
};
class PicovPipeline {
public:
PicovPipeline(
PicovDevice& device,
const std::string& vertFilepath,
const std::string& fragFilepath,
const PipelineConfigInfo& configInfo);
~PicovPipeline();
// delete copy constructors, to avoid duplicating pointers to VK objects
PicovPipeline(const PicovPipeline&) = delete;
void operator = (const PicovPipeline&) = delete;
void bind(VkCommandBuffer commandBuffer);
static void defaultPipelineConfigInfo(
PipelineConfigInfo& configInfo, uint32_t width, uint32_t height);
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);
//memory unsafe, but it shouldn't be a problem because a pipeline needs a device to exist
PicovDevice& picovDevice;
VkPipeline graphicsPipeline;
VkShaderModule vertShaderModule;
VkShaderModule fragShaderModule;
};
}