vktutorial/hk_pipeline.hpp

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#pragma once
#include "hk_device.hpp"
// std
#include <string>
#include <vector>
namespace hk
{
struct PipelineConfigInfo
{
PipelineConfigInfo(const PipelineConfigInfo&) = delete;
PipelineConfigInfo &operator=(const PipelineConfigInfo&) = delete;
VkPipelineViewportStateCreateInfo viewportInfo;
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo;
VkPipelineRasterizationStateCreateInfo rasterizationInfo;
VkPipelineMultisampleStateCreateInfo multisampleInfo;
VkPipelineColorBlendAttachmentState colorBlendAttachment;
VkPipelineColorBlendStateCreateInfo colorBlendInfo;
VkPipelineDepthStencilStateCreateInfo depthStencilInfo;
std::vector<VkDynamicState> dynamicStateEnables;
VkPipelineDynamicStateCreateInfo dynamicStateInfo;
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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();
Pipeline(const Pipeline&) = delete;
Pipeline &operator=(const Pipeline&) = delete;
void bind(VkCommandBuffer commandBuffer);
static void defaultPipelineConfigInfo(PipelineConfigInfo& configInfo);
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private:
static std::vector<char> readFile(const std::string &filePath);
void createGraphicPipeline(
const std::string &vertFilePath,
const std::string &fragFilePath,
const PipelineConfigInfo& configInfo);
void createShaderModule(const std::vector<char>& code, VkShaderModule* shaderModule);
Device& device;
VkPipeline graphicPipeline;
VkShaderModule vertShaderModule;
VkShaderModule fragShaderModule;
};
}