#pragma once #include "hk_device.hpp" // std #include #include namespace hk { 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 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(); Pipeline(const Pipeline&) = delete; Pipeline &operator=(const Pipeline&) = delete; void bind(VkCommandBuffer commandBuffer); static void defaultPipelineConfigInfo(PipelineConfigInfo& configInfo); private: static std::vector readFile(const std::string &filePath); void createGraphicPipeline( const std::string &vertFilePath, const std::string &fragFilePath, const PipelineConfigInfo& configInfo); void createShaderModule(const std::vector& code, VkShaderModule* shaderModule); Device& device; VkPipeline graphicPipeline; VkShaderModule vertShaderModule; VkShaderModule fragShaderModule; }; }