vktutorial/hk_pipeline.hpp

57 lines
1.7 KiB
C++

#pragma once
#include "hk_device.hpp"
// std
#include <string>
#include <vector>
namespace hk
{
struct PipelineConfigInfo
{
VkViewport viewport;
VkRect2D scissor;
VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo;
VkPipelineRasterizationStateCreateInfo rasterizationInfo;
VkPipelineMultisampleStateCreateInfo multisampleInfo;
VkPipelineColorBlendAttachmentState colorBlendAttachment;
VkPipelineColorBlendStateCreateInfo colorBlendInfo;
VkPipelineDepthStencilStateCreateInfo depthStencilInfo;
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 PipelineConfigInfo defaultPipelineConfigInfo(uint32_t width, uint32_t height);
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;
};
}