src/ngfx/porting/vulkan/VKGraphicsPipeline.h
Namespaces
Name |
---|
ngfx |
Classes
Name | |
---|---|
class | ngfx::VKGraphicsPipeline |
struct | ngfx::VKGraphicsPipeline::State |
Source code
/*
* Copyright 2020 GoPro Inc.
*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
* with the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
#pragma once
#include "ngfx/graphics/GraphicsPipeline.h"
#include "ngfx/porting/vulkan/VKGraphicsContext.h"
#include "ngfx/porting/vulkan/VKPipeline.h"
#include "ngfx/porting/vulkan/VKShaderModule.h"
#include "ngfx/porting/vulkan/VKUtil.h"
#include <vector>
#include <vulkan/vulkan.h>
namespace ngfx {
class VKGraphicsPipeline : public GraphicsPipeline, public VKPipeline {
public:
struct State {
VkPrimitiveTopology primitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkPolygonMode polygonMode = VK_POLYGON_MODE_FILL;
VkBool32 blendEnable = VK_FALSE;
VkBlendFactor srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
VkBlendFactor dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
VkBlendFactor srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
VkBlendFactor dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
VkBlendOp colorBlendOp = VK_BLEND_OP_ADD, alphaBlendOp = VK_BLEND_OP_ADD;
VkColorComponentFlags colorWriteMask =
VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
VkCullModeFlags cullModeFlags = VK_CULL_MODE_BACK_BIT;
VkFrontFace frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
float lineWidth = 1.0f;
VkBool32 depthTestEnable = VK_FALSE, depthWriteEnable = VK_FALSE;
VkRenderPass renderPass;
uint32_t numSamples = 1, numColorAttachments = 1;
};
void create(
VKGraphicsContext *ctx, const State &state,
const std::vector<VKPipeline::Descriptor> &descriptors,
const std::vector<VkVertexInputBindingDescription> &vertexInputBindings,
const std::vector<VkVertexInputAttributeDescription>
&vertexInputAttributes,
const std::vector<VKPipeline::ShaderStage> &shaderStages,
VkFormat colorFormat);
virtual ~VKGraphicsPipeline() {}
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState;
VkPipelineRasterizationStateCreateInfo rasterizationState;
std::vector<VkPipelineColorBlendAttachmentState> blendAttachmentState;
VkPipelineColorBlendStateCreateInfo colorBlendState;
VkPipelineViewportStateCreateInfo viewportState;
std::vector<VkDynamicState> dynamicStateEnables;
VkPipelineDynamicStateCreateInfo dynamicState;
VkPipelineDepthStencilStateCreateInfo depthStencilState;
VkPipelineMultisampleStateCreateInfo multisampleState;
VkPipelineVertexInputStateCreateInfo vertexInputState;
std::vector<VkPipelineShaderStageCreateInfo> vkShaderStages;
std::vector<VkDescriptorSetLayout> descriptorSetLayouts;
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo;
VkGraphicsPipelineCreateInfo createInfo;
};
VK_CAST(GraphicsPipeline);
}; // namespace ngfx
Updated on 3 April 2021 at 20:21:52 PDT