src/ngfx/porting/vulkan/VKPipeline.h
Namespaces
Name |
---|
ngfx |
Classes
Name | |
---|---|
class | ngfx::VKPipeline |
struct | ngfx::VKPipeline::Descriptor |
struct | ngfx::VKPipeline::ShaderStage |
struct | ngfx::VKPipelineUtil |
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/porting/vulkan/VKShaderModule.h"
namespace ngfx {
class VKPipeline {
public:
virtual ~VKPipeline();
struct Descriptor {
VkDescriptorType type;
VkShaderStageFlags stageFlags = 0;
};
struct ShaderStage {
VkShaderStageFlagBits stage;
VKShaderModule *module;
};
VkPipeline v = VK_NULL_HANDLE;
VkPipelineLayout pipelineLayout = VK_NULL_HANDLE;
protected:
VkDevice device;
};
struct VKPipelineUtil {
static void
parseDescriptors(std::vector<ShaderModule::DescriptorInfo> &descriptors,
VkShaderStageFlagBits shaderStage,
std::vector<VKPipeline::Descriptor> &vkDescriptors,
std::vector<uint32_t> &descriptorBindings);
};
}; // namespace ngfx
Updated on 3 April 2021 at 20:21:52 PDT