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ShaderPipeline.h
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ShaderPipeline.h
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#include "ShaderStageBase.h"
#pragma once
namespace Shader {
class ShaderPipeline {
std::vector<ShaderStageBase *> stages;
std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
protected:
const VulkanEngineApplication::VulkanData *vulkanData;
VkPipelineLayout pipelineLayout;
VkDescriptorPool descriptorPool;
std::vector<VkDescriptorSet> descriptorSets;
std::vector<VkDescriptorSetLayout> descriptorSetLayouts;
void addStage(ShaderStageBase *stage);
public:
ShaderPipeline(const VulkanEngineApplication::VulkanData *vulkanData);
virtual ~ShaderPipeline();
const VkPipelineShaderStageCreateInfo *getShaderStages(void) const;
size_t getShaderStagesCount(void) const;
const VkDescriptorSet *getDescriptorSets(void) const;
size_t getDescriptorSetsCount(void) const;
const VkDescriptorSetLayout *getDescriptorSetLayouts(void) const;
size_t getDescriptorSetLayoutsCount(void) const;
VkDescriptorPool getDescriptorPool(void) const;
VkPipelineLayout getPipelineLayout(void) const;
};
}