pleascach/Renderer/Pipeline.hpp

84 lines
2.4 KiB
C++

#pragma once
#define VULKAN_HPP_NO_STRUCT_CONSTRUCTORS
#include <vulkan/vulkan.hpp>
#include <util/log.hpp>
#include <Renderer/VertexBuffer.hpp>
struct Shader;
struct UniformBuffer;
struct RenderPass;
struct Texture;
struct GraphicsPipeline {
enum Type {
eVERTEX,
eGLTF,
eBSP,
eTERRAIN,
eBOX,
};
GraphicsPipeline(vk::Device dev, const std::vector<Shader>& shaders,
const vk::Extent2D& extent, const RenderPass& render_pass,
vk::ArrayProxy<vk::DescriptorSetLayoutBinding> bindings,
const vk::VertexInputBindingDescription& vertex_binding,
const std::vector<vk::VertexInputAttributeDescription>& vertex_attrs,
enum Type type = Type::eVERTEX, bool wireframe = false, bool culling = true);
/* everything needed for recreation */
vk::Device dev;
const std::vector<Shader> shaders;
const vk::Extent2D extent;
const RenderPass& render_pass;
const vk::ArrayProxy<vk::DescriptorSetLayoutBinding> bindings;
const vk::VertexInputBindingDescription vertex_binding;
const std::vector<vk::VertexInputAttributeDescription> vertex_attrs;
const Type type;
vk::Pipeline pipeline;
vk::PipelineLayout layout;
vk::DescriptorSetLayout desc_layout;
vk::DescriptorPool desc_pool;
vk::DescriptorSet desc_set;
/* pipeline creation info cached for rebuilding */
std::vector<vk::PipelineShaderStageCreateInfo> shader_info;
std::vector<vk::VertexInputBindingDescription> vertex_bindings;
vk::PipelineVertexInputStateCreateInfo vertex_input_info;
vk::PipelineInputAssemblyStateCreateInfo input_asm_info;
vk::PipelineTessellationStateCreateInfo tess_info;
vk::PipelineRasterizationStateCreateInfo raster_info;
vk::PipelineMultisampleStateCreateInfo multisample_info;
vk::PipelineDepthStencilStateCreateInfo depth_stencil_info;
vk::PipelineColorBlendAttachmentState color_blend_attachment;
std::array<float, 4> blend_constants;
vk::PipelineColorBlendStateCreateInfo color_blend_info;
vk::Viewport viewport;
vk::Rect2D scissor;
vk::PipelineViewportStateCreateInfo viewport_info;
vk::DynamicState dyn_states[2];
vk::PipelineDynamicStateCreateInfo dyn_info;
vk::GraphicsPipelineCreateInfo pipeline_info;
std::vector<vk::Pipeline> defunct_pipelines;
inline operator vk::Pipeline&() {
return pipeline;
}
/* create overload for every type of object we need to update */
void update(uint32_t binding, const UniformBuffer& uni);
void update(uint32_t binding, const Texture& tex);
void rebuild(bool wireframe, bool culling);
~GraphicsPipeline();
};