pleascach/Renderer/Pipeline.hpp
connellpaxton c9e2877530 Added shader compilation to build process
Created mechanism to construct pipelines, still need to finish debugging that.
2024-01-25 17:07:47 -05:00

33 lines
764 B
C++

#pragma once
#define VULKAN_HPP_NO_STRUCT_CONSTRUCTORS
#include <vulkan/vulkan.hpp>
struct Shader;
struct UniformBuffer;
struct VertexBuffer;
struct RenderPass;
struct GraphicsPipeline {
GraphicsPipeline(vk::Device dev, const std::vector<Shader>& shaders,
const vk::Extent2D& extent, const RenderPass& render_pass,
vk::ArrayProxy<vk::DescriptorSetLayoutBinding> bindings,
const VertexBuffer& vertex_buffer);
vk::Device dev;
vk::Pipeline pipeline;
vk::PipelineLayout layout;
vk::DescriptorPool desc_pool;
vk::DescriptorSet desc_set;
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);
~GraphicsPipeline();
};