#pragma once #include "xe_device.hpp" #include #include #include #include namespace xe { struct PipelineConfigInfo { PipelineConfigInfo(const PipelineConfigInfo&) = delete; PipelineConfigInfo& operator=(const PipelineConfigInfo&) = delete; VkPipelineViewportStateCreateInfo viewportInfo; VkPipelineInputAssemblyStateCreateInfo inputAssemblyInfo; VkPipelineRasterizationStateCreateInfo rasterizationInfo; VkPipelineMultisampleStateCreateInfo multisampleInfo; VkPipelineColorBlendAttachmentState colorBlendAttachment; VkPipelineColorBlendStateCreateInfo colorBlendInfo; VkPipelineDepthStencilStateCreateInfo depthStencilInfo; std::vector dynamicStateEnables; VkPipelineDynamicStateCreateInfo dynamicStateInfo; VkPipelineLayout pipelineLayout = nullptr; VkRenderPass renderPass = nullptr; uint32_t subpass = 0; }; class Pipeline { public: Pipeline( Device &device, const std::string& vertFilepath, const std::string& fragFilepath, const PipelineConfigInfo& configInfo); ~Pipeline(); Pipeline(const Pipeline&) = delete; Pipeline operator=(const Pipeline&) = delete; void bind(VkCommandBuffer commandBuffer); static void defaultPipelineConfigInfo(PipelineConfigInfo& configInfo); private: static std::vector readFile(const std::string& filePath); void createGraphicsPipeline( const std::string& vertFilePath, const std::string& fragFilepath, const PipelineConfigInfo& configInfo); void createShaderModule(const std::vector& code, VkShaderModule* shaderModule); Device& xeDevice; VkPipeline graphicsPipeline; VkShaderModule vertShaderModule; VkShaderModule fragShaderModule; }; }