//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsVulkanPrerequisites.h" #include "Managers/BsRenderStateManager.h" namespace bs { namespace ct { /** @addtogroup Vulkan * @{ */ /** Handles creation of Vulkan pipeline states. */ class VulkanRenderStateManager : public RenderStateManager { protected: /** @copydoc RenderStateManager::createSamplerStateInternal */ SPtr createSamplerStateInternal(const SAMPLER_STATE_DESC& desc, GpuDeviceFlags deviceMask) const override; /** @copydoc RenderStateManager::_createGraphicsPipelineState */ SPtr _createGraphicsPipelineState(const PIPELINE_STATE_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT) const override; /** @copydoc RenderStateManager::_createComputePipelineState */ SPtr _createComputePipelineState(const SPtr& program, GpuDeviceFlags deviceMask = GDF_DEFAULT) const override; /** @copydoc RenderStateManager::_createPipelineParamInfo */ SPtr _createPipelineParamInfo(const GPU_PIPELINE_PARAMS_DESC& desc, GpuDeviceFlags deviceMask = GDF_DEFAULT) const override; }; /** @} */ }}