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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsVulkanPrerequisites.h"
- #include "BsVulkanResource.h"
- #include "Renderapi/BsSamplerState.h"
- namespace bs { namespace ct
- {
- /** @addtogroup Vulkan
- * @{
- */
- /** Wrapper around a Vulkan sampler object that manages its usage and lifetime. */
- class VulkanSampler : public VulkanResource
- {
- public:
- VulkanSampler(VulkanResourceManager* owner, VkSampler sampler);
- ~VulkanSampler();
- /** Returns the internal handle to the Vulkan object. */
- VkSampler getHandle() const { return mSampler; }
- private:
- VkSampler mSampler;
- };
- /** Vulkan implementation of a sampler state. Wraps a Vulkan sampler object. */
- class VulkanSamplerState : public SamplerState
- {
- public:
- ~VulkanSamplerState();
- /**
- * Gets the resource wrapping the sampler object, on the specified device. If sampler state device mask doesn't
- * include the provided device, null is returned.
- */
- VulkanSampler* getResource(UINT32 deviceIdx) const { return mSamplers[deviceIdx]; }
- protected:
- friend class VulkanRenderStateManager;
- VulkanSamplerState(const SAMPLER_STATE_DESC& desc, GpuDeviceFlags deviceMask);
- /** @copydoc SamplerState::createInternal */
- void createInternal() override;
- VulkanSampler* mSamplers[BS_MAX_DEVICES];
- GpuDeviceFlags mDeviceMask;
- };
- /** @} */
- }}
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