PipelineStateVK.h 1.1 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2024 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Renderer/PipelineState.h>
  6. #include <Renderer/VK/VertexShaderVK.h>
  7. #include <Renderer/VK/PixelShaderVK.h>
  8. class RendererVK;
  9. /// Vulkan pipeline state object
  10. class PipelineStateVK : public PipelineState
  11. {
  12. public:
  13. /// Constructor
  14. PipelineStateVK(RendererVK *inRenderer, const VertexShaderVK *inVertexShader, const EInputDescription *inInputDescription, uint inInputDescriptionCount, const PixelShaderVK *inPixelShader, EDrawPass inDrawPass, EFillMode inFillMode, ETopology inTopology, EDepthTest inDepthTest, EBlendMode inBlendMode, ECullMode inCullMode);
  15. virtual ~PipelineStateVK() override;
  16. /// Make this pipeline state active (any primitives rendered after this will use this state)
  17. virtual void Activate() override;
  18. private:
  19. RendererVK * mRenderer;
  20. RefConst<VertexShaderVK> mVertexShader;
  21. RefConst<PixelShaderVK> mPixelShader;
  22. VkPipeline mGraphicsPipeline;
  23. };