#include <PipelineMaterialPayload.h>
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| | GraphicsPipeline (VkDevice device, VkSampleCountFlagBits multisampling, VkPipelineLayout pipelineLayout, VkRenderPass renderPass, const std::string &meshShaderFilename, const std::string &fragmentShaderFilename, const std::vector< VkVertexInputBindingDescription > &vertexInputBindingDescriptions, const std::vector< VkVertexInputAttributeDescription > &vertexInputAttributeDescriptions, PipelineMaterialPayload pipelineData, std::optional< const MeshShaderSpecializationData * > meshShaderSpecialization=std::nullopt, VkFormat colorFormat=VK_FORMAT_R8G8B8A8_UNORM) |
| | ~GraphicsPipeline () |
| void | bind (VkCommandBuffer commandBuffer) const |
| bool | isValid () const |
| | Checks if the object is fully constructed.
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| const std::string | getMeshShaderName () const |
| const std::string | getFragShaderName () const |
| const PipelineMaterialPayload & | getPipelineMaterialData () const |
| bool | operator== (const GraphicsPipeline &other) const |
Definition at line 154 of file PipelineMaterialPayload.h.
◆ GraphicsPipeline()
| Engine::Rendering::GraphicsPipeline::GraphicsPipeline |
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VkDevice | device, |
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VkSampleCountFlagBits | multisampling, |
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VkPipelineLayout | pipelineLayout, |
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VkRenderPass | renderPass, |
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const std::string & | meshShaderFilename, |
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const std::string & | fragmentShaderFilename, |
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const std::vector< VkVertexInputBindingDescription > & | vertexInputBindingDescriptions, |
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const std::vector< VkVertexInputAttributeDescription > & | vertexInputAttributeDescriptions, |
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PipelineMaterialPayload | pipelineData, |
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std::optional< const MeshShaderSpecializationData * > | meshShaderSpecialization = std::nullopt, |
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VkFormat | colorFormat = VK_FORMAT_R8G8B8A8_UNORM ) |
◆ ~GraphicsPipeline()
| Engine::Rendering::GraphicsPipeline::~GraphicsPipeline |
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| ) |
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◆ bind()
| void Engine::Rendering::GraphicsPipeline::bind |
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VkCommandBuffer | commandBuffer | ) |
const |
◆ getFragShaderName()
| const std::string Engine::Rendering::GraphicsPipeline::getFragShaderName |
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const |
◆ getMeshShaderName()
| const std::string Engine::Rendering::GraphicsPipeline::getMeshShaderName |
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const |
◆ getPipelineMaterialData()
◆ isValid()
| bool Engine::Rendering::GraphicsPipeline::isValid |
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const |
Checks if the object is fully constructed.
- Returns
- true when the object is fully constructed
◆ operator==()
| bool Engine::Rendering::GraphicsPipeline::operator== |
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const GraphicsPipeline & | other | ) |
const |
◆ context
◆ device
| VkDevice Engine::Rendering::GraphicsPipeline::device |
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private |
◆ fragShaderName
| std::string Engine::Rendering::GraphicsPipeline::fragShaderName |
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private |
◆ meshShaderName
| std::string Engine::Rendering::GraphicsPipeline::meshShaderName |
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private |
◆ multisampling
| VkSampleCountFlagBits Engine::Rendering::GraphicsPipeline::multisampling |
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◆ pipeline
| VkPipeline Engine::Rendering::GraphicsPipeline::pipeline = nullptr |
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◆ pipelineData
◆ valid
| bool Engine::Rendering::GraphicsPipeline::valid = false |
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private |
The documentation for this class was generated from the following file: