21 std::vector<Shader*> t_Shaders,
22 VkDevice t_LogicalDevice,
23 VkPolygonMode t_Mode = VK_POLYGON_MODE_FILL,
25 VkPrimitiveTopology t_Topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
26 VkCullModeFlags t_CullMode = VK_CULL_MODE_BACK_BIT,
27 VkFrontFace t_FrontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE);
const VkDescriptorSetLayout & GetDescriptorSetLayout() const
Definition: GraphicsPipeline.h:39
VkPipelineTessellationStateCreateInfo m_TessellationState
Definition: GraphicsPipeline.h:75
const VkPipelineBindPoint & GetPipelineBindPoint() const
Definition: GraphicsPipeline.h:42
VkPipeline m_Pipeline
Definition: GraphicsPipeline.h:58
std::vector< VkPipelineColorBlendAttachmentState > m_ColorBlendAttachmentStates
Definition: GraphicsPipeline.h:69
VkPipelineColorBlendStateCreateInfo m_ColorBlendState
Definition: GraphicsPipeline.h:70
VkPrimitiveTopology m_Topology
Definition: GraphicsPipeline.h:53
Definition: GraphicsPipeline.h:9
VkPipelineCache m_PipelineCache
Definition: GraphicsPipeline.h:59
VkPipelineDepthStencilStateCreateInfo m_DepthStencilState
Definition: GraphicsPipeline.h:71
VkPipelineMultisampleStateCreateInfo m_MultisampleState
Definition: GraphicsPipeline.h:73
Depth GetDepth() const
Definition: GraphicsPipeline.h:34
VkDescriptorSetLayout m_DescriptorSetLayout
Definition: GraphicsPipeline.h:65
VkPipelineInputAssemblyStateCreateInfo m_InputAssemblyState
Definition: GraphicsPipeline.h:67
void CreateAttributes(Multisampler *t_Sampler)
Definition: GraphicsPipeline.cpp:35
Depth m_Depth
Definition: GraphicsPipeline.h:52
VkPipelineBindPoint m_PipelineBindPoint
Definition: GraphicsPipeline.h:61
A multi-sampler will allow us to enable MSAA.
Definition: MultiSampler.h:14
VkCullModeFlags GetCullMode() const
Definition: GraphicsPipeline.h:37
VkPrimitiveTopology GetTopology() const
Definition: GraphicsPipeline.h:35
VkFrontFace GetFrontFace() const
Definition: GraphicsPipeline.h:38
VkPipelineViewportStateCreateInfo m_ViewportState
Definition: GraphicsPipeline.h:72
Depth
Definition: GraphicsPipeline.h:12
const VkPipelineLayout & GetPipelineLayout() const
Definition: GraphicsPipeline.h:41
std::vector< Shader * > m_Shaders
Definition: GraphicsPipeline.h:48
GraphicsPipeline(std::vector< Shader *> t_Shaders, VkDevice t_LogicalDevice, VkPolygonMode t_Mode=VK_POLYGON_MODE_FILL, Depth t_Depth=Depth::ReadWrite, VkPrimitiveTopology t_Topology=VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, VkCullModeFlags t_CullMode=VK_CULL_MODE_BACK_BIT, VkFrontFace t_FrontFace=VK_FRONT_FACE_COUNTER_CLOCKWISE)
Definition: GraphicsPipeline.cpp:8
const std::vector< Shader * > GetShaders() const
Definition: GraphicsPipeline.h:32
VkPipelineLayout m_PipelineLayout
Definition: GraphicsPipeline.h:60
VkGraphicsPipelineCreateInfo m_PipelineCreateInfo
Definition: GraphicsPipeline.h:63
VkFrontFace m_FrontFace
Definition: GraphicsPipeline.h:56
VkPipelineVertexInputStateCreateInfo m_VertexInputStateCreateInfo
Definition: GraphicsPipeline.h:66
VkPipelineRasterizationStateCreateInfo m_RasterizationState
Definition: GraphicsPipeline.h:68
const VkPipeline & GetPipeline() const
Definition: GraphicsPipeline.h:40
void CreateGraphicsPipeline(VkRenderPass &t_RenderPass, Multisampler *t_Sampler)
Definition: GraphicsPipeline.cpp:96
VkCullModeFlags m_CullMode
Definition: GraphicsPipeline.h:55
VkPolygonMode GetPolygonMode() const
Definition: GraphicsPipeline.h:36
VkPipelineDynamicStateCreateInfo m_DynamicState
Definition: GraphicsPipeline.h:74
void BindGraphicsPipeline(const VkCommandBuffer &t_CommandBuffer)
Definition: GraphicsPipeline.cpp:30
VkPolygonMode m_PolygonMode
Definition: GraphicsPipeline.h:54
~GraphicsPipeline()
Definition: GraphicsPipeline.cpp:151
VkDevice m_Device
Definition: GraphicsPipeline.h:50