Add ShaderBinding

This commit is contained in:
Lynix
2020-03-26 21:19:46 +01:00
parent 874130efd4
commit 1dc0ed8e94
14 changed files with 265 additions and 150 deletions

View File

@@ -10,6 +10,7 @@
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Renderer/RenderPipelineLayout.hpp>
#include <Nazara/VulkanRenderer/Config.hpp>
#include <Nazara/VulkanRenderer/VulkanShaderBinding.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Device.hpp>
#include <Nazara/VulkanRenderer/Wrapper/DescriptorPool.hpp>
#include <Nazara/VulkanRenderer/Wrapper/DescriptorSet.hpp>
@@ -25,10 +26,12 @@ namespace Nz
VulkanRenderPipelineLayout() = default;
~VulkanRenderPipelineLayout() = default;
Vk::DescriptorSet AllocateDescriptorSet();
VulkanShaderBinding& AllocateShaderBinding() override;
bool Create(Vk::Device& device, RenderPipelineLayoutInfo layoutInfo);
inline Vk::Device* GetDevice() const;
inline const Vk::DescriptorSetLayout& GetDescriptorSetLayout() const;
inline const Vk::PipelineLayout& GetPipelineLayout() const;
@@ -36,6 +39,7 @@ namespace Nz
struct DescriptorPool
{
Vk::DescriptorPool descriptorPool;
std::vector<VulkanShaderBinding> allocatedSets;
};
MovablePtr<Vk::Device> m_device;