Add initial support for compute pipelines
This commit is contained in:
committed by
Jérôme Leclercq
parent
e4064997d8
commit
9578ba3ef5
@@ -20,6 +20,7 @@
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namespace Nz
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{
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class ComputePipeline;
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class Framebuffer;
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class RenderPass;
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class RenderPipeline;
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@@ -42,8 +43,9 @@ namespace Nz
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inline void BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, const Recti& renderRect);
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inline void BeginRenderPass(const Framebuffer& framebuffer, const RenderPass& renderPass, const Recti& renderRect, std::initializer_list<ClearValues> clearValues);
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virtual void BindComputePipeline(const ComputePipeline& pipeline) = 0;
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virtual void BindIndexBuffer(const RenderBuffer& indexBuffer, IndexType indexType, UInt64 offset = 0) = 0;
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virtual void BindPipeline(const RenderPipeline& pipeline) = 0;
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virtual void BindRenderPipeline(const RenderPipeline& pipeline) = 0;
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virtual void BindShaderBinding(UInt32 set, const ShaderBinding& binding) = 0;
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virtual void BindShaderBinding(const RenderPipelineLayout& pipelineLayout, UInt32 set, const ShaderBinding& binding) = 0;
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virtual void BindVertexBuffer(UInt32 binding, const RenderBuffer& vertexBuffer, UInt64 offset = 0) = 0;
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@@ -59,6 +61,8 @@ namespace Nz
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virtual void Draw(UInt32 vertexCount, UInt32 instanceCount = 1, UInt32 firstVertex = 0, UInt32 firstInstance = 0) = 0;
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virtual void DrawIndexed(UInt32 indexCount, UInt32 instanceCount = 1, UInt32 firstIndex = 0, UInt32 firstInstance = 0) = 0;
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virtual void Dispatch(UInt32 workgroupX, UInt32 workgroupY, UInt32 workgroupZ) = 0;
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virtual void EndDebugRegion() = 0;
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virtual void EndRenderPass() = 0;
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