Add initial support for shader binding sets (WIP)

This commit is contained in:
Jérôme Leclercq
2021-06-14 22:35:05 +02:00
parent 815a7b0c62
commit f22b501e25
53 changed files with 885 additions and 511 deletions

View File

@@ -13,42 +13,39 @@
#include <vulkan/vulkan_core.h>
#include <string>
namespace Nz
namespace Nz::Vk
{
namespace Vk
template<typename C, typename VkType, typename CreateInfo, VkObjectType ObjectType>
class DeviceObject
{
template<typename C, typename VkType, typename CreateInfo, VkObjectType ObjectType>
class DeviceObject
{
public:
DeviceObject();
DeviceObject(const DeviceObject&) = delete;
DeviceObject(DeviceObject&& object) noexcept;
~DeviceObject();
public:
DeviceObject();
DeviceObject(const DeviceObject&) = delete;
DeviceObject(DeviceObject&& object) noexcept;
~DeviceObject();
bool Create(Device& device, const CreateInfo& createInfo, const VkAllocationCallbacks* allocator = nullptr);
void Destroy();
bool Create(Device& device, const CreateInfo& createInfo, const VkAllocationCallbacks* allocator = nullptr);
void Destroy();
bool IsValid() const;
bool IsValid() const;
Device* GetDevice() const;
VkResult GetLastErrorCode() const;
Device* GetDevice() const;
VkResult GetLastErrorCode() const;
void SetDebugName(const char* name);
void SetDebugName(const std::string& name);
void SetDebugName(const char* name);
void SetDebugName(const std::string& name);
DeviceObject& operator=(const DeviceObject&) = delete;
DeviceObject& operator=(DeviceObject&& object) noexcept;
DeviceObject& operator=(const DeviceObject&) = delete;
DeviceObject& operator=(DeviceObject&& object) noexcept;
operator VkType() const;
operator VkType() const;
protected:
MovablePtr<Device> m_device;
VkAllocationCallbacks m_allocator;
VkType m_handle;
mutable VkResult m_lastErrorCode;
};
}
protected:
MovablePtr<Device> m_device;
VkAllocationCallbacks m_allocator;
VkType m_handle;
mutable VkResult m_lastErrorCode;
};
}
#include <Nazara/VulkanRenderer/Wrapper/DeviceObject.inl>