ULRE/example/Vulkan/VKPipeline.cpp

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2019-04-18 16:38:58 +08:00
#include"VKPipeline.h"
#include"VKShader.h"
#include"VKVertexInput.h"
VK_NAMESPACE_BEGIN
bool PipelineCreater::Set(const Shader *s)
{
if(!s)return(false);
//未来这里需要增加是否有vs/fs的检测
shader=s;
pipelineInfo.stageCount=shader->GetCount();
pipelineInfo.pStages=shader->GetStages();
return(true);
}
bool PipelineCreater::Set(const VertexInput *vi)
{
if(!vi)return(false);
vertex_input=vi;
vis_create_info=vertex_input->GetPipelineVertexInputStateCreateInfo();
pipelineInfo.pVertexInputState=&vis_create_info;
return(true);
}
Pipeline *PipelineCreater::Create()
{
//pipelineInfo.pInputAssemblyState = &inputAssembly;
//pipelineInfo.pViewportState = &viewportState;
//pipelineInfo.pRasterizationState = &rasterizer;
//pipelineInfo.pMultisampleState = &multisampling;
//pipelineInfo.pColorBlendState = &colorBlending;
//pipelineInfo.layout = pipelineLayout;
//pipelineInfo.renderPass = renderPass;
//pipelineInfo.subpass = 0;
//pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
//VkPipeline graphicsPipeline;
//if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS) {
// throw std::runtime_error("failed to create graphics pipeline!");
//}
return(nullptr);
}
VK_NAMESPACE_END