Nebula
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pipeline.h
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1#pragma once
2//------------------------------------------------------------------------------
10//------------------------------------------------------------------------------
11#include "shader.h"
12#include "pass.h"
13namespace CoreGraphics
14{
15
17
25
29void DestroyGraphicsPipeline(const PipelineId pipeline);
30
37
42
43} // namespace CoreGraphics
Nebula's dynamic array class.
Definition array.h:60
#define ID_24_8_TYPE(x)
Definition id.h:132
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH.
Definition accelerationstructure.h:24
void DestroyRaytracingPipeline(const PipelineRayTracingTable &table)
Destroy raytracing pipeline.
Definition vkpipeline.cc:407
PipelineId CreateGraphicsPipeline(const PipelineCreateInfo &info)
Create new pipeline.
Definition vkpipeline.cc:25
const PipelineRayTracingTable CreateRaytracingPipeline(const Util::Array< CoreGraphics::ShaderProgramId > programs)
Create raytacing pipeline using multiple shader programs.
Definition vkpipeline.cc:100
void DestroyGraphicsPipeline(const PipelineId pipeline)
Destroy pipeline.
Definition vkpipeline.cc:87
A shader represents an entire shader resource, containing several stages and programs.
Definition buffer.h:23
Definition pass.h:28
Definition pipeline.h:19
CoreGraphics::ShaderProgramId shader
Definition pipeline.h:20
uint subpass
Definition pipeline.h:22
CoreGraphics::InputAssemblyKey inputAssembly
Definition pipeline.h:23
CoreGraphics::PassId pass
Definition pipeline.h:21
Definition pipeline.h:16
CoreGraphics::RayDispatchTable table
Definition pipeline.h:35
CoreGraphics::BufferId raygenBindingBuffer
Definition pipeline.h:34
CoreGraphics::BufferId missBindingBuffer
Definition pipeline.h:34
CoreGraphics::BufferId callableBindingBuffer
Definition pipeline.h:34
CoreGraphics::PipelineId pipeline
Definition pipeline.h:33
CoreGraphics::BufferId hitBindingBuffer
Definition pipeline.h:34
Definition commandbuffer.h:308
unsigned int uint
Definition types.h:31
Definition config.h:24