class
#include <VaultedVulkan/VV_Pipelines.hpp>
GraphicsPipeline Graphics pipelines consist of multiple shader stages, multiple fixed-function pipeline stages, and a pipeline layout.
Contents
Base classes
- class Pipeline
- A monolithic object describing the entire graphics, raytracing, or compute pipeline.
Public types
- using CreateInfo = Parent::Graphics::CreateInfo
Public static functions
-
static auto Create(const LogicalDevice& _device,
const Cache& _cache,
ui32 _createInfoCount,
const CreateInfo* _createInfos,
const Memory::
AllocationCallbacks* _allocator, DynamicArray<GraphicsPipeline>& _pipelines) -> EResult - Create multiple graphics pipelines that will be returned by the given dynamic array container of _pipelines.
Public functions
-
void Assign(const LogicalDevice& _device,
const Cache& _cache,
const Memory::
AllocationCallbacks* _allocator, Handle _handle) - Assign the logical device, cache, allocator and handle to the graphics pipeline.
- auto Create(const CreateInfo& _info) -> EResult
- Create a graphics pipeline.
- auto Create(const LogicalDevice& _device, const CreateInfo& _info) -> EResult
- Create a graphics pipeline (logical device specified).
- auto Create(const LogicalDevice& _device, const Cache& _cache, const CreateInfo& _info) -> EResult
- Create a graphics pipeline (logical device and cache specified).
-
auto Create(const LogicalDevice& _device,
const Cache& _cache,
CreateInfo& _info,
const Memory::
AllocationCallbacks* _allocator) -> EResult - Create a graphics pipeline (logical device, cache, and allocator specified).