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vke.GraphicPipelineConfig
Jean-Philippe Bruyère edited this page Feb 2, 2020
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Graphic pipeline config is a helper class used to construct configurations to create pipelines. This class has some facilities for chaining multiple pipelines creations that have small differencies in their configurations.
namespace: vke
GraphicPipelineConfig
public class GraphicPipelineConfig
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GraphicPipelineConfig () |
Default constructor. Prefer the static 'CreateDefault' method to start with a classic default configuration for rendering. |
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Samples |
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void AddShader(VkShaderStageFlags _stageFlags, string _spirvPath, SpecializationInfo specializationInfo=null, string _entryPoint="main") |
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void AddVertex< T >(uint binding=0, VkVertexInputRate inputRate=VkVertexInputRate.Vertex) |
Automatically configure Attribute for that binding. |
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void AddVertexAttributes(uint binding, params VkFormat[] attribsDesc) |
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void AddVertexBinding(uint binding, uint stride, VkVertexInputRate inputRate=VkVertexInputRate.Vertex) |
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void AddVertexBinding< T >(uint binding=0, VkVertexInputRate inputRate=VkVertexInputRate.Vertex) |
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GraphicPipelineConfig CreateDefault(VkPrimitiveTopology topology=VkPrimitiveTopology.TriangleList, VkSampleCountFlags samples=VkSampleCountFlags.SampleCount1, bool depthTestEnabled=true, int width=-1, int height=-1) |
Create a default pipeline configuration with viewport and scissor as dynamic states. One blend attachment is added automatically with blending disabled. (cfg.blendAttachments[0]) If width and height parameter are omitted viewport and scissor dynamic states are automatically added, else a viewport and a vkrect2d are added to the viewport and scissor lists. |
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void ResetShaders() |
Resets shaders in current config to ease reause of current 'GraphicPipelineConfig for creating another similar pipeline with different shaders. |
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void ResetShadersAndVerticesInfos() |
Resets shaders and vertices in current configuration to ease reuse of current 'GraphicPipelineConfig ' for creating another pipeline. |
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