light/modules/renderer/private/backend/vk/renderer/pass.hpp
light7734 16f3a80fd3
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feat(renderer): separate things into backend/frontend + major vk backend refactors
2025-10-04 22:08:19 +03:30

61 lines
1.2 KiB
C++

#pragma once
#include <assets/shader.hpp>
#include <memory/pointer_types/null_on_move.hpp>
#include <renderer/backend/vk/utils.hpp>
#include <renderer/frontend/context/context.hpp>
#include <renderer/frontend/renderer/pass.hpp>
namespace lt::renderer::vk {
class Pass: public IPass
{
public:
Pass(
IContext &context,
lt::assets::ShaderAsset vertex_shader,
lt::assets::ShaderAsset fragment_shader
);
~Pass() override;
Pass(Pass &&) = default;
Pass(const Pass &) = delete;
auto operator=(Pass &&) -> Pass & = default;
auto operator=(const Pass &) -> Pass & = delete;
void replace_swapchain(const ISwapchain &swapchain);
[[nodiscard]] auto get_pass() -> VkRenderPass
{
return m_pass;
}
[[nodiscard]] auto get_pipeline() -> VkPipeline
{
return m_pipeline;
}
[[nodiscard]] auto get_framebuffers() -> std::vector<VkFramebuffer> &
{
return m_framebuffers;
}
private:
auto create_module(lt::assets::Blob blob) -> VkShaderModule;
memory::NullOnMove<class Device *> m_device {};
VkRenderPass m_pass = VK_NULL_HANDLE;
VkPipeline m_pipeline = VK_NULL_HANDLE;
VkPipelineLayout m_layout = VK_NULL_HANDLE;
std::vector<VkFramebuffer> m_framebuffers;
};
} // namespace lt::renderer::vk