dxvk/src/dxvk/dxvk_compute.h

56 lines
1.3 KiB
C++

#pragma once
#include "dxvk_shader.h"
#include "dxvk_resource.h"
namespace dxvk {
/**
* \brief Compute pipeline
*
* Stores a compute pipeline object and the corresponding
* pipeline layout. Unlike graphics pipelines, compute
* pipelines do not need to be recompiled against any sort
* of pipeline state.
*/
class DxvkComputePipeline : public DxvkResource {
public:
DxvkComputePipeline(
const Rc<vk::DeviceFn>& vkd,
const Rc<DxvkShader>& shader);
~DxvkComputePipeline();
/**
* \brief Descriptor set layout
*
* The descriptor set layout for this pipeline.
* Use this to allocate new descriptor sets.
* \returns The descriptor set layout
*/
VkDescriptorSetLayout descriptorSetLayout() const {
return m_descriptorSetLayout;
}
/**
* \brief Pipeline handle
* \returns Pipeline handle
*/
VkPipeline getPipelineHandle() const {
return m_pipeline;
}
private:
Rc<vk::DeviceFn> m_vkd;
VkDescriptorSetLayout m_descriptorSetLayout = VK_NULL_HANDLE;
VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
VkShaderModule m_module = VK_NULL_HANDLE;
VkPipeline m_pipeline = VK_NULL_HANDLE;
void destroyObjects();
};
}