vk_graphics_pipeline: Initial implementation

This abstractio represents the state of the 3D engine at a given draw.
Instead of changing individual bits of the pipeline how it's done in
APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put
everything together into a single, immutable object.

It takes advantage of the few dynamic states Vulkan offers.
This commit is contained in:
ReinUsesLisp
2020-01-06 21:29:13 -03:00
parent dc96a59fa0
commit 2effdeb924
4 changed files with 395 additions and 0 deletions

View File

@ -161,6 +161,8 @@ if (ENABLE_VULKAN)
renderer_vulkan/vk_descriptor_pool.h
renderer_vulkan/vk_device.cpp
renderer_vulkan/vk_device.h
renderer_vulkan/vk_graphics_pipeline.cpp
renderer_vulkan/vk_graphics_pipeline.h
renderer_vulkan/vk_image.cpp
renderer_vulkan/vk_image.h
renderer_vulkan/vk_memory_manager.cpp