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#ifndef Magnum_Vk_MeshLayout_h
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#define Magnum_Vk_MeshLayout_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Vk::MeshLayout, enum @ref Magnum::Vk::MeshPrimitive, function @ref Magnum::Vk::hasMeshPrimitive(), @ref Magnum::Vk::meshPrimitive()
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* @m_since_latest
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*/
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#include <Corrade/Containers/Pointer.h>
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#include "Magnum/Tags.h"
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#include "Magnum/Vk/Vk.h"
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#include "Magnum/Vk/Vulkan.h"
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#include "Magnum/Vk/visibility.h"
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namespace Magnum { namespace Vk {
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/* About naming -- I wonder why Vulkan tries *so hard* to avoid naming anything
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a "mesh". It would so nicely group things togehter BUT NO, there's primitive
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topology, and vertex input state, and input assembly and ugh. */
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/**
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@brief Mesh primitive
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@m_since_latest
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Wraps a @type_vk_keyword{PrimitiveTopology}.
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@m_enum_values_as_keywords
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@see @ref Magnum::MeshPrimitive, @ref hasMeshPrimitive(), @ref meshPrimitive(),
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@ref MeshLayout
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*/
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enum class MeshPrimitive: Int {
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/* The _LIST seems too verbose and looks like Vulkan naming got inspired by
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D3D here. I'm omitting those since it's unnecessary verbosity, Metal
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doesn't have those either. GL had the naming right. */
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/** Single points. */
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Points = VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
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/**
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* Each pair of vertices defines a single line, lines aren't
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* connected together.
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*/
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Lines = VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
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/**
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* First two vertices define first line segment, each following
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* vertex defines another segment.
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*/
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LineStrip = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
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/** Each three vertices define one triangle. */
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Triangles = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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/**
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* First three vertices define first triangle, each following
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* vertex defines another triangle.
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*/
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TriangleStrip = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
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/**
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* First vertex is center, each following vertex is connected to
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* previous and center vertex.
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* @requires_vk_feature @ref DeviceFeature::TriangleFans if the
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* @vk_extension{KHR,portability_subset} extension is present
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*/
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TriangleFan = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
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/**
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* Lines with adjacency information.
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* @requires_vk_feature @ref DeviceFeature::GeometryShader
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*/
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LinesAdjacency = VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
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/**
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* Line strip with adjacency information.
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* @requires_vk_feature @ref DeviceFeature::GeometryShader
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*/
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LineStripAdjacency = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY,
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/**
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* Triangles with adjacency information.
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* @requires_vk_feature @ref DeviceFeature::GeometryShader
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*/
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TrianglesAdjacency = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY,
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/**
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* Triangle strip with adjacency information.
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* @requires_vk_feature @ref DeviceFeature::GeometryShader
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*/
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TriangleStripAdjacency = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY,
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/**
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* Patches.
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* @requires_vk_feature @ref DeviceFeature::TessellationShader
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*/
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Patches = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST
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};
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/**
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@debugoperatorenum{MeshPrimitive}
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@m_since_latest
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*/
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MAGNUM_VK_EXPORT Debug& operator<<(Debug& debug, MeshPrimitive value);
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/**
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@brief Check availability of a generic mesh primitive
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@m_since_latest
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In particular, Vulkan doesn't support the @ref MeshPrimitive::LineLoop
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primitive. Returns @cpp false @ce if Vulkan doesn't support such primitive,
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@cpp true @ce otherwise. Moreover, returns @cpp true @ce also for all types
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that are @ref isMeshPrimitiveImplementationSpecific(). The @p primitive value
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is expected to be valid.
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@note Support of some types depends on presence of a particular Vulkan
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extension. Such check is outside of the scope of this function and you are
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expected to verify extension availability before using such type.
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@see @ref meshPrimitive()
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*/
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MAGNUM_VK_EXPORT bool hasMeshPrimitive(Magnum::MeshPrimitive primitive);
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/**
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@brief Convert generic mesh primitive to Vulkan mesh primitive
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@m_since_latest
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In case @ref isMeshPrimitiveImplementationSpecific() returns @cpp false @ce for
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@p primitive, maps it to a corresponding Vulkan primitive topology. In case
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@ref isMeshPrimitiveImplementationSpecific() returns @cpp true @ce, assumes
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@p primitive stores a Vulkan-specific primitive topology and returns
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@ref meshPrimitiveUnwrap() cast to @type_vk{PrimitiveTopology}.
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Not all generic mesh primitives have a Vulkan equivalent and this function
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expects that given primitive is available. Use @ref hasMeshPrimitive() to query
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availability of given primitive.
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@see @ref vkIndexType()
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*/
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MAGNUM_VK_EXPORT MeshPrimitive meshPrimitive(Magnum::MeshPrimitive primitive);
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/**
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@brief Mesh layout
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@m_since_latest
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Wraps a
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- @type_vk_keyword{VertexInputBindingDescription},
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- @type_vk_keyword{VertexInputAttributeDescription},
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- @type_vk_keyword{PipelineVertexInputStateCreateInfo},
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- @type_vk_keyword{PipelineInputAssemblyStateCreateInfo},
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- @type_vk_keyword{VertexInputBindingDivisorDescriptionEXT} and
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- @type_vk_keyword{PipelineVertexInputDivisorStateCreateInfoEXT},
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@m_class{m-noindent}
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describing how vertex attributes are organized in buffers and what's the layout
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of each attribute. Used as an input for creating a
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@ref Vk-Pipeline-creation-rasterization "rasterization pipeline".
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@section Vk-MeshLayout-usage Usage
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As an example let's assume a shader expects positions, texture coordinates and
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normals in locations @cpp 0 @ce, @cpp 1 @ce and @cpp 5 @ce, respectively. If
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we'd have them stored interleaved in a single buffer, the layout description
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could look like this:
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@snippet MagnumVk.cpp MeshLayout-usage
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The `BufferBinding` is then subsequently used as a binding index for a concrete
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vertex buffer when drawing.
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@subsection Vk-MeshLayout-usage-comparison Layout comparison
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Because a @ref Pipeline is tied to a particular mesh layout (apart from certain
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aspects that can be controlled via dynamic state), new pipelines should be
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created only when the layout is actually different. For that, the class
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provides a @ref operator==(), which returns @cpp true @ce when the two layouts
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match.
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@todo provide a hash function
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*/
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class MAGNUM_VK_EXPORT MeshLayout {
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public:
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/**
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* @brief Constructor
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* @param primitive Mesh primitive
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*
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* The following @type_vk{PipelineVertexInputStateCreateInfo} fields
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* are pre-filled in addition to `sType`, everything else is
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* zero-filled:
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*
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* - <em>(none)</em>
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*
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* The following @type_vk{PipelineInputAssemblyStateCreateInfo} fields
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* are pre-filled in addition to `sType`, everything else is
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* zero-filled:
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*
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* - `topology` to @p primitive
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*
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* @see @ref vkPipelineVertexInputStateCreateInfo(),
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* @ref vkPipelineInputAssemblyStateCreateInfo()
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*/
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explicit MeshLayout(MeshPrimitive primitive);
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/** @overload */
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explicit MeshLayout(Magnum::MeshPrimitive primitive);
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/**
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* @brief Construct without initializing the contents
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*
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* Note that not even the `sType` fields are set --- the structures
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* have to be fully initialized afterwards in order to be usable.
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*/
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explicit MeshLayout(NoInitT) noexcept;
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/**
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* @brief Construct from existing data
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*
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* Copies the existing values verbatim, pointers are kept unchanged
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* without taking over the ownership. Modifying the newly created
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* instance will not modify the original data nor the pointed-to data.
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*/
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explicit MeshLayout(const VkPipelineVertexInputStateCreateInfo& vertexInfo, const VkPipelineInputAssemblyStateCreateInfo& assemblyInfo);
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/** @brief Copying is not allowed */
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MeshLayout(const MeshLayout&) = delete;
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/** @brief Move constructor */
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MeshLayout(MeshLayout&& other) noexcept;
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~MeshLayout();
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/** @brief Copying is not allowed */
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MeshLayout& operator=(const MeshLayout&) = delete;
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/** @brief Move assignment */
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MeshLayout& operator=(MeshLayout&& other) noexcept;
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/**
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* @brief Equality comparison
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*
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* Expects that neither instance has external `pNext` or other data
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* pointers, as otherwise the implementation would have to be too
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* complex and slow --- in short that means all bindings and attributes
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* should be added via @ref addBinding(), @ref addInstancedBinding()
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* and @ref addAttribute(), not by conversion from raw Vulkan
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* structures or by direct editing of the underlying data.
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*
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* Given that @ref addBinding(), @ref addInstancedBinding() and
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* @ref addAttribute() enforce monotonically increasing order,
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* comparison is simple with a @f$ \mathcal{O}(n) @f$ complexity in the
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* total number of bindings and attachments.
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*/
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bool operator==(const MeshLayout& other) const;
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/**
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* @brief Non-equality comparison
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*
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* Inverse of @ref operator==(), see its documentation for more
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* information.
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*/
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bool operator!=(const MeshLayout& other) const {
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return !operator==(other);
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}
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/**
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* @brief Add a buffer binding
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* @param binding Binding index, to which a buffer subrange will be
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* bound when drawing the mesh. Has to be unique among all
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* @ref addBinding() and @ref addInstancedBinding() calls, and
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* monotonically increasing in order to make the layouts
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* efficiently comparable.
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* @param stride Binding stride, in bytes
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* @return Reference to self (for method chaining)
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*
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* Adds a new @type_vk{VertexInputBindingDescription} structure to
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* @ref vkPipelineVertexInputStateCreateInfo() with the following
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* fields set:
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*
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* - `binding`
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* - `stride`
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* - `inputRate` to @val_vk{VERTEX_INPUT_RATE_VERTEX,VertexInputRate}
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*
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* @see @ref addInstancedBinding()
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*/
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MeshLayout& addBinding(UnsignedInt binding, UnsignedInt stride) &;
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/** @overload */
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MeshLayout&& addBinding(UnsignedInt binding, UnsignedInt stride) &&;
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/**
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* @brief Add an instanced buffer binding
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* @param binding Binding index, to which a buffer subrange will be
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* bound when drawing the mesh. Has to be unique among all
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* @ref addBinding() and @ref addInstancedBinding() calls, and
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* monotonically increasing in order to make the layouts
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* efficiently comparable.
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* @param stride Binding stride, in bytes
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* @param divisor Attribute divisor. @cpp 1 @ce means the attribute
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* will be advanced for each instance, larger values will mean
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* `n` instances will be drawn using the same attribute,
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* @cpp 0 @ce will make all instances use a single attribute
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* (which is effectively the same as setting @p divisor to
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* instance count).
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* @return Reference to self (for method chaining)
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*
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* Compared to @ref addBinding(), sets `inputRate` to
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* @val_vk{VERTEX_INPUT_RATE_INSTANCE,VertexInputRate}. If @p divisor
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* is not @cpp 1 @ce, a new
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* @type_vk{VertexInputBindingDivisorDescriptionEXT} structure is added
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* to @type_vk{PipelineVertexInputDivisorStateCreateInfoEXT} which is
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* then referenced from the `pNext` chain of
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* @ref vkPipelineVertexInputStateCreateInfo(), with the following
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* fields set:
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*
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* - `binding`
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* - `divisor`
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*
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* <b></b>
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*
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* @requires_vk_feature @ref DeviceFeature::VertexAttributeInstanceRateDivisor
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* if @p divisor isn't `1`
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* @requires_vk_feature @ref DeviceFeature::VertexAttributeInstanceRateZeroDivisor
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* if @p divisor is `0`
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*/
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MeshLayout& addInstancedBinding(UnsignedInt binding, UnsignedInt stride, UnsignedInt divisor = 1) &;
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/** @overload */
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MeshLayout&& addInstancedBinding(UnsignedInt binding, UnsignedInt stride, UnsignedInt divisor = 1) &&;
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/**
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* @brief Add an attribute
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* @param location Attribute location, matching a shader input.
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* Has to be monotonically increasing in order to make the layouts
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* efficiently comparable.
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* @param binding Binding index, corresponding to the @p binding
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* parameter of one of the @ref addBinding() /
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* @ref addInstancedBinding() calls.
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* @param format Vertex format
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* @param offset Attribute offset in bytes inside @p stride of
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* given @p binding
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* @return Reference to self (for method chaining)
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*
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* Adds a new @type_vk{VertexInputAttributeDescription} structure to
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* @ref vkPipelineVertexInputStateCreateInfo() with the following
|
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|
|
* fields set:
|
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|
|
*
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* - `location`
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|
|
* - `binding`
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* - `format`
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|
* - `offset`
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|
|
*/
|
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|
|
MeshLayout& addAttribute(UnsignedInt location, UnsignedInt binding, VertexFormat format, UnsignedInt offset) &;
|
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|
|
/** @overload */
|
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|
|
MeshLayout&& addAttribute(UnsignedInt location, UnsignedInt binding, VertexFormat format, UnsignedInt offset) &&;
|
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|
|
|
/** @overload */
|
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|
|
MeshLayout& addAttribute(UnsignedInt location, UnsignedInt binding, Magnum::VertexFormat format, UnsignedInt offset) &;
|
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|
|
|
/** @overload */
|
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|
|
MeshLayout&& addAttribute(UnsignedInt location, UnsignedInt binding, Magnum::VertexFormat format, UnsignedInt offset) &&;
|
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|
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|
|
/** @brief Underlying @type_vk{PipelineVertexInputStateCreateInfo} structure */
|
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|
|
|
VkPipelineVertexInputStateCreateInfo& vkPipelineVertexInputStateCreateInfo() {
|
|
|
|
|
return _vertexInfo;
|
|
|
|
|
}
|
|
|
|
|
/** @overload */
|
|
|
|
|
const VkPipelineVertexInputStateCreateInfo& vkPipelineVertexInputStateCreateInfo() const {
|
|
|
|
|
return _vertexInfo;
|
|
|
|
|
}
|
|
|
|
|
/** @overload */
|
|
|
|
|
operator const VkPipelineVertexInputStateCreateInfo*() const {
|
|
|
|
|
return &_vertexInfo;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Underlying @type_vk{PipelineInputAssemblyStateCreateInfo} structure
|
|
|
|
|
*
|
|
|
|
|
* If @ref addInstancedBinding() was called with @p divisor different
|
|
|
|
|
* than @cpp 0 @ce, the `pNext` chain contains the
|
|
|
|
|
* @type_vk{PipelineVertexInputDivisorStateCreateInfoEXT} structure.
|
|
|
|
|
*/
|
|
|
|
|
VkPipelineInputAssemblyStateCreateInfo& vkPipelineInputAssemblyStateCreateInfo() {
|
|
|
|
|
return _assemblyInfo;
|
|
|
|
|
}
|
|
|
|
|
/** @overload */
|
|
|
|
|
const VkPipelineInputAssemblyStateCreateInfo& vkPipelineInputAssemblyStateCreateInfo() const {
|
|
|
|
|
return _assemblyInfo;
|
|
|
|
|
}
|
|
|
|
|
/** @overload */
|
|
|
|
|
operator const VkPipelineInputAssemblyStateCreateInfo*() const {
|
|
|
|
|
return &_assemblyInfo;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
#ifndef CORRADE_NO_ASSERT
|
|
|
|
|
MAGNUM_VK_LOCAL bool hasNoExternalPointers() const;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
VkPipelineVertexInputStateCreateInfo _vertexInfo;
|
|
|
|
|
VkPipelineInputAssemblyStateCreateInfo _assemblyInfo;
|
|
|
|
|
|
|
|
|
|
struct State;
|
|
|
|
|
Containers::Pointer<State> _state;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|