Polyphase Game Engine
Loading...
Searching...
No Matches
PipelineState Struct Reference

#include <VulkanTypes.h>

Public Member Functions

 PipelineState ()
 
bool operator== (const PipelineState &other) const
 
size_t Hash () const
 

Public Attributes

ShadermVertexShader = nullptr
 
ShadermFragmentShader = nullptr
 
ShadermComputeShader = nullptr
 
VkRenderPass mRenderPass = VK_NULL_HANDLE
 
VertexType mVertexType = VertexType::Vertex
 
bool mRasterizerDiscard = false
 
VkPrimitiveTopology mPrimitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
 
VkPolygonMode mPolygonMode = VK_POLYGON_MODE_FILL
 
float mLineWidth = 1.0f
 
bool mDynamicLineWidth = false
 
VkCullModeFlags mCullMode = VK_CULL_MODE_BACK_BIT
 
VkFrontFace mFrontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE
 
float mDepthBias = 0.0f
 
bool mDepthTestEnabled = true
 
bool mDepthWriteEnabled = true
 
VkCompareOp mDepthCompareOp = VK_COMPARE_OP_LESS
 
bool mDepthBoundsEnabled = false
 
float mMinDepthBounds = 0.0f
 
float mMaxDepthBounds = 1.0f
 
bool mStencilTestEnabled = false
 
VkStencilOpState mStencilFront = {}
 
VkStencilOpState mStencilBack = {}
 
VkPipelineColorBlendAttachmentState mBlendStates [MAX_RENDER_TARGETS] = {}
 

Constructor & Destructor Documentation

◆ PipelineState()

PipelineState::PipelineState ( )
inline

Member Function Documentation

◆ Hash()

size_t PipelineState::Hash ( ) const

◆ operator==()

bool PipelineState::operator== ( const PipelineState other) const

Member Data Documentation

◆ mBlendStates

VkPipelineColorBlendAttachmentState PipelineState::mBlendStates[MAX_RENDER_TARGETS] = {}

◆ mComputeShader

Shader* PipelineState::mComputeShader = nullptr

◆ mCullMode

VkCullModeFlags PipelineState::mCullMode = VK_CULL_MODE_BACK_BIT

◆ mDepthBias

float PipelineState::mDepthBias = 0.0f

◆ mDepthBoundsEnabled

bool PipelineState::mDepthBoundsEnabled = false

◆ mDepthCompareOp

VkCompareOp PipelineState::mDepthCompareOp = VK_COMPARE_OP_LESS

◆ mDepthTestEnabled

bool PipelineState::mDepthTestEnabled = true

◆ mDepthWriteEnabled

bool PipelineState::mDepthWriteEnabled = true

◆ mDynamicLineWidth

bool PipelineState::mDynamicLineWidth = false

◆ mFragmentShader

Shader* PipelineState::mFragmentShader = nullptr

◆ mFrontFace

VkFrontFace PipelineState::mFrontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE

◆ mLineWidth

float PipelineState::mLineWidth = 1.0f

◆ mMaxDepthBounds

float PipelineState::mMaxDepthBounds = 1.0f

◆ mMinDepthBounds

float PipelineState::mMinDepthBounds = 0.0f

◆ mPolygonMode

VkPolygonMode PipelineState::mPolygonMode = VK_POLYGON_MODE_FILL

◆ mPrimitiveTopology

VkPrimitiveTopology PipelineState::mPrimitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST

◆ mRasterizerDiscard

bool PipelineState::mRasterizerDiscard = false

◆ mRenderPass

VkRenderPass PipelineState::mRenderPass = VK_NULL_HANDLE

◆ mStencilBack

VkStencilOpState PipelineState::mStencilBack = {}

◆ mStencilFront

VkStencilOpState PipelineState::mStencilFront = {}

◆ mStencilTestEnabled

bool PipelineState::mStencilTestEnabled = false

◆ mVertexShader

Shader* PipelineState::mVertexShader = nullptr

◆ mVertexType

VertexType PipelineState::mVertexType = VertexType::Vertex

The documentation for this struct was generated from the following files: