#ifndef PIPELINE_HPP #define PIPELINE_HPP #include "core/commandbuffer.hpp" #include "core/shadermodule.hpp" #include "device.hpp" #include #include namespace LSFG::Core { /// /// C++ wrapper class for a Vulkan pipeline. /// /// This class manages the lifetime of a Vulkan pipeline. /// class Pipeline { public: Pipeline() noexcept = default; /// /// Create a compute pipeline. /// /// @param device Vulkan device /// @param shader Shader module to use for the pipeline. /// /// @throws LSFG::vulkan_error if object creation fails. /// Pipeline(const Device& device, const ShaderModule& shader); /// /// Bind the pipeline to a command buffer. /// /// @param commandBuffer Command buffer to bind the pipeline to. /// void bind(const CommandBuffer& commandBuffer) const; /// Get the Vulkan handle. [[nodiscard]] auto handle() const { return *this->pipeline; } /// Get the pipeline layout. [[nodiscard]] auto getLayout() const { return *this->layout; } /// Trivially copyable, moveable and destructible Pipeline(const Pipeline&) noexcept = default; Pipeline& operator=(const Pipeline&) noexcept = default; Pipeline(Pipeline&&) noexcept = default; Pipeline& operator=(Pipeline&&) noexcept = default; ~Pipeline() = default; private: std::shared_ptr pipeline; std::shared_ptr layout; }; } #endif // PIPELINE_HPP