15 #include <vsg/state/BindDescriptorSet.h>
16 #include <vsg/state/ColorBlendState.h>
17 #include <vsg/state/DepthStencilState.h>
18 #include <vsg/state/DescriptorBuffer.h>
19 #include <vsg/state/DescriptorImage.h>
20 #include <vsg/state/DescriptorSetLayout.h>
21 #include <vsg/state/DynamicState.h>
22 #include <vsg/state/GraphicsPipeline.h>
23 #include <vsg/state/InputAssemblyState.h>
24 #include <vsg/state/MultisampleState.h>
25 #include <vsg/state/RasterizationState.h>
26 #include <vsg/state/TessellationState.h>
27 #include <vsg/state/VertexInputState.h>
28 #include <vsg/state/ViewportState.h>
29 #include <vsg/utils/ShaderSet.h>
52 uint32_t baseAttributeBinding = 0;
58 bool enableArray(
const std::string& name, VkVertexInputRate vertexInputRate, uint32_t stride, VkFormat format = VK_FORMAT_UNDEFINED);
59 bool enableTexture(
const std::string& name);
60 bool enableUniform(
const std::string& name);
62 bool assignArray(DataList& arrays,
const std::string& name, VkVertexInputRate vertexInputRate,
ref_ptr<Data> array);
64 bool assignUniform(Descriptors& descriptors,
const std::string& name,
ref_ptr<Data> data = {});
68 vsg::DescriptorSetLayoutBindings descriptorBindings;
89 bool blending =
false;
90 bool two_sided =
false;
93 bool assignUniform(
const std::string& name,
ref_ptr<Data> data = {});
99 Descriptors descriptors;
100 std::set<std::string> defines;
101 DescriptorSetLayoutBindings descriptorBindings;
DescriptorConfigurator utility provides a means of setting up descriptors using ShaderSet as a guide ...
Definition: GraphicsPipelineConfigurator.h:84
GraphicsPipelineConfigurator utility provides a means of setting up state and geometry using ShaderSe...
Definition: GraphicsPipelineConfigurator.h:36
int compare(const Object &rhs) const override
compare two objects, return -1 if this object is less than rhs, return 0 if it's equal,...