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// vk-pipeline-state.h
#pragma once
#include "vk-base.h"
namespace gfx
{
using namespace Slang;
namespace vk
{
class PipelineStateImpl : public PipelineStateBase
{
public:
PipelineStateImpl(DeviceImpl* device);
~PipelineStateImpl();
// Turns `m_device` into a strong reference.
// This method should be called before returning the pipeline state object to
// external users (i.e. via an `IPipelineState` pointer).
void establishStrongDeviceReference();
virtual void comFree() override;
void init(const GraphicsPipelineStateDesc& inDesc);
void init(const ComputePipelineStateDesc& inDesc);
void init(const RayTracingPipelineStateDesc& inDesc);
Result createVKGraphicsPipelineState();
Result createVKComputePipelineState();
virtual Result ensureAPIPipelineStateCreated() override;
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) override;
BreakableReference<DeviceImpl> m_device;
VkPipeline m_pipeline = VK_NULL_HANDLE;
};
class RayTracingPipelineStateImpl : public PipelineStateImpl
{
public:
Dictionary<String, Index> shaderGroupNameToIndex;
Int shaderGroupCount;
RayTracingPipelineStateImpl(DeviceImpl* device);
uint32_t findEntryPointIndexByName(
const Dictionary<String, Index>& entryPointNameToIndex,
const char* name);
Result createVKRayTracingPipelineState();
virtual Result ensureAPIPipelineStateCreated() override;
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) override;
};
} // namespace vk
} // namespace gfx
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