Quake-III-Arena-VS/source/engine/renderer/vk_resource_manager.h

41 lines
1.6 KiB
C++

#pragma once
#include "vk_utils.h"
#include <vector>
class Resource_Manager {
public:
void initialize(VkDevice device);
void release_resources();
VkSemaphore create_semaphore();
VkCommandPool create_command_pool(const VkCommandPoolCreateInfo& desc);
VkDescriptorPool create_descriptor_pool(const VkDescriptorPoolCreateInfo& desc);
VkBuffer create_buffer(const VkBufferCreateInfo& desc);
VkImage create_image(const VkImageCreateInfo& desc);
VkImageView create_image_view(const VkImageViewCreateInfo& desc);
VkSampler create_sampler(const VkSamplerCreateInfo& desc);
VkRenderPass create_render_pass(const VkRenderPassCreateInfo& desc);
VkFramebuffer create_framebuffer(const VkFramebufferCreateInfo& desc);
VkDescriptorSetLayout create_descriptor_set_layout(const VkDescriptorSetLayoutCreateInfo& desc);
VkPipelineLayout create_pipeline_layout(const VkPipelineLayoutCreateInfo& desc);
VkPipeline create_graphics_pipeline(const VkGraphicsPipelineCreateInfo& desc);
private:
VkDevice device = VK_NULL_HANDLE;
std::vector<VkSemaphore> semaphores;
std::vector<VkCommandPool> command_pools;
std::vector<VkDescriptorPool> descriptor_pools;
std::vector<VkBuffer> buffers;
std::vector<VkImage> images;
std::vector<VkImageView> image_views;
std::vector<VkSampler> samplers;
std::vector<VkDescriptorSetLayout> descriptor_set_layouts;
std::vector<VkRenderPass> render_passes;
std::vector<VkFramebuffer> framebuffers;
std::vector<VkPipelineLayout> pipeline_layouts;
std::vector<VkPipeline> graphics_pipelines;
};
Resource_Manager* get_resource_manager();