Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
namespace nvvkhl {
struct PipelineContainer // Small multi-pipeline container
{
std::vector<VkPipeline> plines;
VkPipelineLayout layout{VK_NULL_HANDLE};
void destroy(VkDevice device)
{
for(auto& p : plines)
{
vkDestroyPipeline(device, p, nullptr);
}
vkDestroyPipelineLayout(device, layout, nullptr);
plines.clear();
layout = VK_NULL_HANDLE;
}
};
} // namespace nvvkhl