#pragma once #include "renderpass.hpp" #include "vk-api.hpp" #include class Texture; class Buffer; class ComputeRenderpass : public Renderpass { public: ComputeRenderpass(vkapi& api) : Renderpass(api) {} void set_pipeline(std::string& shader_name) override final; void set_dispatch_size(size_t count_x, size_t count_y, size_t count_z); void set_ouput_texture(Texture* ouput_texture); void set_constant(off_t offset, uint64_t* constant); void set_constant(off_t offset, Texture* texture); void set_constant(off_t offset, Buffer* buffer); // TODO: Do not use vulkan api type void execute(VkCommandBuffer command_buffer) override final; Texture* output_texture; private: std::vector input_textures; std::array constants; size_t group_count_x; size_t group_count_y; size_t group_count_z; };