Pipeline Handles
DethRaid opened this issue · comments
We want pipeline handles
Currently pipelines go through a cringe system where you make a pipeline builder, set a bunch of state, then call build and get a Pipeline object. This object is large and cringe. Instead, we should get a PipelineHandle
PipelineHandles point to the real pipelines. The command buffer can retrieve the real object when you bind it, this is fine. There's a few benefits, though. One major one is uniformity with TextureHandle and BufferHandle. Another is shader hot reload. The backend Pipeline storage thing can save the create info, such that it can reload the shader files, recompile them, and build new VkPipelines from them - all at the press of a button
Fixed in 8723e76 I think