Progressia/desktop/graphics/vulkan_pipeline.cpp

222 lines
8.7 KiB
C++

#include "vulkan_pipeline.h"
#include "vulkan_adapter.h"
#include "vulkan_common.h"
#include "vulkan_descriptor_set.h"
#include "vulkan_render_pass.h"
namespace progressia::desktop {
Pipeline::Pipeline(Vulkan &vulkan) : vulkan(vulkan) {
auto &adapter = vulkan.getAdapter();
// Shaders
auto vertShader = createShaderModule(adapter.loadVertexShader());
auto fragShader = createShaderModule(adapter.loadFragmentShader());
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
vertShaderStageInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertShaderStageInfo.module = vertShader;
vertShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
fragShaderStageInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragShaderStageInfo.module = fragShader;
fragShaderStageInfo.pName = "main";
VkPipelineShaderStageCreateInfo shaderStages[] = {vertShaderStageInfo,
fragShaderStageInfo};
// Dynamic states
std::vector<VkDynamicState> dynamicStates = {VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamicState{};
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.dynamicStateCount =
static_cast<uint32_t>(dynamicStates.size());
dynamicState.pDynamicStates = dynamicStates.data();
auto bindingDescription = adapter.getVertexInputBindingDescription();
auto attributeDescriptions = adapter.getVertexInputAttributeDescriptions();
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
vertexInputInfo.sType =
VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertexInputInfo.vertexBindingDescriptionCount = 1;
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
vertexInputInfo.vertexAttributeDescriptionCount =
static_cast<uint32_t>(attributeDescriptions.size());
vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data();
// Input assembly
VkPipelineInputAssemblyStateCreateInfo inputAssembly{};
inputAssembly.sType =
VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
inputAssembly.primitiveRestartEnable = VK_FALSE;
// Viewport & scissor
VkPipelineViewportStateCreateInfo viewportState{};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.scissorCount = 1;
// Rasterizer
VkPipelineRasterizationStateCreateInfo rasterizer{};
rasterizer.sType =
VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.depthClampEnable = VK_FALSE;
rasterizer.rasterizerDiscardEnable = VK_FALSE;
rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
rasterizer.lineWidth = 1.0f;
rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rasterizer.depthBiasEnable = VK_FALSE;
rasterizer.depthBiasConstantFactor = 0.0f; // Optional
rasterizer.depthBiasClamp = 0.0f; // Optional
rasterizer.depthBiasSlopeFactor = 0.0f; // Optional
// Multisampling (disabled)
VkPipelineMultisampleStateCreateInfo multisampling{};
multisampling.sType =
VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.sampleShadingEnable = VK_FALSE;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
multisampling.minSampleShading = 1.0f; // Optional
multisampling.pSampleMask = nullptr; // Optional
multisampling.alphaToCoverageEnable = VK_FALSE; // Optional
multisampling.alphaToOneEnable = VK_FALSE; // Optional
// Depth testing
VkPipelineDepthStencilStateCreateInfo depthStencil{};
depthStencil.sType =
VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencil.depthTestEnable = VK_TRUE;
depthStencil.depthWriteEnable = VK_TRUE;
depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
depthStencil.depthBoundsTestEnable = VK_FALSE;
depthStencil.stencilTestEnable = VK_FALSE;
// Stencil testing (disabled)
// do nothing
// Color blending
VkPipelineColorBlendAttachmentState colorBlendAttachment{};
colorBlendAttachment.colorWriteMask =
VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT |
VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
colorBlendAttachment.blendEnable = VK_TRUE;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
colorBlendAttachment.dstColorBlendFactor =
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
VkPipelineColorBlendStateCreateInfo colorBlending{};
colorBlending.sType =
VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.logicOpEnable = VK_FALSE;
colorBlending.logicOp = VK_LOGIC_OP_COPY; // Optional
colorBlending.attachmentCount = 1;
colorBlending.pAttachments = &colorBlendAttachment;
colorBlending.blendConstants[0] = 0.0f; // Optional
colorBlending.blendConstants[1] = 0.0f; // Optional
colorBlending.blendConstants[2] = 0.0f; // Optional
colorBlending.blendConstants[3] = 0.0f; // Optional
// Pipeline
VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
auto layouts = vulkan.getAdapter().getUsedDSLayouts();
pipelineLayoutInfo.setLayoutCount = layouts.size();
pipelineLayoutInfo.pSetLayouts = layouts.data();
VkPushConstantRange pushConstantRange{};
pushConstantRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
pushConstantRange.offset = 0;
pushConstantRange.size = sizeof(glm::mat3x4);
pipelineLayoutInfo.pushConstantRangeCount = 1;
pipelineLayoutInfo.pPushConstantRanges = &pushConstantRange;
vulkan.handleVkResult("Could not create PipelineLayout",
vkCreatePipelineLayout(vulkan.getDevice(),
&pipelineLayoutInfo, nullptr,
&layout));
VkGraphicsPipelineCreateInfo pipelineInfo{};
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineInfo.stageCount = 2;
pipelineInfo.pStages = shaderStages;
pipelineInfo.pVertexInputState = &vertexInputInfo;
pipelineInfo.pInputAssemblyState = &inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &rasterizer;
pipelineInfo.pMultisampleState = &multisampling;
pipelineInfo.pDepthStencilState = &depthStencil;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDynamicState = &dynamicState;
pipelineInfo.layout = layout;
pipelineInfo.renderPass = vulkan.getRenderPass().getVk();
pipelineInfo.subpass = 0;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE; // Optional
pipelineInfo.basePipelineIndex = -1; // Optional
vulkan.handleVkResult(
"Could not create Pipeline",
vkCreateGraphicsPipelines(vulkan.getDevice(), VK_NULL_HANDLE, 1,
&pipelineInfo, nullptr, &vk));
// Cleanup
vkDestroyShaderModule(vulkan.getDevice(), fragShader, nullptr);
vkDestroyShaderModule(vulkan.getDevice(), vertShader, nullptr);
}
VkShaderModule Pipeline::createShaderModule(const std::vector<char> &bytecode) {
VkShaderModuleCreateInfo createInfo{};
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
createInfo.codeSize = bytecode.size();
// Important - the buffer must be aligned properly. std::vector does that.
createInfo.pCode = reinterpret_cast<const uint32_t *>(bytecode.data());
VkShaderModule shaderModule;
vulkan.handleVkResult("Could not load shader",
vkCreateShaderModule(vulkan.getDevice(), &createInfo,
nullptr, &shaderModule));
return shaderModule;
}
Pipeline::~Pipeline() {
vkDestroyPipeline(vulkan.getDevice(), vk, nullptr);
vkDestroyPipelineLayout(vulkan.getDevice(), layout, nullptr);
}
VkPipeline Pipeline::getVk() { return vk; }
VkPipelineLayout Pipeline::getLayout() { return layout; }
} // namespace progressia::desktop