2026-03-09 20:10:19 +01:00
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/*
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Crafter®.Graphics
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Copyright (C) 2026 Catcrafts®
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2026-05-01 23:35:37 +02:00
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catcrafts.net
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2026-03-09 20:10:19 +01:00
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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2026-05-01 23:35:37 +02:00
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License version 3.0 as published by the Free Software Foundation;
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2026-03-09 20:10:19 +01:00
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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2026-06-17 19:44:33 +00:00
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module;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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export module Crafter.Graphics:RenderPass;
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import std;
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import :GraphicsTypes;
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export namespace Crafter {
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struct Window;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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// Conservative union of every pipeline stage that can write the swapchain
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// storage image: a compute pass via COMPUTE_SHADER, a ray-tracing pass via
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// RAY_TRACING_SHADER, plus TRANSFER for any blit/copy writer. Used as the
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// RenderPass default (a pass that doesn't narrow its own stage) and as the
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// fallback when there are no passes to derive a real union from. Far tighter
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// than ALL_COMMANDS, but never under-synchronises a polymorphic pass.
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inline constexpr VkPipelineStageFlags kSwapchainWriterStages =
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
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| VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR
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| VK_PIPELINE_STAGE_TRANSFER_BIT;
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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struct RenderPass {
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virtual void Record(GraphicsCommandBuffer cmd, std::uint32_t frameIdx, Window& window) = 0;
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virtual ~RenderPass() = default;
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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// Pipeline stage at which this pass reads and writes the swapchain
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// storage image. The frame loop uses this to scope the inter-pass and
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// frame-edge barriers to the stages that actually touch the image
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// instead of ALL_COMMANDS. A subclass MUST narrow this to its real
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// stage (RTPass -> RAY_TRACING_SHADER, a compute pass -> COMPUTE_SHADER):
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// the default is the conservative writer union so an un-overridden pass
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// can never be under-synchronised, only over-synchronised.
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virtual VkPipelineStageFlags SwapchainStage() const { return kSwapchainWriterStages; }
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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};
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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// Union of the swapchain-access stages declared by `passes` — the "real"
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// per-pass stage union the frame-edge barriers (acquire dst / present src)
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// narrow to: an all-compute frame yields COMPUTE_SHADER only, a frame with
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// any RT pass folds in RAY_TRACING_SHADER, and so on. Falls back to the
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// conservative writer union when there are no passes (the image is still
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// transitioned, just never written), so the barrier is always well-formed.
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inline VkPipelineStageFlags SwapchainStageUnion(std::span<RenderPass* const> passes) {
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if (passes.empty()) return kSwapchainWriterStages;
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VkPipelineStageFlags stages = 0;
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for (RenderPass* pass : passes) stages |= pass->SwapchainStage();
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return stages;
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}
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// The inter-pass swapchain barrier (replacing the old queue-wide
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// VkMemoryBarrier at the #115 location). Scoped to the swapchain image's
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// single colour subresource so only that image's shader caches round-trip —
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// unrelated buffers/images stay resident — exactly as the intra-pass UI
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// barrier already does. The image is bound as a storage image and stays in
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// VK_IMAGE_LAYOUT_GENERAL, so this is a pure memory dependency (no layout
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// transition). The execution scope (stage masks) is supplied per pass pair
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// by the caller via vkCmdPipelineBarrier.
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inline VkImageMemoryBarrier BuildSwapchainInterPassBarrier(VkImage image) {
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return {
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.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
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.oldLayout = VK_IMAGE_LAYOUT_GENERAL,
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.newLayout = VK_IMAGE_LAYOUT_GENERAL,
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.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
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.image = image,
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.subresourceRange = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.baseMipLevel = 0,
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.levelCount = 1,
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.baseArrayLayer = 0,
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.layerCount = 1,
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},
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};
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}
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#endif // !CRAFTER_GRAPHICS_WINDOW_DOM
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}
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