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140
interfaces/Crafter.Graphics-VulkanPipeline.cppm
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140
interfaces/Crafter.Graphics-VulkanPipeline.cppm
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/*
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Crafter®.Graphics
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Copyright (C) 2025 Catcrafts®
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Catcrafts.net
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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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License as published by the Free Software Foundation; either
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version 3.0 of the License, or (at your option) any later version.
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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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module;
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#include <vulkan/vulkan.h>
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export module Crafter.Graphics:VulkanPipeline;
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import std;
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import :VulkanDevice;
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import :VulkanShader;
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import :WindowWaylandVulkan;
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namespace Crafter {
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export template <typename MeshShader, typename FragmentShader> class DescriptorSet;
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/**
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* @brief A generic Vulkan graphics pipeline wrapper using template-based shaders.
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*
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* This class encapsulates the creation and management of a Vulkan graphics pipeline
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* with a specified mesh shader and fragment shader. It provides static members for
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* the pipeline, pipeline layout, and descriptor set layouts, which are shared across
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* all instances of this template specialization.
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*
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* @tparam MeshShader The mesh shader type used in the pipeline.
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* @tparam FragmentShader The fragment shader type used in the pipeline.
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*
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* @note Before using this pipeline, the CreatePipeline() function must be called,
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* and all shader modules specified by the template parameters must be created.
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*/
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export template <typename MeshShader, typename FragmentShader>
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class VulkanPipeline {
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private:
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friend class DescriptorSet<MeshShader, FragmentShader>;
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template <typename Shader, VkShaderStageFlagBits Flag>
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consteval static std::array<VkDescriptorSetLayoutBinding, Shader::descriptorCount> GetDescriptorSet() {
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std::array<VkDescriptorSetLayoutBinding, Shader::descriptorCount> set;
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for(std::uint32_t i = 0; i < Shader::descriptors.size(); i++) {
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set[i] = {Shader::descriptors[i].slot, Shader::descriptors[i].type, 1, Flag, nullptr};
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}
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return set;
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}
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inline static VkDescriptorSetLayout descriptorSetLayout[2];
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public:
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inline static VkPipeline pipeline;
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inline static VkPipelineLayout pipelineLayout;
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/**
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* @brief Creates the vulkan pipeline, this must be called before any use of this pipeline and all shaders must be created before this pipeline is created.
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*/
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static void CreatePipeline() {
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// Layout
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constexpr std::array<VkDescriptorSetLayoutBinding, MeshShader::descriptorCount> setLayoutBindingsMesh = GetDescriptorSet<MeshShader, VK_SHADER_STAGE_MESH_BIT_EXT>();
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VkDescriptorSetLayoutCreateInfo descriptorLayoutInfoMesh = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindingsMesh.data(), MeshShader::descriptorCount);
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VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorSetLayout(VulkanDevice::device, &descriptorLayoutInfoMesh, nullptr, &descriptorSetLayout[0]));
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constexpr std::array<VkDescriptorSetLayoutBinding, FragmentShader::descriptorCount> setLayoutBindingsFragment = GetDescriptorSet<FragmentShader, VK_SHADER_STAGE_FRAGMENT_BIT>();
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VkDescriptorSetLayoutCreateInfo descriptorLayoutInfoFragment = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindingsFragment.data(), FragmentShader::descriptorCount);
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VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorSetLayout(VulkanDevice::device, &descriptorLayoutInfoFragment, nullptr, &descriptorSetLayout[1]));
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// Layout
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VkPipelineLayoutCreateInfo pipelineLayoutInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout[0], 2);
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VulkanDevice::CHECK_VK_RESULT(vkCreatePipelineLayout(VulkanDevice::device, &pipelineLayoutInfo, nullptr, &pipelineLayout));
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// Pipeline
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0);
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VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
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VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0);
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std::vector<VkDynamicState> dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
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VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables);
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std::array<VkPipelineShaderStageCreateInfo, 2> shaderStages;
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VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
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VkPipelineRenderingCreateInfoKHR pipeline_create{VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR};
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pipeline_create.pNext = VK_NULL_HANDLE;
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pipeline_create.colorAttachmentCount = 1;
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pipeline_create.pColorAttachmentFormats = &format;
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pipeline_create.depthAttachmentFormat = VulkanDevice::depthFormat;
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VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, VK_NULL_HANDLE, 0);
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pipelineCI.pNext = &pipeline_create;
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pipelineCI.pRasterizationState = &rasterizationState;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pDynamicState = &dynamicState;
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pipelineCI.stageCount = static_cast<uint32_t>(shaderStages.size());
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pipelineCI.pStages = shaderStages.data();
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// Not using a vertex shader, mesh shading doesn't require vertex input state
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pipelineCI.pInputAssemblyState = nullptr;
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pipelineCI.pVertexInputState = nullptr;
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//Mesh stage of the pipeline
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shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[0].stage = MeshShader::_stage;
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shaderStages[0].module = MeshShader::shader;
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shaderStages[0].pName = MeshShader::_entrypoint.value;
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shaderStages[0].flags = 0;
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shaderStages[0].pSpecializationInfo = nullptr;
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shaderStages[0].pNext = nullptr;
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// Fragment stage of the pipeline
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shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[1].stage = FragmentShader::_stage;
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shaderStages[1].module = FragmentShader::shader;
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shaderStages[1].pName = FragmentShader::_entrypoint.value;
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shaderStages[1].flags = 0;
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shaderStages[1].pSpecializationInfo = nullptr;
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shaderStages[1].pNext = nullptr;
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VulkanDevice::CHECK_VK_RESULT(vkCreateGraphicsPipelines(VulkanDevice::device, VK_NULL_HANDLE, 1, &pipelineCI, nullptr, &pipeline));
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}
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};
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}
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