vulkan not working
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21 changed files with 1319 additions and 438 deletions
110
Crafter.Graphics-VulkanPipeline.cppm
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110
Crafter.Graphics-VulkanPipeline.cppm
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module;
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#include <cstdint>
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#include <vulkan/vulkan.h>
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#include <array>
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export module Crafter.Graphics:VulkanPipeline;
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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>
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class VulkanPipeline {
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public:
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inline static VkPipeline pipeline;
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inline static VkPipelineLayout layout;
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inline static VkDescriptorPool descriptor_pool;
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inline static VkDescriptorSetLayout descriptor_set_layout;
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inline static VkDescriptorSet descriptor_set;
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static void CreatePipeline() {
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VkDescriptorPoolCreateInfo descriptor_pool_create_info = {VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO};
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descriptor_pool_create_info.maxSets = 2;
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descriptor_pool_create_info.poolSizeCount = 0;
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descriptor_pool_create_info.pPoolSizes = nullptr;
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VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorPool(VulkanDevice::device, &descriptor_pool_create_info, nullptr, &descriptor_pool));
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VkDescriptorSetLayoutCreateInfo descriptor_layout = {VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO};
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descriptor_layout.bindingCount = 0;
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descriptor_layout.pBindings = nullptr;
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VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorSetLayout(VulkanDevice::device, &descriptor_layout, nullptr, &descriptor_set_layout));
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VkDescriptorSetAllocateInfo alloc_info = {VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO};
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alloc_info.descriptorPool = descriptor_pool;
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alloc_info.descriptorSetCount = 1;
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alloc_info.pSetLayouts = &descriptor_set_layout;
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VulkanDevice::CHECK_VK_RESULT(vkAllocateDescriptorSets(VulkanDevice::device, &alloc_info, &descriptor_set));
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VkPipelineLayoutCreateInfo layout_info = {VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
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layout_info.setLayoutCount = 1;
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layout_info.pSetLayouts = &descriptor_set_layout;
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VulkanDevice::CHECK_VK_RESULT(vkCreatePipelineLayout(VulkanDevice::device, &layout_info, nullptr, &layout));
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VkPipelineRasterizationStateCreateInfo raster{VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO};
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raster.cullMode = VK_CULL_MODE_BACK_BIT;
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raster.frontFace = VK_FRONT_FACE_CLOCKWISE;
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raster.lineWidth = 1.0f;
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// Our attachment will write to all color channels, but no blending is enabled.
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VkPipelineColorBlendAttachmentState blend_attachment{};
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blend_attachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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VkPipelineColorBlendStateCreateInfo blend{VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO};
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blend.attachmentCount = 1;
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blend.pAttachments = &blend_attachment;
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// We will have one viewport and scissor box.
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VkPipelineViewportStateCreateInfo viewport{VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO};
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viewport.viewportCount = 1;
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viewport.scissorCount = 1;
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// Disable all depth testing.
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VkPipelineDepthStencilStateCreateInfo depth_stencil{VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO};
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// No multisampling.
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VkPipelineMultisampleStateCreateInfo multisample{VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO};
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multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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// Specify that these states will be dynamic, i.e. not part of pipeline state object.
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std::array<VkDynamicState, 2> dynamics{VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
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VkPipelineDynamicStateCreateInfo dynamic{VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO};
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dynamic.pDynamicStates = dynamics.data();
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dynamic.dynamicStateCount = static_cast<std::uint32_t>(dynamics.size());
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// Load our SPIR-V shaders.
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std::array<VkPipelineShaderStageCreateInfo, 2> shader_stages{};
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//Mesh stage of the pipeline
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shader_stages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shader_stages[0].stage = MeshShader::_stage;
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shader_stages[0].module = MeshShader::shader;
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shader_stages[0].pName = MeshShader::_entrypoint.value;
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// Fragment stage of the pipeline
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shader_stages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shader_stages[1].stage = FragmentShader::_stage;
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shader_stages[1].module = FragmentShader::shader;
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shader_stages[1].pName = FragmentShader::_entrypoint.value;
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VkGraphicsPipelineCreateInfo pipe{VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
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pipe.stageCount = static_cast<std::uint32_t>(shader_stages.size());
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pipe.pStages = shader_stages.data();
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pipe.pVertexInputState = nullptr;
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pipe.pInputAssemblyState = nullptr;
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pipe.pRasterizationState = &raster;
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pipe.pColorBlendState = &blend;
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pipe.pMultisampleState = &multisample;
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pipe.pViewportState = &viewport;
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pipe.pDepthStencilState = &depth_stencil;
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pipe.pDynamicState = &dynamic;
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// We need to specify the pipeline layout and the render pass description up front as well.
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pipe.renderPass = WindowWaylandVulkan::renderPass;
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pipe.layout = layout;
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VulkanDevice::CHECK_VK_RESULT(vkCreateGraphicsPipelines(VulkanDevice::device, VK_NULL_HANDLE, 1, &pipe, nullptr, &pipeline));
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}
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};
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}
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