/* Crafter®.Graphics Copyright (C) 2025 Catcrafts® Catcrafts.net This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 3.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ module; #include #include #include #include "../../lib/VulkanInitializers.hpp" #include export module Crafter.Graphics:VulkanPipeline; import :VulkanDevice; import :VulkanShader; import :WindowWaylandVulkan; namespace Crafter { export template class VulkanPipeline { private: template consteval static std::array GetDescriptorSet() { std::array set; for(std::uint32_t i = 0; i < Shader::descriptors.size(); i++) { set[i] = {Shader::descriptors[i].slot, Shader::descriptors[i].type, 1, Flag, nullptr}; } return set; } public: inline static VkPipeline pipeline; inline static VkPipelineLayout pipelineLayout; inline static VkDescriptorSetLayout descriptorSetLayout[2]; static void CreatePipeline() { // Layout constexpr std::array setLayoutBindingsMesh = GetDescriptorSet(); VkDescriptorSetLayoutCreateInfo descriptorLayoutInfoMesh = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindingsMesh.data(), MeshShader::descriptorCount); VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorSetLayout(VulkanDevice::device, &descriptorLayoutInfoMesh, nullptr, &descriptorSetLayout[0])); constexpr std::array setLayoutBindingsFragment = GetDescriptorSet(); VkDescriptorSetLayoutCreateInfo descriptorLayoutInfoFragment = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindingsFragment.data(), FragmentShader::descriptorCount); VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorSetLayout(VulkanDevice::device, &descriptorLayoutInfoFragment, nullptr, &descriptorSetLayout[1])); // Layout VkPipelineLayoutCreateInfo pipelineLayoutInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout[0], 2); VulkanDevice::CHECK_VK_RESULT(vkCreatePipelineLayout(VulkanDevice::device, &pipelineLayoutInfo, nullptr, &pipelineLayout)); // Pipeline VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE); VkPipelineRasterizationStateCreateInfo rasterizationState = vks::initializers::pipelineRasterizationStateCreateInfo(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT, VK_FRONT_FACE_CLOCKWISE, 0); VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE); VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState); VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL); VkPipelineViewportStateCreateInfo viewportState = vks::initializers::pipelineViewportStateCreateInfo(1, 1, 0); VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT, 0); std::vector dynamicStateEnables = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; VkPipelineDynamicStateCreateInfo dynamicState = vks::initializers::pipelineDynamicStateCreateInfo(dynamicStateEnables); std::array shaderStages; VkFormat format = VK_FORMAT_R8G8B8A8_UNORM; VkPipelineRenderingCreateInfoKHR pipeline_create{VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR}; pipeline_create.pNext = VK_NULL_HANDLE; pipeline_create.colorAttachmentCount = 1; pipeline_create.pColorAttachmentFormats = &format; pipeline_create.depthAttachmentFormat = VulkanDevice::depthFormat; VkGraphicsPipelineCreateInfo pipelineCI = vks::initializers::pipelineCreateInfo(pipelineLayout, VK_NULL_HANDLE, 0); pipelineCI.pNext = &pipeline_create; pipelineCI.pRasterizationState = &rasterizationState; pipelineCI.pColorBlendState = &colorBlendState; pipelineCI.pMultisampleState = &multisampleState; pipelineCI.pViewportState = &viewportState; pipelineCI.pDepthStencilState = &depthStencilState; pipelineCI.pDynamicState = &dynamicState; pipelineCI.stageCount = static_cast(shaderStages.size()); pipelineCI.pStages = shaderStages.data(); // Not using a vertex shader, mesh shading doesn't require vertex input state pipelineCI.pInputAssemblyState = nullptr; pipelineCI.pVertexInputState = nullptr; //Mesh stage of the pipeline shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[0].stage = MeshShader::_stage; shaderStages[0].module = MeshShader::shader; shaderStages[0].pName = MeshShader::_entrypoint.value; shaderStages[0].flags = 0; shaderStages[0].pSpecializationInfo = nullptr; shaderStages[0].pNext = nullptr; // Fragment stage of the pipeline shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[1].stage = FragmentShader::_stage; shaderStages[1].module = FragmentShader::shader; shaderStages[1].pName = FragmentShader::_entrypoint.value; shaderStages[1].flags = 0; shaderStages[1].pSpecializationInfo = nullptr; shaderStages[1].pNext = nullptr; VulkanDevice::CHECK_VK_RESULT(vkCreateGraphicsPipelines(VulkanDevice::device, VK_NULL_HANDLE, 1, &pipelineCI, nullptr, &pipeline)); } }; }