module; #include #include #include #include "VulkanInitializers.hpp" #define GLM_FORCE_RADIANS #define GLM_FORCE_DEPTH_ZERO_TO_ONE #define GLM_ENABLE_EXPERIMENTAL #include #include #include #include #include "VulkanBuffer.h" #include "camera.hpp" export module Crafter.Graphics:VulkanPipeline; import :VulkanDevice; import :VulkanShader; import :WindowWaylandVulkan; namespace Crafter { export template class VulkanPipeline { public: inline static VkPipeline pipeline; inline static VkPipelineLayout pipelineLayout; inline static VkDescriptorSet descriptorSet = VK_NULL_HANDLE; inline static VkDescriptorSetLayout descriptorSetLayout = VK_NULL_HANDLE; inline static VkDescriptorPool descriptorPool = VK_NULL_HANDLE; inline static struct UniformData { glm::mat4 projection; glm::mat4 model; glm::mat4 view; } uniformData; inline static vks::Buffer uniformBuffer; static void CreatePipeline() { Camera camera; camera.type = Camera::CameraType::lookat; camera.setPerspective(60.0f, 128 / 128, 0.1f, 512.0f); camera.setRotation(glm::vec3(0.0f, 15.0f, 0.0f)); camera.setTranslation(glm::vec3(0.0f, 0.0f, -5.0f)); VulkanDevice::CreateBuffer(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT, &uniformBuffer, sizeof(UniformData)); VulkanDevice::CHECK_VK_RESULT(uniformBuffer.map()); uniformData.projection = camera.matrices.perspective; uniformData.view = camera.matrices.view; uniformData.model = glm::mat4(1.0f); memcpy(uniformBuffer.mapped, &uniformData, sizeof(UniformData)); // Pool std::vector poolSizes = { vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1), }; VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(static_cast(poolSizes.size()), poolSizes.data(), 1); VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorPool(VulkanDevice::device, &descriptorPoolInfo, nullptr, &descriptorPool)); // Layout std::vector setLayoutBindings = { vks::initializers::descriptorSetLayoutBinding(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, VK_SHADER_STAGE_MESH_BIT_EXT, 0), }; VkDescriptorSetLayoutCreateInfo descriptorLayoutInfo = vks::initializers::descriptorSetLayoutCreateInfo(setLayoutBindings); VulkanDevice::CHECK_VK_RESULT(vkCreateDescriptorSetLayout(VulkanDevice::device, &descriptorLayoutInfo, nullptr, &descriptorSetLayout)); // Set VkDescriptorSetAllocateInfo allocInfo = vks::initializers::descriptorSetAllocateInfo(descriptorPool, &descriptorSetLayout, 1); VulkanDevice::CHECK_VK_RESULT(vkAllocateDescriptorSets(VulkanDevice::device, &allocInfo, &descriptorSet)); std::vector modelWriteDescriptorSets = { vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor), }; vkUpdateDescriptorSets(VulkanDevice::device, static_cast(modelWriteDescriptorSets.size()), modelWriteDescriptorSets.data(), 0, nullptr); // Layout VkPipelineLayoutCreateInfo pipelineLayoutInfo = vks::initializers::pipelineLayoutCreateInfo(&descriptorSetLayout, 1); 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_NONE, 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; // 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; VulkanDevice::CHECK_VK_RESULT(vkCreateGraphicsPipelines(VulkanDevice::device, VK_NULL_HANDLE, 1, &pipelineCI, nullptr, &pipeline)); } }; }