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