Crafter.Graphics/Crafter.Graphics-VulkanPipeline.cppm

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5.7 KiB
C++

module;
#include <cstdint>
#include <vulkan/vulkan.h>
#include <array>
export module Crafter.Graphics:VulkanPipeline;
import :VulkanDevice;
import :VulkanShader;
import :WindowWaylandVulkan;
namespace Crafter {
export template <typename MeshShader, typename FragmentShader>
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<VkDynamicState, 2> 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<std::uint32_t>(dynamics.size());
// Load our SPIR-V shaders.
std::array<VkPipelineShaderStageCreateInfo, 2> 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<std::uint32_t>(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));
}
};
}