1159
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1 import std/macros
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2 import std/typetraits
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3
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4 import semicongine/core/vector
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5 import semicongine/core/matrix
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6 import semicongine/core/vulkanapi
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7
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8 template VertexAttribute* {.pragma.}
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9 template InstanceAttribute* {.pragma.}
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10
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11 type
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12 SupportedGPUType* = float32 | float64 | int8 | int16 | int32 | int64 | uint8 | uint16 | uint32 | uint64 | TVec2[int32] | TVec2[int64] | TVec3[int32] | TVec3[int64] | TVec4[int32] | TVec4[int64] | TVec2[uint32] | TVec2[uint64] | TVec3[uint32] | TVec3[uint64] | TVec4[uint32] | TVec4[uint64] | TVec2[float32] | TVec2[float64] | TVec3[float32] | TVec3[float64] | TVec4[float32] | TVec4[float64] | TMat2[float32] | TMat2[float64] | TMat23[float32] | TMat23[float64] | TMat32[float32] | TMat32[float64] | TMat3[float32] | TMat3[float64] | TMat34[float32] | TMat34[float64] | TMat43[float32] | TMat43[float64] | TMat4[float32] | TMat4[float64]
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13
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14 func VkType[T: SupportedGPUType](value: T): VkFormat =
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15 when T is float32: VK_FORMAT_R32_SFLOAT
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16 elif T is float64: VK_FORMAT_R64_SFLOAT
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17 elif T is int8: VK_FORMAT_R8_SINT
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18 elif T is int16: VK_FORMAT_R16_SINT
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19 elif T is int32: VK_FORMAT_R32_SINT
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20 elif T is int64: VK_FORMAT_R64_SINT
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21 elif T is uint8: VK_FORMAT_R8_UINT
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22 elif T is uint16: VK_FORMAT_R16_UINT
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23 elif T is uint32: VK_FORMAT_R32_UINT
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24 elif T is uint64: VK_FORMAT_R64_UINT
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25 elif T is TVec2[int32]: VK_FORMAT_R32G32_SINT
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26 elif T is TVec2[int64]: VK_FORMAT_R64G64_SINT
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27 elif T is TVec3[int32]: VK_FORMAT_R32G32B32_SINT
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28 elif T is TVec3[int64]: VK_FORMAT_R64G64B64_SINT
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29 elif T is TVec4[int32]: VK_FORMAT_R32G32B32A32_SINT
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30 elif T is TVec4[int64]: VK_FORMAT_R64G64B64A64_SINT
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31 elif T is TVec2[uint32]: VK_FORMAT_R32G32_UINT
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32 elif T is TVec2[uint64]: VK_FORMAT_R64G64_UINT
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33 elif T is TVec3[uint32]: VK_FORMAT_R32G32B32_UINT
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34 elif T is TVec3[uint64]: VK_FORMAT_R64G64B64_UINT
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35 elif T is TVec4[uint32]: VK_FORMAT_R32G32B32A32_UINT
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36 elif T is TVec4[uint64]: VK_FORMAT_R64G64B64A64_UINT
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37 elif T is TVec2[float32]: VK_FORMAT_R32G32_SFLOAT
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38 elif T is TVec2[float64]: VK_FORMAT_R64G64_SFLOAT
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39 elif T is TVec3[float32]: VK_FORMAT_R32G32B32_SFLOAT
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40 elif T is TVec3[float64]: VK_FORMAT_R64G64B64_SFLOAT
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41 elif T is TVec4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT
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42 elif T is TVec4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT
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43 elif T is Mat2[float32]: VK_FORMAT_R32G32_SFLOAT
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44 elif T is Mat2[float64]: VK_FORMAT_R64G64_SFLOAT
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45 elif T is Mat23[float32]: VK_FORMAT_R32G32B32_SFLOAT
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46 elif T is Mat23[float64]: VK_FORMAT_R64G64B64_SFLOAT
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47 elif T is Mat32[float32]: VK_FORMAT_R32G32_SFLOAT
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48 elif T is Mat32[float64]: VK_FORMAT_R64G64_SFLOAT
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49 elif T is Mat3[float32]: VK_FORMAT_R32G32B32_SFLOAT
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50 elif T is Mat3[float64]: VK_FORMAT_R64G64B64_SFLOAT
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51 elif T is Mat34[float32]: VK_FORMAT_R32G32B32A32_SFLOAT
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52 elif T is Mat34[float64]: VK_FORMAT_R64G64B64A64_SFLOAT
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53 elif T is Mat43[float32]: VK_FORMAT_R32G32B32_SFLOAT
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54 elif T is Mat43[float64]: VK_FORMAT_R64G64B64_SFLOAT
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55 elif T is Mat4[float32]: VK_FORMAT_R32G32B32A32_SFLOAT
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56 elif T is Mat4[float64]: VK_FORMAT_R64G64B64A64_SFLOAT
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57 else: {.error: "Unsupported data type on GPU".}
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58
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59 template getElementType(field: typed): untyped =
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60 when not (typeof(field) is seq or typeof(field) is array):
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61 {.error: "getElementType can only be used with seq or array".}
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62 genericParams(typeof(field)).get(0)
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63
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64 proc isVertexAttribute[T](value: T): bool {.compileTime.} =
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65 hasCustomPragma(T, VertexAttribute)
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66
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67 proc isInstanceAttribute[T](value: T): bool {.compileTime.} =
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68 hasCustomPragma(T, InstanceAttribute)
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69
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70 template ForAttributeFields*(inputData: typed, fieldname, valuename, isinstancename, body: untyped): untyped =
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71 for theFieldname, value in fieldPairs(inputData):
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72 when isVertexAttribute(value) or isInstanceAttribute(value):
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73 when not typeof(value) is seq:
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74 {.error: "field '" & theFieldname & "' needs to be a seq".}
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75 when not typeof(value) is SupportedGPUType:
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76 {.error: "field '" & theFieldname & "' is not a supported GPU type".}
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77 block:
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78 let `fieldname` {.inject.} = theFieldname
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79 let `valuename` {.inject.} = default(getElementType(value))
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80 let `isinstancename` {.inject.} = value.isInstanceAttribute()
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81 body
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82
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83 func NumberOfVertexInputAttributeDescriptors[T: SupportedGPUType](value: T): uint32 =
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84 when T is TMat2[float32] or T is TMat2[float64] or T is TMat23[float32] or T is TMat23[float64]:
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85 2
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86 elif T is TMat32[float32] or T is TMat32[float64] or T is TMat3[float32] or T is TMat3[float64] or T is TMat34[float32] or T is TMat34[float64]:
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87 3
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88 elif T is TMat43[float32] or T is TMat43[float64] or T is TMat4[float32] or T is TMat4[float64]:
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89 4
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90 else:
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91 1
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92
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93 func NLocationSlots[T: SupportedGPUType](value: T): uint32 =
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94 #[
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95 single location:
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96 16-bit scalar and vector types, and
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97 32-bit scalar and vector types, and
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98 64-bit scalar and 2-component vector types.
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99 two locations
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100 64-bit three- and four-component vectors
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101 ]#
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102 when typeof(value) is TVec3 and sizeof(getElementType(value)) == 8:
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103 return 2
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104 elif typeof(value) is TVec4 and sizeof(getElementType(value)) == 8:
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105 return 2
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106 else:
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107 return 1
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108
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109
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110 type
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111 Renderable[IndexType: static VkIndexType] = object
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112 buffers: seq[VkBuffer]
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113 offsets: seq[VkDeviceSize]
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114 instanceCount: uint32
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115 when IndexType == VK_INDEX_TYPE_NONE_KHR:
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116 vertexCount: uint32
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117 else:
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118 indexBuffer: VkBuffer
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119 indexCount: uint32
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120 indexBufferOffset: VkDeviceSize
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121 Pipeline = object
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122 pipeline: VkPipeline
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123 layout: VkPipelineLayout
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124 descriptorSets: array[2, seq[VkDescriptorSet]]
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125 ShaderSet[ShaderInputType, ShaderDescriptorType] = object
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126 vertexShader: VkShaderModule
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127 fragmentShader: VkShaderModule
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128 # TODO: I think this needs more fields?
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129
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130 proc CreatePipeline*[ShaderInputType, ShaderDescriptorType](
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131 device: VkDevice,
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132 renderPass: VkRenderPass,
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133 shaderSet: ShaderSet[ShaderInputType, ShaderDescriptorType],
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134 topology: VkPrimitiveTopology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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135 polygonMode: VkPolygonMode = VK_POLYGON_MODE_FILL,
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136 cullMode: VkCullModeFlagBits = VK_CULL_MODE_BACK_BIT,
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137 frontFace: VkFrontFace = VK_FRONT_FACE_CLOCKWISE,
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138 ): Pipeline =
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139 # assumptions/limitations:
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140 # - we are only using vertex and fragment shaders (2 stages)
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141 # - we only support one subpass
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142
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143 # CONTINUE HERE, WITH PIPELINE LAYOUT!!!!
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144 # Rely on ShaderDescriptorType
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145 checkVkResult vkCreatePipelineLayout(device.vk, addr(pipelineLayoutInfo), nil, addr(result.layout))
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146
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147 let stages = [
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148 VkPipelineShaderStageCreateInfo(
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149 sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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150 stage: VK_SHADER_STAGE_VERTEX_BIT,
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151 module: shaderSet.vertexShader,
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152 pName: "main",
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153 ),
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154 VkPipelineShaderStageCreateInfo(
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155 sType: VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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156 stage: VK_SHADER_STAGE_FRAGMENT_BIT,
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157 module: shaderSet.fragmentShader,
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158 pName: "main",
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159 ),
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160 ]
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161 let
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162 bindings: var seq[VkVertexInputBindingDescription]
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163 attributes: var seq[VkVertexInputAttributeDescription]
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164 var inputBindingNumber = 0'u32
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165 var inputLocationNumber = 0'u32
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166 ForAttributeFields(default(ShaderInputType), fieldname, value, isInstanceAttr):
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167 bindings.add VkVertexInputBindingDescription(
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168 binding: inputBindingNumber,
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169 stride: sizeof(value).uint32,
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170 inputRate: if isInstanceAttr: VK_VERTEX_INPUT_RATE_INSTANCE else: VK_VERTEX_INPUT_RATE_VERTEX,
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171 )
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172 # allows to submit larger data structures like Mat44, for most other types will be 1
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173 let perDescriptorSize = sizeof(value).uint32 div NumberOfVertexInputAttributeDescriptors(value)
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174 for i in 0'u32 ..< NumberOfVertexInputAttributeDescriptors(value):
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175 attributes.add VkVertexInputAttributeDescription(
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176 binding: inputBindingNumber,
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177 inputLocationNumber: inputLocationNumber,
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178 format: VkType(value),
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179 offset: i * perDescriptorSize,
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180 )
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181 inputLocationNumber += NLocationSlots(value)
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182 inc inputBindingNumber
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183
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184 let
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185 vertexInputInfo = VkPipelineVertexInputStateCreateInfo(
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186 sType: VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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187 vertexBindingDescriptionCount: uint32(bindings.len),
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188 pVertexBindingDescriptions: bindings.ToCPointer,
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189 vertexAttributeDescriptionCount: uint32(attributes.len),
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190 pVertexAttributeDescriptions: attributes.ToCPointer,
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191 )
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192 inputAssembly = VkPipelineInputAssemblyStateCreateInfo(
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193 sType: VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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194 topology: topology,
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195 primitiveRestartEnable: false,
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196 )
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197 viewportState = VkPipelineViewportStateCreateInfo(
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198 sType: VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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199 viewportCount: 1,
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200 scissorCount: 1,
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201 )
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202 rasterizer = VkPipelineRasterizationStateCreateInfo(
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203 sType: VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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204 depthClampEnable: VK_FALSE,
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205 rasterizerDiscardEnable: VK_FALSE,
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206 polygonMode: polygonMode,
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207 lineWidth: 1.0,
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208 cullMode: toBits [cullMode],
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209 frontFace: frontFace,
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210 depthBiasEnable: VK_FALSE,
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211 depthBiasConstantFactor: 0.0,
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212 depthBiasClamp: 0.0,
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213 depthBiasSlopeFactor: 0.0,
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214 )
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215 multisampling = VkPipelineMultisampleStateCreateInfo(
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216 sType: VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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217 sampleShadingEnable: VK_FALSE,
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218 rasterizationSamples: VK_SAMPLE_COUNT_1_BIT,
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219 minSampleShading: 1.0,
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220 pSampleMask: nil,
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221 alphaToCoverageEnable: VK_FALSE,
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222 alphaToOneEnable: VK_FALSE,
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223 )
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224 colorBlendAttachment = VkPipelineColorBlendAttachmentState(
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225 colorWriteMask: toBits [VK_COLOR_COMPONENT_R_BIT, VK_COLOR_COMPONENT_G_BIT, VK_COLOR_COMPONENT_B_BIT, VK_COLOR_COMPONENT_A_BIT],
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226 blendEnable: VK_TRUE,
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227 srcColorBlendFactor: VK_BLEND_FACTOR_SRC_ALPHA,
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228 dstColorBlendFactor: VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
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229 colorBlendOp: VK_BLEND_OP_ADD,
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230 srcAlphaBlendFactor: VK_BLEND_FACTOR_ONE,
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231 dstAlphaBlendFactor: VK_BLEND_FACTOR_ZERO,
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232 alphaBlendOp: VK_BLEND_OP_ADD,
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233 )
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234 colorBlending = VkPipelineColorBlendStateCreateInfo(
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235 sType: VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
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236 logicOpEnable: false,
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237 attachmentCount: 1,
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238 pAttachments: addr(colorBlendAttachment),
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239 )
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240 dynamicStates = [VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR]
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241 dynamicState = VkPipelineDynamicStateCreateInfo(
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242 sType: VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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243 dynamicStateCount: dynamicStates.len.uint32,
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244 pDynamicStates: dynamicStates.ToCPointer,
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245 )
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246 let createInfo = VkGraphicsPipelineCreateInfo(
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247 sType: VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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248 stageCount: 2,
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249 pStages: addr(stages),
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250 pVertexInputState: addr(vertexInputInfo),
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251 pInputAssemblyState: addr(inputAssembly),
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252 pViewportState: addr(viewportState),
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253 pRasterizationState: addr(rasterizer),
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254 pMultisampleState: addr(multisampling),
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255 pDepthStencilState: nil,
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256 pColorBlendState: addr(colorBlending),
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257 pDynamicState: addr(dynamicState),
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258 layout: result.layout,
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259 renderPass: renderPass,
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260 subpass: 0,
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261 basePipelineHandle: VkPipeline(0),
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262 basePipelineIndex: -1,
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263 )
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264 checkVkResult vkCreateGraphicsPipelines(
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265 device,
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266 VkPipelineCache(0),
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267 1,
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268 addr(createInfo),
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269 nil,
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270 addr(result.pipeline)
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271 )
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272
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273
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274 proc Render*[IndexType: static VkIndexType](renderable: Renderable[IndexType], commandBuffer: VkCommandBuffer, pipeline: Pipeline, frameInFlight: int) =
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275 assert 0 <= frameInFlight and frameInFlight < 2
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276 commandBuffer.vkCmdBindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline.pipeline)
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277 commandBuffer.vkCmdBindDescriptorSets(
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278 VK_PIPELINE_BIND_POINT_GRAPHICS,
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279 pipeline.layout,
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280 0,
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281 pipeline.descriptorSets[frameInFlight].len,
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282 pipeline.descriptorSets[frameInFlight],
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283 0,
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284 nil,
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285 )
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286 commandBuffer.vkCmdBindVertexBuffers(
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287 firstBinding = 0'u32,
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288 bindingCount = uint32(renderable.buffers.len),
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289 pBuffers = renderable.buffers.ToCPointer(),
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290 pOffsets = renderable.offsets.ToCPointer()
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291 )
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292 when IndexType != VK_INDEX_TYPE_NONE_KHR:
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293 commandBuffer.vkCmdBindIndexBuffer(
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294 renderable.indexBuffer,
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295 renderable.indexBufferOffset,
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296 IndexType,
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297 )
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298 commandBuffer.vkCmdDrawIndexed(
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299 indexCount = drawable.indexCount,
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300 instanceCount = drawable.instanceCount,
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301 firstIndex = 0,
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302 vertexOffset = 0,
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303 firstInstance = 0
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304 )
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305 else:
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306 commandBuffer.vkCmdDraw(
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307 vertexCount = drawable.vertexCount,
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308 instanceCount = drawable.instanceCount,
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309 firstVertex = 0,
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310 firstInstance = 0
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311 )
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