Mercurial > games > semicongine
view semiconginev2/old/vulkan/renderpass.nim @ 1221:000befd9479f compiletime-tests
did: remove support for git, for now
author | sam <sam@basx.dev> |
---|---|
date | Wed, 17 Jul 2024 21:05:47 +0700 |
parents | 56781cc0fc7c |
children |
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import ../core import ../material import ./device import ./physicaldevice import ./pipeline import ./shader import ./framebuffer type RenderPass* = object vk*: VkRenderPass device*: Device shaderPipelines*: seq[(MaterialType, ShaderPipeline)] clearColor*: Vec4f proc CreateRenderPass*( device: Device, shaders: openArray[(MaterialType, ShaderConfiguration)], clearColor = Vec4f([0.8'f32, 0.8'f32, 0.8'f32, 1'f32]), backFaceCulling = true, inFlightFrames = 2, samples = VK_SAMPLE_COUNT_1_BIT ): RenderPass = assert device.vk.Valid # some asserts for (materialtype, shaderconfig) in shaders: shaderconfig.AssertCanRender(materialtype) var attachments = @[ VkAttachmentDescription( format: device.physicalDevice.GetSurfaceFormats().FilterSurfaceFormat().format, samples: samples, loadOp: VK_ATTACHMENT_LOAD_OP_CLEAR, storeOp: VK_ATTACHMENT_STORE_OP_STORE, stencilLoadOp: VK_ATTACHMENT_LOAD_OP_DONT_CARE, stencilStoreOp: VK_ATTACHMENT_STORE_OP_DONT_CARE, initialLayout: VK_IMAGE_LAYOUT_UNDEFINED, finalLayout: if samples == VK_SAMPLE_COUNT_1_BIT: VK_IMAGE_LAYOUT_PRESENT_SRC_KHR else: VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, ), ] if samples != VK_SAMPLE_COUNT_1_BIT: attachments.add VkAttachmentDescription( format: device.physicalDevice.GetSurfaceFormats().FilterSurfaceFormat().format, samples: VK_SAMPLE_COUNT_1_BIT, loadOp: VK_ATTACHMENT_LOAD_OP_DONT_CARE, storeOp: VK_ATTACHMENT_STORE_OP_STORE, stencilLoadOp: VK_ATTACHMENT_LOAD_OP_DONT_CARE, stencilStoreOp: VK_ATTACHMENT_STORE_OP_DONT_CARE, initialLayout: VK_IMAGE_LAYOUT_UNDEFINED, finalLayout: VK_IMAGE_LAYOUT_PRESENT_SRC_KHR, ) var # dependencies seems to be optional, TODO: benchmark difference dependencies = @[VkSubpassDependency( srcSubpass: VK_SUBPASS_EXTERNAL, dstSubpass: 0, srcStageMask: toBits [VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT], srcAccessMask: toBits [VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT], dstStageMask: toBits [VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT], dstAccessMask: toBits [VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT, VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT], )] colorAttachment = VkAttachmentReference( attachment: 0, layout: VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, ) resolveAttachment = VkAttachmentReference( attachment: 1, layout: VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, ) var subpass = VkSubpassDescription( flags: VkSubpassDescriptionFlags(0), pipelineBindPoint: VK_PIPELINE_BIND_POINT_GRAPHICS, inputAttachmentCount: 0, pInputAttachments: nil, colorAttachmentCount: 1, pColorAttachments: addr(colorAttachment), pResolveAttachments: if samples == VK_SAMPLE_COUNT_1_BIT: nil else: addr(resolveAttachment), pDepthStencilAttachment: nil, preserveAttachmentCount: 0, pPreserveAttachments: nil, ) var createInfo = VkRenderPassCreateInfo( sType: VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO, attachmentCount: uint32(attachments.len), pAttachments: attachments.ToCPointer, subpassCount: 1, pSubpasses: addr(subpass), dependencyCount: uint32(dependencies.len), pDependencies: dependencies.ToCPointer, ) result.device = device result.clearColor = clearColor checkVkResult device.vk.vkCreateRenderPass(addr(createInfo), nil, addr(result.vk)) for (_, shaderconfig) in shaders: assert shaderconfig.outputs.len == 1 for (materialtype, shaderconfig) in shaders: result.shaderPipelines.add (materialtype, device.CreatePipeline(result.vk, shaderconfig, inFlightFrames, 0, backFaceCulling = backFaceCulling, samples = samples)) proc BeginRenderCommands*(commandBuffer: VkCommandBuffer, renderpass: RenderPass, framebuffer: Framebuffer, oneTimeSubmit: bool) = assert commandBuffer.Valid assert renderpass.vk.Valid assert framebuffer.vk.Valid let w = framebuffer.dimension.x h = framebuffer.dimension.y var clearColors = [VkClearValue(color: VkClearColorValue(float32: renderpass.clearColor))] var beginInfo = VkCommandBufferBeginInfo( sType: VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO, pInheritanceInfo: nil, flags: if oneTimeSubmit: VkCommandBufferUsageFlags(VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT) else: VkCommandBufferUsageFlags(0), ) renderPassInfo = VkRenderPassBeginInfo( sType: VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO, renderPass: renderPass.vk, framebuffer: framebuffer.vk, renderArea: VkRect2D( offset: VkOffset2D(x: 0, y: 0), extent: VkExtent2D(width: w, height: h), ), clearValueCount: uint32(clearColors.len), pClearValues: clearColors.ToCPointer(), ) viewport = VkViewport( x: 0.0, y: 0.0, width: (float)w, height: (float)h, minDepth: 0.0, maxDepth: 1.0, ) scissor = VkRect2D( offset: VkOffset2D(x: 0, y: 0), extent: VkExtent2D(width: w, height: h) ) checkVkResult commandBuffer.vkResetCommandBuffer(VkCommandBufferResetFlags(0)) checkVkResult commandBuffer.vkBeginCommandBuffer(addr(beginInfo)) commandBuffer.vkCmdBeginRenderPass(addr(renderPassInfo), VK_SUBPASS_CONTENTS_INLINE) commandBuffer.vkCmdSetViewport(firstViewport = 0, viewportCount = 1, addr(viewport)) commandBuffer.vkCmdSetScissor(firstScissor = 0, scissorCount = 1, addr(scissor)) proc EndRenderCommands*(commandBuffer: VkCommandBuffer) = commandBuffer.vkCmdEndRenderPass() checkVkResult commandBuffer.vkEndCommandBuffer() proc Destroy*(renderPass: var RenderPass) = assert renderPass.device.vk.Valid assert renderPass.vk.Valid renderPass.device.vk.vkDestroyRenderPass(renderPass.vk, nil) renderPass.vk.Reset for _, pipeline in renderPass.shaderPipelines.mitems: pipeline.Destroy()