Mercurial > games > semicongine
view semicongine/vulkan/pipeline.nim @ 1137:a4aa9f374d44
did: more renaming
author | sam <sam@basx.dev> |
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date | Tue, 04 Jun 2024 20:51:22 +0700 |
parents | c104dbf5bbb8 |
children | 02e1d2658ff5 |
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import std/tables import std/sequtils import std/strformat import ../core import ./device import ./descriptor import ./shader import ./buffer import ./image type ShaderPipeline* = object device*: Device vk*: VkPipeline layout*: VkPipelineLayout shaderConfiguration*: ShaderConfiguration shaderModules*: (ShaderModule, ShaderModule) descriptorSetLayout*: DescriptorSetLayout func inputs*(pipeline: ShaderPipeline): seq[ShaderAttribute] = pipeline.shaderConfiguration.inputs func uniforms*(pipeline: ShaderPipeline): seq[ShaderAttribute] = pipeline.shaderConfiguration.uniforms func samplers*(pipeline: ShaderPipeline): seq[ShaderAttribute] = pipeline.shaderConfiguration.samplers proc setupDescriptors*(pipeline: ShaderPipeline, descriptorPool: DescriptorPool, buffers: seq[Buffer], textures: var Table[string, seq[VulkanTexture]], inFlightFrames: int, emptyTexture: VulkanTexture): seq[DescriptorSet] = assert pipeline.vk.valid assert buffers.len == 0 or buffers.len == inFlightFrames # need to guard against this in case we have no uniforms, then we also create no buffers result = descriptorPool.allocateDescriptorSet(pipeline.descriptorSetLayout, inFlightFrames) for i in 0 ..< inFlightFrames: var offset = 0'u64 # first descriptor is always uniform for globals, match should be better somehow for descriptor in result[i].layout.descriptors.mitems: if descriptor.thetype == Uniform and buffers.len > 0: let size = descriptor.size descriptor.buffer = buffers[i] descriptor.offset = offset descriptor.size = size offset += size elif descriptor.thetype == ImageSampler: if not (descriptor.name in textures): raise newException(Exception, &"Missing shader texture in scene: {descriptor.name}, available are {textures.keys.toSeq}") for textureIndex in 0 ..< int(descriptor.count): if textureIndex < textures[descriptor.name].len: descriptor.imageviews.add textures[descriptor.name][textureIndex].imageView descriptor.samplers.add textures[descriptor.name][textureIndex].sampler else: descriptor.imageviews.add emptyTexture.imageView descriptor.samplers.add emptyTexture.sampler proc createPipeline*(device: Device, renderPass: VkRenderPass, shaderConfiguration: ShaderConfiguration, inFlightFrames: int, subpass = 0'u32, backFaceCulling = true): ShaderPipeline = assert renderPass.valid assert device.vk.valid result.device = device result.shaderModules = device.createShaderModules(shaderConfiguration) result.shaderConfiguration = shaderConfiguration var descriptors: seq[Descriptor] if result.shaderConfiguration.uniforms.len > 0: descriptors.add Descriptor( name: "Uniforms", thetype: Uniform, count: 1, stages: @[VK_SHADER_STAGE_VERTEX_BIT, VK_SHADER_STAGE_FRAGMENT_BIT], size: result.shaderConfiguration.uniforms.Size(), ) for sampler in result.shaderConfiguration.samplers: descriptors.add Descriptor( name: sampler.name, thetype: ImageSampler, count: (if sampler.arrayCount == 0: 1 else: sampler.arrayCount), stages: @[VK_SHADER_STAGE_VERTEX_BIT, VK_SHADER_STAGE_FRAGMENT_BIT], ) result.descriptorSetLayout = device.createDescriptorSetLayout(descriptors) # TODO: Push constants # var pushConstant = VkPushConstantRange( # stageFlags: toBits shaderStage, # offset: 0, # size: 0, # ) var descriptorSetLayouts: seq[VkDescriptorSetLayout] = @[result.descriptorSetLayout.vk] # var pushConstants: seq[VkPushConstantRange] = @[pushConstant] var pipelineLayoutInfo = VkPipelineLayoutCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO, setLayoutCount: uint32(descriptorSetLayouts.len), pSetLayouts: descriptorSetLayouts.ToCPointer, # pushConstantRangeCount: uint32(pushConstants.len), # pPushConstantRanges: pushConstants.ToCPointer, ) checkVkResult vkCreatePipelineLayout(device.vk, addr(pipelineLayoutInfo), nil, addr(result.layout)) var bindings: seq[VkVertexInputBindingDescription] attributes: seq[VkVertexInputAttributeDescription] vertexInputInfo = result.shaderConfiguration.getVertexInputInfo(bindings, attributes) inputAssembly = VkPipelineInputAssemblyStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO, topology: VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, primitiveRestartEnable: VK_FALSE, ) viewportState = VkPipelineViewportStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO, viewportCount: 1, scissorCount: 1, ) rasterizer = VkPipelineRasterizationStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO, depthClampEnable: VK_FALSE, rasterizerDiscardEnable: VK_FALSE, polygonMode: VK_POLYGON_MODE_FILL, lineWidth: 1.0, cullMode: if backFaceCulling: toBits [VK_CULL_MODE_BACK_BIT] else: VkCullModeFlags(0), frontFace: VK_FRONT_FACE_CLOCKWISE, depthBiasEnable: VK_FALSE, depthBiasConstantFactor: 0.0, depthBiasClamp: 0.0, depthBiasSlopeFactor: 0.0, ) multisampling = VkPipelineMultisampleStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, sampleShadingEnable: VK_FALSE, rasterizationSamples: VK_SAMPLE_COUNT_1_BIT, minSampleShading: 1.0, pSampleMask: nil, alphaToCoverageEnable: VK_FALSE, alphaToOneEnable: VK_FALSE, ) colorBlendAttachment = VkPipelineColorBlendAttachmentState( colorWriteMask: toBits [VK_COLOR_COMPONENT_R_BIT, VK_COLOR_COMPONENT_G_BIT, VK_COLOR_COMPONENT_B_BIT, VK_COLOR_COMPONENT_A_BIT], blendEnable: VK_TRUE, srcColorBlendFactor: VK_BLEND_FACTOR_SRC_ALPHA, dstColorBlendFactor: VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA, colorBlendOp: VK_BLEND_OP_ADD, srcAlphaBlendFactor: VK_BLEND_FACTOR_ONE, dstAlphaBlendFactor: VK_BLEND_FACTOR_ZERO, alphaBlendOp: VK_BLEND_OP_ADD, ) colorBlending = VkPipelineColorBlendStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO, logicOpEnable: false, attachmentCount: 1, pAttachments: addr(colorBlendAttachment), ) dynamicStates = @[VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR] dynamicState = VkPipelineDynamicStateCreateInfo( sType: VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO, dynamicStateCount: uint32(dynamicStates.len), pDynamicStates: dynamicStates.ToCPointer, ) stages = @[result.shaderModules[0].getPipelineInfo(), result.shaderModules[1].getPipelineInfo()] createInfo = VkGraphicsPipelineCreateInfo( sType: VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO, stageCount: uint32(stages.len), pStages: stages.ToCPointer, pVertexInputState: addr(vertexInputInfo), pInputAssemblyState: addr(inputAssembly), pViewportState: addr(viewportState), pRasterizationState: addr(rasterizer), pMultisampleState: addr(multisampling), pDepthStencilState: nil, pColorBlendState: addr(colorBlending), pDynamicState: addr(dynamicState), layout: result.layout, renderPass: renderPass, subpass: subpass, basePipelineHandle: VkPipeline(0), basePipelineIndex: -1, ) checkVkResult vkCreateGraphicsPipelines( device.vk, VkPipelineCache(0), 1, addr(createInfo), nil, addr(result.vk) ) discard result.uniforms # just for assertion proc destroy*(pipeline: var ShaderPipeline) = assert pipeline.device.vk.valid assert pipeline.vk.valid assert pipeline.layout.valid assert pipeline.descriptorSetLayout.vk.valid pipeline.shaderModules[0].destroy() pipeline.shaderModules[1].destroy() pipeline.descriptorSetLayout.destroy() pipeline.device.vk.vkDestroyPipelineLayout(pipeline.layout, nil) pipeline.device.vk.vkDestroyPipeline(pipeline.vk, nil) pipeline.descriptorSetLayout.reset() pipeline.layout.reset() pipeline.vk.reset()