Files
QuaternionEngine/src/render/pipelines.cpp

245 lines
8.5 KiB
C++

#include "pipelines.h"
#include <fstream>
#include <core/util/initializers.h>
bool vkutil::load_shader_module(const char *filePath, VkDevice device, VkShaderModule *outShaderModule)
{
std::ifstream file(filePath, std::ios::ate | std::ios::binary);
if (!file.is_open())
{
return false;
}
size_t fileSize = (size_t) file.tellg();
std::vector<uint32_t> buffer(fileSize / sizeof(uint32_t));
file.seekg(0);
file.read((char *) buffer.data(), fileSize);
file.close();
VkShaderModuleCreateInfo createInfo = {};
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
createInfo.pNext = nullptr;
createInfo.codeSize = buffer.size() * sizeof(uint32_t);
createInfo.pCode = buffer.data();
VkShaderModule shaderModule;
if (vkCreateShaderModule(device, &createInfo, nullptr, &shaderModule) != VK_SUCCESS)
{
return false;
}
*outShaderModule = shaderModule;
return true;
}
void PipelineBuilder::clear()
{
_inputAssembly = {.sType=VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO};
_rasterizer = {.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO};
_colorBlendAttachment = {};
_multisampling = {.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO};
_pipelineLayout = {};
_depthStencil = {.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO};
_renderInfo = {.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO};
_shaderStages.clear();
_colorAttachmentFormats.clear();
}
VkPipeline PipelineBuilder::build_pipeline(VkDevice device)
{
VkPipelineViewportStateCreateInfo viewportState = {};
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.pNext = nullptr;
viewportState.viewportCount = 1;
viewportState.scissorCount = 1;
VkPipelineColorBlendStateCreateInfo colorBlending = {};
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.pNext = nullptr;
colorBlending.logicOpEnable = VK_FALSE;
colorBlending.logicOp = VK_LOGIC_OP_COPY;
// For multiple color attachments (e.g., G-Buffer), we must provide one blend state per attachment.
// Depth-only pipelines are allowed (0 color attachments).
std::vector<VkPipelineColorBlendAttachmentState> blendAttachments;
uint32_t colorAttachmentCount = (uint32_t)_colorAttachmentFormats.size();
if (colorAttachmentCount > 0)
{
blendAttachments.assign(colorAttachmentCount, _colorBlendAttachment);
colorBlending.attachmentCount = colorAttachmentCount;
colorBlending.pAttachments = blendAttachments.data();
}
else
{
colorBlending.attachmentCount = 0;
colorBlending.pAttachments = nullptr;
}
VkPipelineVertexInputStateCreateInfo _vertexInputInfo = {.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO};
VkGraphicsPipelineCreateInfo pipelineInfo = {.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO};
pipelineInfo.pNext = &_renderInfo;
pipelineInfo.stageCount = (uint32_t) _shaderStages.size();
pipelineInfo.pStages = _shaderStages.data();
pipelineInfo.pVertexInputState = &_vertexInputInfo;
pipelineInfo.pInputAssemblyState = &_inputAssembly;
pipelineInfo.pViewportState = &viewportState;
pipelineInfo.pRasterizationState = &_rasterizer;
pipelineInfo.pMultisampleState = &_multisampling;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.pDepthStencilState = &_depthStencil;
pipelineInfo.layout = _pipelineLayout;
VkDynamicState state[] = {VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR};
VkPipelineDynamicStateCreateInfo dynamicInfo = {.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO};
dynamicInfo.pDynamicStates = &state[0];
dynamicInfo.dynamicStateCount = 2;
pipelineInfo.pDynamicState = &dynamicInfo;
VkPipeline newPipeline;
if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo,
nullptr, &newPipeline)
!= VK_SUCCESS)
{
fmt::println("failed to create pipeline");
return VK_NULL_HANDLE;
}
else
{
return newPipeline;
}
}
void PipelineBuilder::set_shaders(VkShaderModule vertexShader, VkShaderModule fragmentShader)
{
_shaderStages.clear();
_shaderStages.push_back(
vkinit::pipeline_shader_stage_create_info(VK_SHADER_STAGE_VERTEX_BIT, vertexShader));
_shaderStages.push_back(
vkinit::pipeline_shader_stage_create_info(VK_SHADER_STAGE_FRAGMENT_BIT, fragmentShader));
}
void PipelineBuilder::set_input_topology(VkPrimitiveTopology topology)
{
_inputAssembly.topology = topology;
_inputAssembly.primitiveRestartEnable = VK_FALSE;
}
void PipelineBuilder::set_polygon_mode(VkPolygonMode mode)
{
_rasterizer.polygonMode = mode;
_rasterizer.lineWidth = 1.f;
}
void PipelineBuilder::set_cull_mode(VkCullModeFlags cullMode, VkFrontFace frontFace)
{
_rasterizer.cullMode = cullMode;
_rasterizer.frontFace = frontFace;
}
void PipelineBuilder::set_multisampling_none()
{
_multisampling.sampleShadingEnable = VK_FALSE;
_multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
_multisampling.minSampleShading = 1.0f;
_multisampling.pSampleMask = nullptr;
_multisampling.alphaToCoverageEnable = VK_FALSE;
_multisampling.alphaToOneEnable = VK_FALSE;
}
void PipelineBuilder::disable_blending()
{
_colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
_colorBlendAttachment.blendEnable = VK_FALSE;
}
void PipelineBuilder::enable_blending_additive()
{
_colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
_colorBlendAttachment.blendEnable = VK_TRUE;
_colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
_colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
_colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
_colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
_colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
_colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
}
void PipelineBuilder::enable_blending_alphablend()
{
_colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
_colorBlendAttachment.blendEnable = VK_TRUE;
_colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
_colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
_colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
_colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
_colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
_colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
}
void PipelineBuilder::set_color_attachment_format(VkFormat format)
{
_colorAttachmentFormats.clear();
_colorAttachmentFormats.push_back(format);
_renderInfo.colorAttachmentCount = 1;
_renderInfo.pColorAttachmentFormats = _colorAttachmentFormats.data();
}
void PipelineBuilder::set_color_attachment_formats(std::span<VkFormat> formats)
{
_colorAttachmentFormats.assign(formats.begin(), formats.end());
_renderInfo.colorAttachmentCount = (uint32_t)_colorAttachmentFormats.size();
_renderInfo.pColorAttachmentFormats = _colorAttachmentFormats.data();
}
void PipelineBuilder::set_depth_format(VkFormat format)
{
_renderInfo.depthAttachmentFormat = format;
}
void PipelineBuilder::disable_depthtest()
{
_depthStencil.depthTestEnable = VK_FALSE;
_depthStencil.depthWriteEnable = VK_FALSE;
_depthStencil.depthCompareOp = VK_COMPARE_OP_NEVER;
_depthStencil.depthBoundsTestEnable = VK_FALSE;
_depthStencil.stencilTestEnable = VK_FALSE;
_depthStencil.front = {};
_depthStencil.back = {};
_depthStencil.minDepthBounds = 0.f;
_depthStencil.maxDepthBounds = 1.f;
}
void PipelineBuilder::enable_depthtest(bool depthWriteEnable, VkCompareOp op)
{
_depthStencil.depthTestEnable = VK_TRUE;
_depthStencil.depthWriteEnable = depthWriteEnable;
_depthStencil.depthCompareOp = op;
_depthStencil.depthBoundsTestEnable = VK_FALSE;
_depthStencil.stencilTestEnable = VK_FALSE;
_depthStencil.front = {};
_depthStencil.back = {};
_depthStencil.minDepthBounds = 0.f;
_depthStencil.maxDepthBounds = 1.f;
}