/* ************************************************************************** */ /* */ /* ::: :::::::: */ /* Pipeline.cpp :+: :+: :+: */ /* +:+ +:+ +:+ */ /* By: maldavid +#+ +:+ +#+ */ /* +#+#+#+#+#+ +#+ */ /* Created: 2022/12/18 21:27:38 by maldavid #+# #+# */ /* Updated: 2024/04/23 22:24:13 by maldavid ### ########.fr */ /* */ /* ************************************************************************** */ #include #include #include #include #include namespace mlx { /** #version 450 core layout(location = 0) in vec2 aPos; layout(location = 1) in vec4 aColor; layout(location = 2) in vec2 aUV; layout(set = 0, binding = 0) uniform uProjection { mat4 mat; } uProj; layout(push_constant) uniform uModelPushConstant { vec2 vec; } uTranslate; out gl_PerVertex { vec4 gl_Position; }; layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; void main() { Out.Color = aColor; Out.UV = aUV; vec2 pos = aPos + uTranslate.vec; gl_Position = uProj.mat * vec4(pos.x, pos.y, 0.0, 1.0); } */ const std::vector vertex_shader = { // precompiled vertex shader 0x07230203,0x00010000,0x0008000b,0x0000003b,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, 0x0000001b,0x00000026,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00030005, 0x0000001a,0x00736f70,0x00040005,0x0000001b,0x736f5061,0x00000000,0x00070005,0x0000001d, 0x646f4d75,0x75506c65,0x6f436873,0x6174736e,0x0000746e,0x00040006,0x0000001d,0x00000000, 0x00636576,0x00050005,0x0000001f,0x61725475,0x616c736e,0x00006574,0x00060005,0x00000024, 0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000024,0x00000000,0x505f6c67, 0x7469736f,0x006e6f69,0x00030005,0x00000026,0x00000000,0x00050005,0x00000028,0x6f725075, 0x7463656a,0x006e6f69,0x00040006,0x00000028,0x00000000,0x0074616d,0x00040005,0x0000002a, 0x6f725075,0x0000006a,0x00040047,0x0000000b,0x0000001e,0x00000000,0x00040047,0x0000000f, 0x0000001e,0x00000001,0x00040047,0x00000015,0x0000001e,0x00000002,0x00040047,0x0000001b, 0x0000001e,0x00000000,0x00050048,0x0000001d,0x00000000,0x00000023,0x00000000,0x00030047, 0x0000001d,0x00000002,0x00050048,0x00000024,0x00000000,0x0000000b,0x00000000,0x00030047, 0x00000024,0x00000002,0x00040048,0x00000028,0x00000000,0x00000005,0x00050048,0x00000028, 0x00000000,0x00000023,0x00000000,0x00050048,0x00000028,0x00000000,0x00000007,0x00000010, 0x00030047,0x00000028,0x00000002,0x00040047,0x0000002a,0x00000022,0x00000000,0x00040047, 0x0000002a,0x00000021,0x00000000,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, 0x00000017,0x00000003,0x00000008,0x00040020,0x00000019,0x00000007,0x00000008,0x0004003b, 0x00000014,0x0000001b,0x00000001,0x0003001e,0x0000001d,0x00000008,0x00040020,0x0000001e, 0x00000009,0x0000001d,0x0004003b,0x0000001e,0x0000001f,0x00000009,0x00040020,0x00000020, 0x00000009,0x00000008,0x0003001e,0x00000024,0x00000007,0x00040020,0x00000025,0x00000003, 0x00000024,0x0004003b,0x00000025,0x00000026,0x00000003,0x00040018,0x00000027,0x00000007, 0x00000004,0x0003001e,0x00000028,0x00000027,0x00040020,0x00000029,0x00000002,0x00000028, 0x0004003b,0x00000029,0x0000002a,0x00000002,0x00040020,0x0000002b,0x00000002,0x00000027, 0x00040015,0x0000002e,0x00000020,0x00000000,0x0004002b,0x0000002e,0x0000002f,0x00000000, 0x00040020,0x00000030,0x00000007,0x00000006,0x0004002b,0x0000002e,0x00000033,0x00000001, 0x0004002b,0x00000006,0x00000036,0x00000000,0x0004002b,0x00000006,0x00000037,0x3f800000, 0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005,0x0004003b, 0x00000019,0x0000001a,0x00000007,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041, 0x00000011,0x00000012,0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d, 0x00000008,0x00000016,0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013, 0x0003003e,0x00000018,0x00000016,0x0004003d,0x00000008,0x0000001c,0x0000001b,0x00050041, 0x00000020,0x00000021,0x0000001f,0x0000000d,0x0004003d,0x00000008,0x00000022,0x00000021, 0x00050081,0x00000008,0x00000023,0x0000001c,0x00000022,0x0003003e,0x0000001a,0x00000023, 0x00050041,0x0000002b,0x0000002c,0x0000002a,0x0000000d,0x0004003d,0x00000027,0x0000002d, 0x0000002c,0x00050041,0x00000030,0x00000031,0x0000001a,0x0000002f,0x0004003d,0x00000006, 0x00000032,0x00000031,0x00050041,0x00000030,0x00000034,0x0000001a,0x00000033,0x0004003d, 0x00000006,0x00000035,0x00000034,0x00070050,0x00000007,0x00000038,0x00000032,0x00000035, 0x00000036,0x00000037,0x00050091,0x00000007,0x00000039,0x0000002d,0x00000038,0x00050041, 0x00000011,0x0000003a,0x00000026,0x0000000d,0x0003003e,0x0000003a,0x00000039,0x000100fd, 0x00010038 }; /** #version 450 core layout(location = 0) out vec4 fColor; layout(set = 1, binding = 0) uniform sampler2D sTexture; layout(location = 0) in struct { vec4 Color; vec2 UV; } In; void main() { vec4 process_color = In.Color * texture(sTexture, In.UV.st); if(process_color.w == 0) discard; fColor = process_color; } */ const std::vector fragment_shader = { // pre compiled fragment shader 0x07230203,0x00010000,0x0008000b,0x0000002c,0x00000000,0x00020011,0x00000001,0x0006000b, 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x0000000d,0x0000002a,0x00030010, 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, 0x00000000,0x00060005,0x00000009,0x636f7270,0x5f737365,0x6f6c6f63,0x00000072,0x00030005, 0x0000000b,0x00000000,0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006, 0x0000000b,0x00000001,0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000016, 0x78655473,0x65727574,0x00000000,0x00040005,0x0000002a,0x6c6f4366,0x0000726f,0x00040047, 0x0000000d,0x0000001e,0x00000000,0x00040047,0x00000016,0x00000022,0x00000001,0x00040047, 0x00000016,0x00000021,0x00000000,0x00040047,0x0000002a,0x0000001e,0x00000000,0x00020013, 0x00000002,0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017, 0x00000007,0x00000006,0x00000004,0x00040020,0x00000008,0x00000007,0x00000007,0x00040017, 0x0000000a,0x00000006,0x00000002,0x0004001e,0x0000000b,0x00000007,0x0000000a,0x00040020, 0x0000000c,0x00000001,0x0000000b,0x0004003b,0x0000000c,0x0000000d,0x00000001,0x00040015, 0x0000000e,0x00000020,0x00000001,0x0004002b,0x0000000e,0x0000000f,0x00000000,0x00040020, 0x00000010,0x00000001,0x00000007,0x00090019,0x00000013,0x00000006,0x00000001,0x00000000, 0x00000000,0x00000000,0x00000001,0x00000000,0x0003001b,0x00000014,0x00000013,0x00040020, 0x00000015,0x00000000,0x00000014,0x0004003b,0x00000015,0x00000016,0x00000000,0x0004002b, 0x0000000e,0x00000018,0x00000001,0x00040020,0x00000019,0x00000001,0x0000000a,0x00040015, 0x0000001e,0x00000020,0x00000000,0x0004002b,0x0000001e,0x0000001f,0x00000003,0x00040020, 0x00000020,0x00000007,0x00000006,0x0004002b,0x00000006,0x00000023,0x00000000,0x00020014, 0x00000024,0x00040020,0x00000029,0x00000003,0x00000007,0x0004003b,0x00000029,0x0000002a, 0x00000003,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8,0x00000005, 0x0004003b,0x00000008,0x00000009,0x00000007,0x00050041,0x00000010,0x00000011,0x0000000d, 0x0000000f,0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000014,0x00000017, 0x00000016,0x00050041,0x00000019,0x0000001a,0x0000000d,0x00000018,0x0004003d,0x0000000a, 0x0000001b,0x0000001a,0x00050057,0x00000007,0x0000001c,0x00000017,0x0000001b,0x00050085, 0x00000007,0x0000001d,0x00000012,0x0000001c,0x0003003e,0x00000009,0x0000001d,0x00050041, 0x00000020,0x00000021,0x00000009,0x0000001f,0x0004003d,0x00000006,0x00000022,0x00000021, 0x000500b4,0x00000024,0x00000025,0x00000022,0x00000023,0x000300f7,0x00000027,0x00000000, 0x000400fa,0x00000025,0x00000026,0x00000027,0x000200f8,0x00000026,0x000100fc,0x000200f8, 0x00000027,0x0004003d,0x00000007,0x0000002b,0x00000009,0x0003003e,0x0000002a,0x0000002b, 0x000100fd,0x00010038 }; void GraphicPipeline::Init(Renderer& renderer) { VkShaderModuleCreateInfo create_info{}; create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; create_info.codeSize = vertex_shader.size() * sizeof(std::uint32_t); create_info.pCode = vertex_shader.data(); VkShaderModule vshader; if(vkCreateShaderModule(RenderCore::Get().GetDevice().Get(), &create_info, nullptr, &vshader) != VK_SUCCESS) FatalError("Vulkan : failed to create a vertex shader module"); VkPushConstantRange push_constant; push_constant.offset = 0; push_constant.size = sizeof(glm::vec2); push_constant.stageFlags = VK_SHADER_STAGE_VERTEX_BIT; create_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; create_info.codeSize = fragment_shader.size() * sizeof(std::uint32_t); create_info.pCode = fragment_shader.data(); VkShaderModule fshader; if(vkCreateShaderModule(RenderCore::Get().GetDevice().Get(), &create_info, nullptr, &fshader) != VK_SUCCESS) FatalError("Vulkan : failed to create a fragment shader module"); VkPipelineShaderStageCreateInfo vert_shader_stage_info{}; vert_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; vert_shader_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT; vert_shader_stage_info.module = vshader; vert_shader_stage_info.pName = "main"; VkPipelineShaderStageCreateInfo frag_shader_stage_info{}; frag_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; frag_shader_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT; frag_shader_stage_info.module = fshader; frag_shader_stage_info.pName = "main"; std::array stages = { vert_shader_stage_info, frag_shader_stage_info }; auto binding_description = Vertex::GetBindingDescription(); auto attribute_descriptions = Vertex::GetAttributeDescriptions(); VkPipelineVertexInputStateCreateInfo vertex_input_state_create_info{}; vertex_input_state_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertex_input_state_create_info.vertexBindingDescriptionCount = 1; vertex_input_state_create_info.pVertexBindingDescriptions = &binding_description; vertex_input_state_create_info.vertexAttributeDescriptionCount = static_cast(attribute_descriptions.size()); vertex_input_state_create_info.pVertexAttributeDescriptions = attribute_descriptions.data(); VkPipelineInputAssemblyStateCreateInfo input_assembly{}; input_assembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; input_assembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; input_assembly.primitiveRestartEnable = VK_FALSE; VkDynamicState states[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR }; constexpr std::size_t states_count = sizeof(states) / sizeof(VkDynamicState); VkPipelineDynamicStateCreateInfo dynamic_states{}; dynamic_states.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; dynamic_states.dynamicStateCount = states_count; dynamic_states.pDynamicStates = states; VkViewport viewport{}; viewport.x = 0.0f; viewport.y = 0.0f; viewport.width = (float)renderer.GetFrameBuffer(0).GetWidth(); viewport.height = (float)renderer.GetFrameBuffer(0).GetHeight(); viewport.minDepth = 0.0f; viewport.maxDepth = 1.0f; VkRect2D scissor{}; scissor.offset = { 0, 0 }; scissor.extent = { renderer.GetFrameBuffer(0).GetWidth(), renderer.GetFrameBuffer(0).GetHeight()}; VkPipelineViewportStateCreateInfo viewport_state{}; viewport_state.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewport_state.viewportCount = 1; viewport_state.pViewports = &viewport; viewport_state.scissorCount = 1; viewport_state.pScissors = &scissor; VkPipelineRasterizationStateCreateInfo rasterizer{}; rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; rasterizer.depthClampEnable = VK_FALSE; rasterizer.rasterizerDiscardEnable = VK_FALSE; rasterizer.polygonMode = VK_POLYGON_MODE_FILL; rasterizer.lineWidth = 1.0f; rasterizer.cullMode = VK_CULL_MODE_NONE; rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE; rasterizer.depthBiasEnable = VK_FALSE; VkPipelineMultisampleStateCreateInfo multisampling{}; multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; multisampling.sampleShadingEnable = VK_FALSE; multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; VkPipelineColorBlendAttachmentState color_blend_attachment{}; color_blend_attachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; color_blend_attachment.blendEnable = VK_TRUE; color_blend_attachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; color_blend_attachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_blend_attachment.colorBlendOp = VK_BLEND_OP_ADD; color_blend_attachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; color_blend_attachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; color_blend_attachment.alphaBlendOp = VK_BLEND_OP_ADD; VkPipelineColorBlendStateCreateInfo color_blending{}; color_blending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; color_blending.logicOpEnable = VK_FALSE; color_blending.logicOp = VK_LOGIC_OP_COPY; color_blending.attachmentCount = 1; color_blending.pAttachments = &color_blend_attachment; color_blending.blendConstants[0] = 1.0f; color_blending.blendConstants[1] = 1.0f; color_blending.blendConstants[2] = 1.0f; color_blending.blendConstants[3] = 1.0f; VkDescriptorSetLayout layouts[] = { renderer.GetVertDescriptorSet().GetLayout(), renderer.GetFragDescriptorSet().GetLayout() }; VkPipelineLayoutCreateInfo pipeline_layout_info{}; pipeline_layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; pipeline_layout_info.setLayoutCount = 2; pipeline_layout_info.pSetLayouts = layouts; pipeline_layout_info.pushConstantRangeCount = 1; pipeline_layout_info.pPushConstantRanges = &push_constant; if(vkCreatePipelineLayout(RenderCore::Get().GetDevice().Get(), &pipeline_layout_info, nullptr, &m_pipeline_layout) != VK_SUCCESS) FatalError("Vulkan : failed to create a graphics pipeline layout"); VkGraphicsPipelineCreateInfo pipeline_info{}; pipeline_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipeline_info.stageCount = stages.size(); pipeline_info.pStages = stages.data(); pipeline_info.pVertexInputState = &vertex_input_state_create_info; pipeline_info.pInputAssemblyState = &input_assembly; pipeline_info.pViewportState = &viewport_state; pipeline_info.pRasterizationState = &rasterizer; pipeline_info.pMultisampleState = &multisampling; pipeline_info.pColorBlendState = &color_blending; pipeline_info.pDynamicState = &dynamic_states; pipeline_info.layout = m_pipeline_layout; pipeline_info.renderPass = renderer.GetRenderPass().Get(); pipeline_info.subpass = 0; pipeline_info.basePipelineHandle = VK_NULL_HANDLE; VkResult res = vkCreateGraphicsPipelines(RenderCore::Get().GetDevice().Get(), VK_NULL_HANDLE, 1, &pipeline_info, nullptr, &m_graphics_pipeline); if(res != VK_SUCCESS) FatalError("Vulkan : failed to create a graphics pipeline, %", VerbaliseVkResult(res)); DebugLog("Vulkan : created new graphic pipeline"); vkDestroyShaderModule(RenderCore::Get().GetDevice().Get(), fshader, nullptr); vkDestroyShaderModule(RenderCore::Get().GetDevice().Get(), vshader, nullptr); } void GraphicPipeline::Destroy() noexcept { vkDestroyPipeline(RenderCore::Get().GetDevice().Get(), m_graphics_pipeline, nullptr); vkDestroyPipelineLayout(RenderCore::Get().GetDevice().Get(), m_pipeline_layout, nullptr); m_graphics_pipeline = VK_NULL_HANDLE; DebugLog("Vulkan : destroyed a graphics pipeline"); } }