#include #include #include namespace Scop { Shader::Shader(const std::vector& bytecode, ShaderType type, ShaderLayout layout) : m_bytecode(bytecode), m_layout(std::move(layout)) { switch(type) { case ShaderType::Vertex : m_stage = VK_SHADER_STAGE_VERTEX_BIT; break; case ShaderType::Fragment : m_stage = VK_SHADER_STAGE_FRAGMENT_BIT; break; case ShaderType::Compute : m_stage = VK_SHADER_STAGE_COMPUTE_BIT; break; default : FatalError("wtf"); break; } m_module = kvfCreateShaderModule(RenderCore::Get().GetDevice(), m_bytecode.data(), m_bytecode.size() * 4); DebugLog("Vulkan : shader module created"); GeneratePipelineLayout(m_layout); } void Shader::GeneratePipelineLayout(ShaderLayout layout) { for(auto& [n, set] : layout.set_layouts) { std::vector bindings(set.binds.size()); for(std::size_t i = 0; i < set.binds.size(); i++) { bindings[i].binding = set.binds[i].first; bindings[i].descriptorCount = 1; bindings[i].descriptorType = set.binds[i].second; bindings[i].pImmutableSamplers = nullptr; bindings[i].stageFlags = m_stage; } m_set_layouts.emplace_back(kvfCreateDescriptorSetLayout(RenderCore::Get().GetDevice(), bindings.data(), bindings.size())); DebugLog("Vulkan : descriptor set layout created"); m_pipeline_layout_part.set_layouts.push_back(m_set_layouts.back()); } std::size_t i = 0; std::vector push_constants(layout.push_constants.size()); m_pipeline_layout_part.push_constants.resize(layout.push_constants.size()); for(auto& pc : layout.push_constants) { VkPushConstantRange push_constant_range = {}; push_constant_range.offset = pc.offset; push_constant_range.size = pc.size; push_constant_range.stageFlags = m_stage; push_constants[i] = push_constant_range; m_pipeline_layout_part.push_constants[i] = push_constant_range; i++; } } Shader::~Shader() { kvfDestroyShaderModule(RenderCore::Get().GetDevice(), m_module); DebugLog("Vulkan : shader module destroyed"); for(auto& layout : m_set_layouts) { kvfDestroyDescriptorSetLayout(RenderCore::Get().GetDevice(), layout); DebugLog("Vulkan : descriptor set layout destroyed"); } } std::shared_ptr LoadShaderFromFile(const std::filesystem::path& filepath, ShaderType type, ShaderLayout layout) { std::ifstream stream(filepath, std::ios::binary); if(!stream.is_open()) FatalError("Renderer : unable to open a spirv shader file, %", filepath); std::vector data; stream.seekg(0); std::uint32_t part = 0; while(stream.read(reinterpret_cast(&part), sizeof(part))) data.push_back(part); stream.close(); std::shared_ptr shader = std::make_shared(data, type, layout); DebugLog("Vulkan : shader loaded %", filepath); return shader; } }