ULRE/example/Vulkan/VKPipeline.cpp

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#include"VKPipeline.h"
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#include"VKDevice.h"
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#include"VKShader.h"
#include"VKVertexInput.h"
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#include"VKRenderPass.h"
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VK_NAMESPACE_BEGIN
Pipeline::~Pipeline()
{
vkDestroyPipeline(device,pipeline,nullptr);
}
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PipelineCreater::PipelineCreater(Device *dev)
{
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device=dev->GetDevice();
extent=dev->GetExtent();
hgl_zero(pipelineInfo);
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
viewport.x = 0.0f;
viewport.y = 0.0f;
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viewport.width = extent.width;
viewport.height = extent.height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
scissor.offset = {0, 0};
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scissor.extent = extent;
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.viewportCount = 1;
viewportState.pViewports = &viewport;
viewportState.scissorCount = 1;
viewportState.pScissors = &scissor;
pipelineInfo.pViewportState = &viewportState;
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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_BACK_BIT;
rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rasterizer.depthBiasEnable = VK_FALSE;
pipelineInfo.pRasterizationState = &rasterizer;
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.sampleShadingEnable = VK_FALSE;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
pipelineInfo.pMultisampleState = &multisampling;
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;
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.logicOpEnable = VK_FALSE;
colorBlending.logicOp = VK_LOGIC_OP_COPY;
colorBlending.attachmentCount = 1;
colorBlending.pAttachments = &colorBlendAttachment;
colorBlending.blendConstants[0] = 0.0f;
colorBlending.blendConstants[1] = 0.0f;
colorBlending.blendConstants[2] = 0.0f;
colorBlending.blendConstants[3] = 0.0f;
pipelineInfo.pColorBlendState = &colorBlending;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
}
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bool PipelineCreater::Set(const Shader *s)
{
if(!s)return(false);
//未来这里需要增加是否有vs/fs的检测
shader=s;
pipelineInfo.stageCount=shader->GetCount();
pipelineInfo.pStages=shader->GetStages();
return(true);
}
bool PipelineCreater::Set(const VertexInput *vi)
{
if(!vi)return(false);
if(vi->GetCount()<=0)return(false);
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vertex_input=vi;
vis_create_info=vertex_input->GetPipelineVertexInputStateCreateInfo();
pipelineInfo.pVertexInputState=&vis_create_info;
return(true);
}
bool PipelineCreater::Set(const VkPrimitiveTopology topology,bool restart)
{
if(topology<VK_PRIMITIVE_TOPOLOGY_BEGIN_RANGE||topology>VK_PRIMITIVE_TOPOLOGY_END_RANGE)return(false);
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.topology = topology;
inputAssembly.primitiveRestartEnable = restart;
pipelineInfo.pInputAssemblyState = &inputAssembly;
return(true);
}
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bool PipelineCreater::Set(VkPipelineLayout pl)
{
if(!pl)return(false);
pipelineInfo.layout = pl;
return(true);
}
bool PipelineCreater::Set(VkRenderPass rp,uint32_t subpass)
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{
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if(!rp)return(false);
pipelineInfo.renderPass = rp;
pipelineInfo.subpass = subpass;
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return(true);
}
Pipeline *PipelineCreater::Create()
{
VkPipeline graphicsPipeline;
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if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS)
return(nullptr);
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return(new Pipeline(device,graphicsPipeline));
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}
VK_NAMESPACE_END