ULRE/example/Vulkan/VKPipeline.cpp
HuYingzhuo c01f46df5c 删除VertexInputState类,其内容并入Shader类。
VertexInputStateInstance类更名为VertexAttributeBinding
2019-04-26 22:34:51 +08:00

207 lines
7.0 KiB
C++
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

#include"VKPipeline.h"
#include"VKDevice.h"
#include"VKShader.h"
#include"VKVertexInput.h"
#include"VKRenderPass.h"
VK_NAMESPACE_BEGIN
Pipeline::~Pipeline()
{
vkDestroyPipeline(device,pipeline,nullptr);
}
PipelineCreater::PipelineCreater(Device *dev,RenderPass *rp)
{
device=dev->GetDevice();
extent=dev->GetExtent();
cache=dev->GetPipelineCache();
hgl_zero(pipelineInfo);
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
{
if(!rp)
rp=dev->GetRenderPass();
pipelineInfo.renderPass = *rp;
pipelineInfo.subpass = 0; //subpass由于还不知道有什么用所以暂时写0待知道功用后需改进
}
{
vis_create_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vis_create_info.pNext = nullptr;
vis_create_info.flags = 0;
vis_create_info.vertexBindingDescriptionCount = 0;
vis_create_info.pVertexBindingDescriptions = nullptr;
vis_create_info.vertexAttributeDescriptionCount = 0;
vis_create_info.pVertexAttributeDescriptions = nullptr;
pipelineInfo.pVertexInputState=&vis_create_info;
}
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = extent.width;
viewport.height = extent.height;
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
scissor.offset = {0, 0};
scissor.extent = extent;
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewportState.pNext = nullptr;
viewportState.flags = 0;
viewportState.viewportCount = 1;
viewportState.pViewports = &viewport;
viewportState.scissorCount = 1;
viewportState.pScissors = &scissor;
pipelineInfo.pViewportState = &viewportState;
depthStencilState.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
depthStencilState.pNext = nullptr;
depthStencilState.flags = 0;
depthStencilState.depthTestEnable = VK_TRUE;
depthStencilState.depthWriteEnable = VK_TRUE;
depthStencilState.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
depthStencilState.depthBoundsTestEnable = VK_FALSE;
depthStencilState.minDepthBounds = 0;
depthStencilState.maxDepthBounds = 0;
depthStencilState.stencilTestEnable = VK_FALSE;
depthStencilState.back.failOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.passOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.compareOp = VK_COMPARE_OP_ALWAYS;
depthStencilState.back.compareMask = 0;
depthStencilState.back.reference = 0;
depthStencilState.back.depthFailOp = VK_STENCIL_OP_KEEP;
depthStencilState.back.writeMask = 0;
depthStencilState.front = depthStencilState.back;
pipelineInfo.pDepthStencilState=&depthStencilState;
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterizer.pNext = nullptr;
rasterizer.flags = 0;
rasterizer.depthClampEnable = VK_FALSE;
rasterizer.rasterizerDiscardEnable = VK_FALSE;
rasterizer.polygonMode = VK_POLYGON_MODE_FILL;
rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
rasterizer.frontFace = VK_FRONT_FACE_CLOCKWISE; //顺时针
rasterizer.depthBiasEnable = VK_FALSE;
rasterizer.depthBiasConstantFactor = 0;
rasterizer.depthBiasClamp = 0;
rasterizer.depthBiasSlopeFactor = 0;
rasterizer.lineWidth = 1.0f;
pipelineInfo.pRasterizationState = &rasterizer;
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling.pNext = nullptr;
multisampling.flags = 0;
multisampling.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
multisampling.sampleShadingEnable = VK_FALSE;
multisampling.minSampleShading = 0.0;
multisampling.pSampleMask = nullptr;
multisampling.alphaToCoverageEnable = VK_FALSE;
multisampling.alphaToOneEnable = VK_FALSE;
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;
colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
colorBlending.pNext = nullptr;
colorBlending.flags = 0;
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;
memset(dynamicStateEnables, 0, sizeof dynamicStateEnables);
dynamicState.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamicState.pNext = nullptr;
dynamicState.flags = 0;
dynamicState.pDynamicStates = dynamicStateEnables;
dynamicState.dynamicStateCount = 0;
dynamicStateEnables[dynamicState.dynamicStateCount++] = VK_DYNAMIC_STATE_VIEWPORT;
dynamicStateEnables[dynamicState.dynamicStateCount++] = VK_DYNAMIC_STATE_SCISSOR;
pipelineInfo.pDynamicState=&dynamicState;
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
pipelineInfo.basePipelineIndex = 0;
}
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->GetStageCount();
pipelineInfo.pStages=shader->GetShaderStages();
return(true);
}
bool PipelineCreater::Set(const VertexAttributeBinding *vab)
{
if(!vab)
return(false);
vab->Write(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)
if(topology!=PRIM_RECTANGLE)return(false);
inputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
inputAssembly.pNext = nullptr;
inputAssembly.flags = 0;
inputAssembly.topology = (topology==PRIM_RECTANGLE?VK_PRIMITIVE_TOPOLOGY_POINT_LIST:topology);
inputAssembly.primitiveRestartEnable = restart;
pipelineInfo.pInputAssemblyState = &inputAssembly;
return(true);
}
bool PipelineCreater::Set(VkPipelineLayout pl)
{
if(!pl)return(false);
pipelineInfo.layout = pl;
return(true);
}
Pipeline *PipelineCreater::Create()
{
VkPipeline graphicsPipeline;
if (vkCreateGraphicsPipelines(device, cache, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS)
return(nullptr);
return(new Pipeline(device,graphicsPipeline));
}
VK_NAMESPACE_END