#include "cve_pipeline.hpp" #include #include #include #include namespace cve { CvePipeline::CvePipeline(CveDevice &device, const std::string& vertFilepath, const std::string& fragFilepath, const PipelineConfigInfo &configInfo) : cveDevice{device} { createGraphicsPipeline(vertFilepath, fragFilepath, configInfo); } CvePipeline::~CvePipeline() { vkDestroyShaderModule(cveDevice.device(), vertShaderModule, nullptr); vkDestroyPipeline(cveDevice.device(), graphicsPipeline, nullptr); vkDestroyShaderModule(cveDevice.device(), fragShaderModule, nullptr); } std::vector CvePipeline::readFile(const std::string& filepath) { std::ifstream file{filepath, std::ios::ate | std::ios::binary}; if (!file.is_open()) { throw std::runtime_error("Failed to open file: " + filepath); } size_t fileSize = static_cast(file.tellg()); std::vector buffer(fileSize); file.seekg(0); file.read(buffer.data(), fileSize); file.close(); return buffer; } void CvePipeline::createGraphicsPipeline(const std::string& vertFilepath, const std::string& fragFilepath, const PipelineConfigInfo &configInfo) { auto vertCode = readFile(vertFilepath); auto fragCode = readFile(fragFilepath); assert(configInfo.pipelineLayout != VK_NULL_HANDLE && "Unable to create graphics pipeline"); assert(configInfo.renderPass != VK_NULL_HANDLE && "Unable to create graphics pipeline"); createShaderModule(vertCode, &vertShaderModule); createShaderModule(fragCode, &fragShaderModule); VkPipelineShaderStageCreateInfo shaderStages[2]; shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT; shaderStages[0].module = vertShaderModule; shaderStages[0].pName = "main"; shaderStages[0].flags = 0; shaderStages[0].pNext = nullptr; shaderStages[0].pSpecializationInfo = nullptr; shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; shaderStages[1].module = fragShaderModule; shaderStages[1].pName = "main"; shaderStages[1].flags = 0; shaderStages[1].pNext = nullptr; shaderStages[1].pSpecializationInfo = nullptr; VkPipelineVertexInputStateCreateInfo vertexInputInfo{}; vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertexInputInfo.vertexBindingDescriptionCount = 0; vertexInputInfo.vertexAttributeDescriptionCount = 0; vertexInputInfo.pVertexBindingDescriptions = nullptr; vertexInputInfo.pVertexAttributeDescriptions = nullptr; VkPipelineViewportStateCreateInfo viewportInfo{}; viewportInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewportInfo.viewportCount = 1; viewportInfo.pViewports = &configInfo.viewport; viewportInfo.scissorCount = 1; viewportInfo.pScissors = &configInfo.scissor; VkGraphicsPipelineCreateInfo pipelineInfo{}; pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipelineInfo.stageCount = 2; pipelineInfo.pStages = shaderStages; pipelineInfo.pVertexInputState = &vertexInputInfo; pipelineInfo.pInputAssemblyState = &configInfo.inputAssemblyInfo; pipelineInfo.pViewportState = &viewportInfo; pipelineInfo.pRasterizationState = &configInfo.rasterizationInfo; pipelineInfo.pMultisampleState = &configInfo.multisampleInfo; pipelineInfo.pColorBlendState = &configInfo.colorBlendInfo; pipelineInfo.pDepthStencilState = &configInfo.depthStencilInfo; pipelineInfo.pDynamicState = nullptr; pipelineInfo.layout = configInfo.pipelineLayout; pipelineInfo.renderPass = configInfo.renderPass; pipelineInfo.subpass = configInfo.subpass; pipelineInfo.basePipelineIndex = -1; pipelineInfo.basePipelineHandle = VK_NULL_HANDLE; if (vkCreateGraphicsPipelines(cveDevice.device(), VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicsPipeline) != VK_SUCCESS) { throw std::runtime_error("Failed to create graphics pipeline."); } } void CvePipeline::createShaderModule(const std::vector& code, VkShaderModule *shaderModule) { VkShaderModuleCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; createInfo.codeSize = code.size(); createInfo.pCode = reinterpret_cast(code.data()); if (vkCreateShaderModule(cveDevice.device(), &createInfo, nullptr, shaderModule) != VK_SUCCESS) { throw std::runtime_error("Failed to create shader module."); } } PipelineConfigInfo CvePipeline::defaultPipelineConfigInfo(uint32_t width, uint32_t height) { PipelineConfigInfo configInfo{}; configInfo.inputAssemblyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; configInfo.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; configInfo.inputAssemblyInfo.primitiveRestartEnable = VK_FALSE; configInfo.viewport.x = 0.0f; configInfo.viewport.y = 0.0f; configInfo.viewport.width = static_cast(width); configInfo.viewport.height = static_cast(height); configInfo.viewport.minDepth = 0.0f; configInfo.viewport.maxDepth = 1.0f; configInfo.scissor.offset = {0, 0}; configInfo.scissor.extent = {width, height}; configInfo.rasterizationInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; configInfo.rasterizationInfo.depthClampEnable = VK_FALSE; configInfo.rasterizationInfo.rasterizerDiscardEnable = VK_FALSE; configInfo.rasterizationInfo.polygonMode = VK_POLYGON_MODE_FILL; configInfo.rasterizationInfo.lineWidth = 1.0f; configInfo.rasterizationInfo.cullMode = VK_CULL_MODE_NONE; configInfo.rasterizationInfo.frontFace = VK_FRONT_FACE_CLOCKWISE; configInfo.rasterizationInfo.depthBiasEnable = VK_FALSE; configInfo.rasterizationInfo.depthBiasConstantFactor = 0.0f; configInfo.rasterizationInfo.depthBiasClamp = 0.0f; configInfo.rasterizationInfo.depthBiasSlopeFactor = 0.0f; configInfo.multisampleInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; configInfo.multisampleInfo.sampleShadingEnable = VK_FALSE; configInfo.multisampleInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; configInfo.multisampleInfo.minSampleShading = 1.0f; // Optional configInfo.multisampleInfo.pSampleMask = nullptr; // Optional configInfo.multisampleInfo.alphaToCoverageEnable = VK_FALSE; // Optional configInfo.multisampleInfo.alphaToOneEnable = VK_FALSE; // Optional configInfo.colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; configInfo.colorBlendAttachment.blendEnable = VK_FALSE; configInfo.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; // Optional configInfo.colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional configInfo.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD; // Optional configInfo.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; // Optional configInfo.colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional configInfo.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD; // Optional configInfo.colorBlendInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; configInfo.colorBlendInfo.logicOpEnable = VK_FALSE; configInfo.colorBlendInfo.logicOp = VK_LOGIC_OP_COPY; // Optional configInfo.colorBlendInfo.attachmentCount = 1; configInfo.colorBlendInfo.pAttachments = &configInfo.colorBlendAttachment; configInfo.colorBlendInfo.blendConstants[0] = 0.0f; // Optional configInfo.colorBlendInfo.blendConstants[1] = 0.0f; // Optional configInfo.colorBlendInfo.blendConstants[2] = 0.0f; // Optional configInfo.colorBlendInfo.blendConstants[3] = 0.0f; // Optional configInfo.depthStencilInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; configInfo.depthStencilInfo.depthTestEnable = VK_TRUE; configInfo.depthStencilInfo.depthWriteEnable = VK_TRUE; configInfo.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_LESS; configInfo.depthStencilInfo.depthBoundsTestEnable = VK_FALSE; configInfo.depthStencilInfo.minDepthBounds = 0.0f; // Optional configInfo.depthStencilInfo.maxDepthBounds = 1.0f; // Optional configInfo.depthStencilInfo.stencilTestEnable = VK_FALSE; configInfo.depthStencilInfo.front = {}; // Optional configInfo.depthStencilInfo.back = {}; // Optional return configInfo; } }