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UwU-Engine/UwURenderEngine/RenderEngine/VkObjects/Pipeline.cpp
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#include "Pipeline.hpp"
#include <array>
#include <stdexcept>
#include <fstream>
#include "DescriptorSetLayout.hpp"
#include "Device.hpp"
#include "RenderPass.hpp"
#include "Swapchain.hpp"
#include "DeviceFunctions/DeviceFunctions.hpp"
#include "../ModelManager.hpp"
VkShaderModule VkObjects::Pipeline::create_shader_module(const Device& device, const std::string& code) const
{
VkShaderModuleCreateInfo shader_module_info{};
shader_module_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
shader_module_info.codeSize = code.size();
shader_module_info.pCode = reinterpret_cast<const uint32_t*>(code.c_str());
VkShaderModule shader_module;
VK_CHECK(vkCreateShaderModule(device.get_native(), &shader_module_info, nullptr, &shader_module))
return shader_module;
}
VkObjects::Pipeline::Pipeline(const Device& device, const Swapchain& swapchain,
const RenderPass& render_pass, const DescriptorSetLayout& layout_binding):device_(device)
{
std::ifstream vertex_shader_file("Shaders/vertex.spv", std::ios::binary);
if (!vertex_shader_file.is_open())
throw std::runtime_error("Vertex shader not found");
std::ifstream fragment_shader_file("Shaders/fragment.spv", std::ios::binary);
if (!fragment_shader_file.is_open()) {
vertex_shader_file.close();
throw std::runtime_error("Fragment shader not found");
}
std::string vertex_shader_code((std::istreambuf_iterator<char>(vertex_shader_file)), std::istreambuf_iterator<char>());
std::string fragment_shader_code((std::istreambuf_iterator<char>(fragment_shader_file)), std::istreambuf_iterator<char>());
vertex_shader_file.close();
fragment_shader_file.close();
VkShaderModule vertex_shader = create_shader_module(device_, vertex_shader_code);
VkShaderModule fragment_shader = create_shader_module(device_, fragment_shader_code);
VkPipelineShaderStageCreateInfo vertex_shader_stage_info{};
vertex_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
vertex_shader_stage_info.stage = VK_SHADER_STAGE_VERTEX_BIT;
vertex_shader_stage_info.module = vertex_shader;
vertex_shader_stage_info.pName = "main";
VkPipelineShaderStageCreateInfo fragment_shader_stage_info{};
fragment_shader_stage_info.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
fragment_shader_stage_info.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
fragment_shader_stage_info.module = fragment_shader;
fragment_shader_stage_info.pName = "main";
VkPipelineShaderStageCreateInfo shader_stages[] = {vertex_shader_stage_info, fragment_shader_stage_info};
const std::vector<VkDynamicState> dynamic_states = {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
};
VkPipelineDynamicStateCreateInfo dynamic_state_info{};
dynamic_state_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state_info.dynamicStateCount = static_cast<uint32_t>(dynamic_states.size());
dynamic_state_info.pDynamicStates = dynamic_states.data();
VkVertexInputBindingDescription binding_description = ModelManager::Vertex::get_binding_description();
std::array<VkVertexInputAttributeDescription, 2> attribute_descriptions = ModelManager::Vertex::get_vertex_attribute_descriptions();
VkPipelineVertexInputStateCreateInfo vertex_input_info{};
vertex_input_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertex_input_info.vertexBindingDescriptionCount = 1;
vertex_input_info.pVertexBindingDescriptions = &binding_description;
vertex_input_info.vertexAttributeDescriptionCount = static_cast<uint32_t>(attribute_descriptions.size());
vertex_input_info.pVertexAttributeDescriptions = attribute_descriptions.data();
VkPipelineInputAssemblyStateCreateInfo input_assembly_info{};
input_assembly_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
input_assembly_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
input_assembly_info.primitiveRestartEnable = VK_FALSE;
VkViewport viewport{};
viewport.x = 0.0f;
viewport.y = 0.0f;
viewport.width = static_cast<float>(swapchain.get_extent().width);
viewport.height = static_cast<float>(swapchain.get_extent().height);
viewport.minDepth = 0.0f;
viewport.maxDepth = 1.0f;
VkRect2D scissor{};
scissor.offset = {0, 0};
scissor.extent = swapchain.get_extent();
VkPipelineViewportStateCreateInfo viewport_info{};
viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewport_info.viewportCount = 1;
viewport_info.pViewports = &viewport;
viewport_info.scissorCount = 1;
viewport_info.pScissors = &scissor;
VkPipelineRasterizationStateCreateInfo rasterization_info{};
rasterization_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterization_info.depthClampEnable = VK_FALSE;
rasterization_info.rasterizerDiscardEnable = VK_FALSE;
rasterization_info.polygonMode = VK_POLYGON_MODE_FILL;
rasterization_info.lineWidth = 1.0f;
rasterization_info.cullMode = VK_CULL_MODE_BACK_BIT;
rasterization_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
rasterization_info.depthBiasEnable = VK_FALSE;
VkPipelineMultisampleStateCreateInfo multisample_info{};
multisample_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisample_info.sampleShadingEnable = VK_FALSE;
multisample_info.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
VkPipelineColorBlendAttachmentState color_blend_attachment_state{};
color_blend_attachment_state.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
color_blend_attachment_state.blendEnable = VK_TRUE;
color_blend_attachment_state.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
color_blend_attachment_state.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
color_blend_attachment_state.colorBlendOp = VK_BLEND_OP_ADD;
color_blend_attachment_state.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
color_blend_attachment_state.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
color_blend_attachment_state.alphaBlendOp = VK_BLEND_OP_ADD;
VkPipelineColorBlendStateCreateInfo color_blend_info{};
color_blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
color_blend_info.logicOpEnable = VK_FALSE;
color_blend_info.attachmentCount = 1;
color_blend_info.pAttachments = &color_blend_attachment_state;
color_blend_info.blendConstants[0] = 0.0f;
color_blend_info.blendConstants[1] = 0.0f;
color_blend_info.blendConstants[2] = 0.0f;
color_blend_info.blendConstants[3] = 0.0f;
VkDescriptorSetLayout layout = layout_binding.get_native();
VkPipelineLayoutCreateInfo pipeline_layout_info{};
pipeline_layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
pipeline_layout_info.setLayoutCount = 1;
pipeline_layout_info.pSetLayouts = &layout;
VK_CHECK(vkCreatePipelineLayout(device_.get_native(), &pipeline_layout_info, nullptr, &pipeline_layout_))
VkGraphicsPipelineCreateInfo pipeline_info{};
pipeline_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipeline_info.stageCount = 2;
pipeline_info.pStages = shader_stages;
pipeline_info.layout = pipeline_layout_;
pipeline_info.pColorBlendState = &color_blend_info;
pipeline_info.pDynamicState = &dynamic_state_info;
pipeline_info.pInputAssemblyState = &input_assembly_info;
pipeline_info.pMultisampleState = &multisample_info;
pipeline_info.pRasterizationState = &rasterization_info;
pipeline_info.pViewportState = &viewport_info;
pipeline_info.pVertexInputState = &vertex_input_info;
pipeline_info.pDepthStencilState = nullptr;
pipeline_info.renderPass = render_pass.get_native();
pipeline_info.subpass = 0;
pipeline_info.basePipelineHandle = nullptr;
pipeline_info.basePipelineIndex = -1;
VK_CHECK(vkCreateGraphicsPipelines(device_.get_native(), nullptr, 1, &pipeline_info, nullptr, &pipeline_))
vkDestroyShaderModule(device_.get_native(), vertex_shader, nullptr);
vkDestroyShaderModule(device_.get_native(), fragment_shader, nullptr);
}
VkObjects::Pipeline::~Pipeline()
{
if (pipeline_ != nullptr)
vkDestroyPipeline(device_.get_native(), pipeline_, nullptr);
if (pipeline_layout_ != nullptr)
vkDestroyPipelineLayout(device_.get_native(), pipeline_layout_, nullptr);
}