680 lines
34 KiB
C++
680 lines
34 KiB
C++
#include "Pipeline.hpp"
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#include "PhysicalDeviceInfo.hpp"
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#include "../../../core/data/file.hpp"
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#include "../Renderer.hpp"
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#include "api/Models.hpp"
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#define CONTENT_DIR "content/"
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#define SHADER_DIR CONTENT_DIR "shaders/"
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using namespace render::vk;
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Pipeline::Pipeline(VkDevice device, const PhysicalDeviceInfo &info, const renderOptions &options): device(device) {
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const auto hasSamples = info.samples > 1;
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{ // Render pass
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VkAttachmentDescription colorAttachment{};
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colorAttachment.format = info.getSurfaceFormat().format;
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colorAttachment.samples = info.samples;
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colorAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colorAttachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colorAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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colorAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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colorAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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colorAttachment.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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// NOTE: UI RenderPass do VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
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VkAttachmentReference colorAttachmentRef{};
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colorAttachmentRef.attachment = 0; //TODO: layouts bind
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colorAttachmentRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentDescription depthAttachment{};
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depthAttachment.format = info.findDepthFormat();
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depthAttachment.samples = info.samples;
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depthAttachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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depthAttachment.storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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depthAttachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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depthAttachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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depthAttachment.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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depthAttachment.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference depthAttachmentRef{};
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depthAttachmentRef.attachment = 1;
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depthAttachmentRef.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentDescription colorAttachmentResolve{};
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colorAttachmentResolve.format = colorAttachment.format;
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colorAttachmentResolve.samples = VK_SAMPLE_COUNT_1_BIT;
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colorAttachmentResolve.loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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colorAttachmentResolve.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colorAttachmentResolve.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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colorAttachmentResolve.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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colorAttachmentResolve.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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colorAttachmentResolve.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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// NOTE: UI RenderPass do VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
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VkAttachmentReference colorAttachmentResolveRef{};
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colorAttachmentResolveRef.attachment = 2;
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colorAttachmentResolveRef.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkSubpassDescription colorDepthSubpass{};
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colorDepthSubpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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colorDepthSubpass.colorAttachmentCount = 1;
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colorDepthSubpass.pColorAttachments = &colorAttachmentRef;
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colorDepthSubpass.pDepthStencilAttachment = &depthAttachmentRef;
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if (hasSamples) {
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colorDepthSubpass.pResolveAttachments = &colorAttachmentResolveRef;
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}
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std::array<VkSubpassDescription, 4> subpasses = {colorDepthSubpass, colorDepthSubpass, colorDepthSubpass, colorDepthSubpass};
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std::array<VkSubpassDependency, 7> dependencies{};
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dependencies[0].srcSubpass = VK_SUBPASS_EXTERNAL;
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dependencies[0].dstSubpass = 0;
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dependencies[0].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].srcAccessMask = 0;
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dependencies[0].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[0].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[0].dependencyFlags = 0;
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dependencies[1].srcSubpass = 0;
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dependencies[1].dstSubpass = 1;
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dependencies[1].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[1].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[1].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[2].srcSubpass = 0;
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dependencies[2].dstSubpass = 1;
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dependencies[2].srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[2].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[2].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[2].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[2].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[3].srcSubpass = 1;
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dependencies[3].dstSubpass = 2;
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dependencies[3].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[3].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[3].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[3].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[3].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[4].srcSubpass = 1;
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dependencies[4].dstSubpass = 2;
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dependencies[4].srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[4].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[4].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[4].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[4].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[5].srcSubpass = 2;
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dependencies[5].dstSubpass = 3;
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dependencies[5].srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[5].srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[5].dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependencies[5].dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependencies[5].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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dependencies[6].srcSubpass = 2;
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dependencies[6].dstSubpass = 3;
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dependencies[6].srcStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[6].srcAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[6].dstStageMask = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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dependencies[6].dstAccessMask = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dependencies[6].dependencyFlags = VK_DEPENDENCY_BY_REGION_BIT;
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VkRenderPassCreateInfo renderPassInfo{};
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renderPassInfo.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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std::vector<VkAttachmentDescription> attachments = {colorAttachment, depthAttachment};
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if (hasSamples) {
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attachments.push_back(colorAttachmentResolve);
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}
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renderPassInfo.attachmentCount = attachments.size();
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renderPassInfo.pAttachments = attachments.data();
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renderPassInfo.subpassCount = subpasses.size();
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renderPassInfo.pSubpasses = subpasses.data();
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renderPassInfo.dependencyCount = dependencies.size();
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renderPassInfo.pDependencies = dependencies.data();
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if (vkCreateRenderPass(device, &renderPassInfo, ALLOC, &renderPass) != VK_SUCCESS) {
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FATAL("Failed to create render pass!");
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}
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}
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{ // UI Render pass
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VkAttachmentDescription attachment = {};
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attachment.format = info.getSurfaceFormat().format;
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attachment.samples = VK_SAMPLE_COUNT_1_BIT;
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attachment.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
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attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachment.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
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attachment.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachment.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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attachment.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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VkAttachmentReference color_attachment = {};
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color_attachment.attachment = 0;
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color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkSubpassDescription subpass = {};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1;
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subpass.pColorAttachments = &color_attachment;
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VkSubpassDependency dependency = {};
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.srcAccessMask = 0; // or VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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VkRenderPassCreateInfo info = {};
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info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO;
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info.attachmentCount = 1;
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info.pAttachments = &attachment;
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info.subpassCount = 1;
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info.pSubpasses = &subpass;
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info.dependencyCount = 1;
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info.pDependencies = &dependency;
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if (vkCreateRenderPass(device, &info, nullptr, &uiRenderPass) != VK_SUCCESS) {
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FATAL("Failed to create UI render pass!");
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}
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}
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//MAYBE: use sets (ubo, (samplers, passInfos))
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//MAYBE: reuse sub UBO
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{ // Voxel descriptor
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std::array<VkDescriptorSetLayoutBinding, 4> bindings{};
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bindings[0] = VoxelUBO::getLayoutBinding();
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bindings[1].binding = 1;
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bindings[1].descriptorCount = 1;
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bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[1].pImmutableSamplers = nullptr; //TODO: set immuable samplers
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bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[2].binding = 2;
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bindings[2].descriptorCount = 1;
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bindings[2].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[2].pImmutableSamplers = nullptr;
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bindings[2].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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bindings[3].binding = 3;
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bindings[3].descriptorCount = 1;
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bindings[3].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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bindings[3].pImmutableSamplers = nullptr;
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bindings[3].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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VkDescriptorSetLayoutCreateInfo layoutInfo{};
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layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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layoutInfo.bindingCount = bindings.size();
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layoutInfo.pBindings = bindings.data();
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if (vkCreateDescriptorSetLayout(device, &layoutInfo, ALLOC, &voxelDescriptorSet) != VK_SUCCESS) {
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FATAL("Failed to create descriptor set layout!");
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}
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}
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{ // Indicator descriptor
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VkDescriptorSetLayoutCreateInfo layoutInfo{};
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layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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auto binding = ViewProjUBO::getLayoutBinding();
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layoutInfo.bindingCount = 1;
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layoutInfo.pBindings = &binding;
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if (vkCreateDescriptorSetLayout(device, &layoutInfo, ALLOC, &indicDescriptorSet) != VK_SUCCESS) {
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FATAL("Failed to create descriptor set layout!");
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}
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}
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{ // Sky descriptor
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VkDescriptorSetLayoutBinding samplerLayoutBinding{};
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samplerLayoutBinding.binding = 1;
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samplerLayoutBinding.descriptorCount = 1;
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samplerLayoutBinding.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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samplerLayoutBinding.pImmutableSamplers = nullptr;
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samplerLayoutBinding.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
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std::vector<VkDescriptorSetLayoutBinding> bindings = {ViewProjUBO::getLayoutBinding(), samplerLayoutBinding};
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VkDescriptorSetLayoutCreateInfo layoutInfo{};
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layoutInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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layoutInfo.bindingCount = bindings.size();
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layoutInfo.pBindings = bindings.data();
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if (vkCreateDescriptorSetLayout(device, &layoutInfo, ALLOC, &skyDescriptorSet) != VK_SUCCESS) {
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FATAL("Failed to create descriptor set layout!");
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}
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}
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// Common pipeline settings
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auto setShaders = [&](Subpass &pass, const std::string &shaderName, bool geometry = false, const VkSpecializationInfo* specialization = nullptr) -> std::vector<VkPipelineShaderStageCreateInfo>
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{
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auto createShaderModule = [&](const data::file_content &code) {
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VkShaderModuleCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
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createInfo.codeSize = code.size();
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createInfo.pCode = reinterpret_cast<const uint32_t *>(code.data());
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VkShaderModule shaderModule;
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if (vkCreateShaderModule(device, &createInfo, ALLOC, &shaderModule) != VK_SUCCESS) {
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FATAL("Failed to create shader module!");
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}
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return shaderModule;
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};
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VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
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vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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data::file_content vsFile({SHADER_DIR + shaderName + ".vs.spv"});
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vertShaderStageInfo.module = pass.vsShader = createShaderModule(vsFile);
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vertShaderStageInfo.pName = "main";
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vertShaderStageInfo.pSpecializationInfo = specialization;
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VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
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fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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data::file_content fsFile({SHADER_DIR + shaderName + ".fs.spv"});
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fragShaderStageInfo.module = pass.fsShader = createShaderModule(fsFile);
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fragShaderStageInfo.pName = "main";
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fragShaderStageInfo.pSpecializationInfo = specialization;
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if (geometry) {
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VkPipelineShaderStageCreateInfo geomShaderStageInfo{};
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geomShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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geomShaderStageInfo.stage = VK_SHADER_STAGE_GEOMETRY_BIT;
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data::file_content gsFile({SHADER_DIR + shaderName + ".gs.spv"});
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geomShaderStageInfo.module = pass.gsShader = createShaderModule(gsFile);
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geomShaderStageInfo.pName = "main";
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geomShaderStageInfo.pSpecializationInfo = specialization;
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return {vertShaderStageInfo, geomShaderStageInfo, fragShaderStageInfo};
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} else {
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return {vertShaderStageInfo, fragShaderStageInfo};
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}
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};
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auto setLayout = [&](Subpass& pass, const std::vector<VkDescriptorSetLayout>& layout, const std::vector<VkPushConstantRange>& push = {}) {
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VkPipelineLayoutCreateInfo pipelineLayoutInfo{};
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pipelineLayoutInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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pipelineLayoutInfo.setLayoutCount = layout.size();
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pipelineLayoutInfo.pSetLayouts = layout.data();
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pipelineLayoutInfo.pushConstantRangeCount = push.size();
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pipelineLayoutInfo.pPushConstantRanges = push.data();
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if (vkCreatePipelineLayout(device, &pipelineLayoutInfo, ALLOC, &pass.layout) != VK_SUCCESS) {
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FATAL("Failed to create pipeline layout!");
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}
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};
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VkPipelineDepthStencilStateCreateInfo depthStencil{};
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depthStencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthStencil.depthTestEnable = VK_TRUE;
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depthStencil.depthWriteEnable = VK_TRUE;
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depthStencil.depthCompareOp = VK_COMPARE_OP_LESS;
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depthStencil.depthBoundsTestEnable = VK_FALSE; // Restrict sub depth area
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depthStencil.minDepthBounds = 0.0f;
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depthStencil.maxDepthBounds = 1.0f;
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depthStencil.stencilTestEnable = VK_FALSE;
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// Stencil options front/back
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VkPipelineColorBlendAttachmentState solidColorBlendAttachment{};
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solidColorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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solidColorBlendAttachment.blendEnable = VK_FALSE;
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VkPipelineColorBlendAttachmentState blendColorBlendAttachment{};
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blendColorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT;
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blendColorBlendAttachment.blendEnable = VK_TRUE;
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blendColorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
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blendColorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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blendColorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
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blendColorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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blendColorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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blendColorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
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VkPipelineColorBlendStateCreateInfo colorBlending{};
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colorBlending.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
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colorBlending.attachmentCount = 1; //NOTE: For multitarget
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colorBlending.pAttachments = options.voxel.transparency ? &blendColorBlendAttachment : &solidColorBlendAttachment;
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colorBlending.logicOpEnable = VK_FALSE;
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colorBlending.logicOp = VK_LOGIC_OP_COPY;
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colorBlending.blendConstants[0] = 0.0f;
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colorBlending.blendConstants[1] = 0.0f;
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colorBlending.blendConstants[2] = 0.0f;
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colorBlending.blendConstants[3] = 0.0f;
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VkPipelineInputAssemblyStateCreateInfo trisInputAssembly{};
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trisInputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
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trisInputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
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trisInputAssembly.primitiveRestartEnable = VK_FALSE;
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// Viewport
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VkViewport viewport{};
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viewport.x = 0.0f;
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viewport.y = 0.0f;
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viewport.width = (float)info.swapDetails.capabilities.currentExtent.width;
|
|
viewport.height = (float)info.swapDetails.capabilities.currentExtent.height;
|
|
viewport.minDepth = 0.0f;
|
|
viewport.maxDepth = 1.0f;
|
|
|
|
VkRect2D scissor{};
|
|
scissor.offset = {0, 0};
|
|
scissor.extent = info.swapDetails.capabilities.currentExtent;
|
|
|
|
VkPipelineViewportStateCreateInfo viewportState{};
|
|
viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
|
|
viewportState.viewportCount = 1;
|
|
viewportState.pViewports = &viewport;
|
|
viewportState.scissorCount = 1;
|
|
viewportState.pScissors = &scissor;
|
|
|
|
VkPipelineRasterizationStateCreateInfo rasterizer{};
|
|
rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
|
|
rasterizer.depthClampEnable = VK_FALSE;
|
|
rasterizer.rasterizerDiscardEnable = VK_FALSE;
|
|
rasterizer.polygonMode = options.wireframe && info.features.fillModeNonSolid ? VK_POLYGON_MODE_LINE : 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;
|
|
rasterizer.depthBiasConstantFactor = 0.0f;
|
|
rasterizer.depthBiasClamp = 0.0f;
|
|
rasterizer.depthBiasSlopeFactor = 0.0f;
|
|
|
|
VkPipelineMultisampleStateCreateInfo multisampling{};
|
|
multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
|
|
multisampling.rasterizationSamples = info.samples;
|
|
//MAYBE: add option
|
|
multisampling.sampleShadingEnable = info.features.sampleRateShading && hasSamples;
|
|
multisampling.minSampleShading = .2f;
|
|
multisampling.pSampleMask = nullptr;
|
|
multisampling.alphaToCoverageEnable = VK_FALSE;
|
|
multisampling.alphaToOneEnable = VK_FALSE;
|
|
|
|
{ // World pipeline
|
|
VkPushConstantRange pushRange{};
|
|
pushRange.offset = 0;
|
|
pushRange.size = sizeof(UniqueCurvaturePush);
|
|
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
|
setLayout(worldPass, {voxelDescriptorSet}, {pushRange});
|
|
|
|
struct SpeData {
|
|
bool fog;
|
|
bool pbr;
|
|
bool triplanar;
|
|
bool stochastic;
|
|
bool blend;
|
|
bool curvature;
|
|
bool curv_depth;
|
|
int32_t unitSize;
|
|
} speData;
|
|
std::array<VkSpecializationMapEntry, 8> speIndex;
|
|
speData.fog = options.voxel.fog;
|
|
speIndex[0].constantID = 0;
|
|
speIndex[0].offset = offsetof(SpeData, fog);
|
|
speIndex[0].size = sizeof(SpeData::fog);
|
|
speData.pbr = options.voxel.pbr;
|
|
speIndex[1].constantID = 1;
|
|
speIndex[1].offset = offsetof(SpeData, pbr);
|
|
speIndex[1].size = sizeof(SpeData::pbr);
|
|
speData.triplanar = options.voxel.triplanar;
|
|
speIndex[2].constantID = 2;
|
|
speIndex[2].offset = offsetof(SpeData, triplanar);
|
|
speIndex[2].size = sizeof(SpeData::triplanar);
|
|
speData.stochastic = options.voxel.stochastic;
|
|
speIndex[3].constantID = 3;
|
|
speIndex[3].offset = offsetof(SpeData, stochastic);
|
|
speIndex[3].size = sizeof(SpeData::stochastic);
|
|
speData.blend = options.voxel.blend;
|
|
speIndex[4].constantID = 4;
|
|
speIndex[4].offset = offsetof(SpeData, blend);
|
|
speIndex[4].size = sizeof(SpeData::blend);
|
|
speData.curvature = options.voxel.curvature;
|
|
speIndex[5].constantID = 5;
|
|
speIndex[5].offset = offsetof(SpeData, curvature);
|
|
speIndex[5].size = sizeof(SpeData::curvature);
|
|
speData.curv_depth = options.voxel.curv_depth;
|
|
speIndex[6].constantID = 6;
|
|
speIndex[6].offset = offsetof(SpeData, curv_depth);
|
|
speIndex[6].size = sizeof(SpeData::curv_depth);
|
|
speData.unitSize = 8; //TODO: load from world.voxel_density
|
|
speIndex[7].constantID = 16;
|
|
speIndex[7].offset = offsetof(SpeData, unitSize);
|
|
speIndex[7].size = sizeof(SpeData::unitSize);
|
|
VkSpecializationInfo specialization{};
|
|
specialization.dataSize = sizeof(SpeData);
|
|
specialization.pData = &speData;
|
|
specialization.mapEntryCount = speIndex.size();
|
|
specialization.pMapEntries = speIndex.data();
|
|
|
|
auto withGeometry = options.voxel.geometry && info.features.geometryShader;
|
|
auto shaderStages = setShaders(worldPass, withGeometry ? "Voxel.geo" : "Voxel", withGeometry, &specialization);
|
|
|
|
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
|
|
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
|
|
|
auto bindingDescription = Model::getBindingDescription();
|
|
vertexInputInfo.vertexBindingDescriptionCount = 1;
|
|
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
|
|
auto attributeDescriptions = Model::getAttributeDescriptions();
|
|
vertexInputInfo.vertexAttributeDescriptionCount = attributeDescriptions.size();
|
|
vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data();
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineInfo{};
|
|
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
pipelineInfo.stageCount = shaderStages.size();
|
|
pipelineInfo.pStages = shaderStages.data();
|
|
pipelineInfo.pVertexInputState = &vertexInputInfo;
|
|
pipelineInfo.pInputAssemblyState = &trisInputAssembly;
|
|
pipelineInfo.pViewportState = &viewportState;
|
|
pipelineInfo.pRasterizationState = &rasterizer;
|
|
pipelineInfo.pMultisampleState = &multisampling;
|
|
pipelineInfo.pDepthStencilState = &depthStencil;
|
|
pipelineInfo.pColorBlendState = &colorBlending;
|
|
pipelineInfo.pDynamicState = nullptr;
|
|
|
|
pipelineInfo.layout = worldPass.layout;
|
|
pipelineInfo.renderPass = renderPass;
|
|
pipelineInfo.subpass = 0;
|
|
|
|
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
|
|
pipelineInfo.basePipelineIndex = -1;
|
|
|
|
if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, ALLOC, &worldPass.pipeline) != VK_SUCCESS) {
|
|
FATAL("Failed to create graphics pipeline!");
|
|
}
|
|
}
|
|
{ // Indicator pipeline
|
|
VkPushConstantRange pushRange{};
|
|
pushRange.offset = 0;
|
|
pushRange.size = sizeof(ModelColorPush);
|
|
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
|
setLayout(indicPass, {indicDescriptorSet}, {pushRange});
|
|
auto shaderStages = setShaders(indicPass, "Color");
|
|
|
|
VkPipelineInputAssemblyStateCreateInfo lineInputAssembly{};
|
|
lineInputAssembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
|
|
lineInputAssembly.topology = VK_PRIMITIVE_TOPOLOGY_LINE_LIST;
|
|
lineInputAssembly.primitiveRestartEnable = VK_FALSE;
|
|
|
|
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
|
|
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
|
auto bindingDescription = Shape::getBindingDescription();
|
|
vertexInputInfo.vertexBindingDescriptionCount = 1;
|
|
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
|
|
auto attributeDescription = Shape::getAttributeDescription();
|
|
vertexInputInfo.vertexAttributeDescriptionCount = 1;
|
|
vertexInputInfo.pVertexAttributeDescriptions = &attributeDescription;
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineInfo{};
|
|
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
pipelineInfo.stageCount = shaderStages.size();
|
|
pipelineInfo.pStages = shaderStages.data();
|
|
pipelineInfo.pVertexInputState = &vertexInputInfo;
|
|
pipelineInfo.pInputAssemblyState = &lineInputAssembly;
|
|
pipelineInfo.pViewportState = &viewportState;
|
|
pipelineInfo.pRasterizationState = &rasterizer;
|
|
pipelineInfo.pMultisampleState = &multisampling;
|
|
pipelineInfo.pDepthStencilState = &depthStencil;
|
|
pipelineInfo.pColorBlendState = &colorBlending;
|
|
pipelineInfo.pDynamicState = nullptr;
|
|
|
|
pipelineInfo.layout = indicPass.layout;
|
|
pipelineInfo.renderPass = renderPass;
|
|
pipelineInfo.subpass = 1;
|
|
|
|
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
|
|
pipelineInfo.basePipelineIndex = -1;
|
|
|
|
if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, ALLOC, &indicPass.pipeline) != VK_SUCCESS) {
|
|
FATAL("Failed to create graphics pipeline!");
|
|
}
|
|
}
|
|
{ // Transparent World pipeline
|
|
VkPushConstantRange pushRange{};
|
|
pushRange.offset = 0;
|
|
pushRange.size = sizeof(UniqueCurvaturePush);
|
|
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
|
|
setLayout(transparentWorldPass, {voxelDescriptorSet}, {pushRange});
|
|
|
|
struct SpeData {
|
|
bool fog;
|
|
bool pbr;
|
|
bool triplanar;
|
|
bool stochastic;
|
|
bool blend;
|
|
bool curvature;
|
|
bool curv_depth;
|
|
int32_t unitSize;
|
|
} speData;
|
|
std::array<VkSpecializationMapEntry, 8> speIndex;
|
|
speData.fog = options.voxel.fog;
|
|
speIndex[0].constantID = 0;
|
|
speIndex[0].offset = offsetof(SpeData, fog);
|
|
speIndex[0].size = sizeof(SpeData::fog);
|
|
speData.pbr = options.voxel.pbr;
|
|
speIndex[1].constantID = 1;
|
|
speIndex[1].offset = offsetof(SpeData, pbr);
|
|
speIndex[1].size = sizeof(SpeData::pbr);
|
|
speData.triplanar = options.voxel.triplanar;
|
|
speIndex[2].constantID = 2;
|
|
speIndex[2].offset = offsetof(SpeData, triplanar);
|
|
speIndex[2].size = sizeof(SpeData::triplanar);
|
|
speData.stochastic = options.voxel.stochastic;
|
|
speIndex[3].constantID = 3;
|
|
speIndex[3].offset = offsetof(SpeData, stochastic);
|
|
speIndex[3].size = sizeof(SpeData::stochastic);
|
|
speData.blend = options.voxel.blend;
|
|
speIndex[4].constantID = 4;
|
|
speIndex[4].offset = offsetof(SpeData, blend);
|
|
speIndex[4].size = sizeof(SpeData::blend);
|
|
speData.curvature = options.voxel.curvature;
|
|
speIndex[5].constantID = 5;
|
|
speIndex[5].offset = offsetof(SpeData, curvature);
|
|
speIndex[5].size = sizeof(SpeData::curvature);
|
|
speData.curv_depth = options.voxel.curv_depth;
|
|
speIndex[6].constantID = 6;
|
|
speIndex[6].offset = offsetof(SpeData, curv_depth);
|
|
speIndex[6].size = sizeof(SpeData::curv_depth);
|
|
speData.unitSize = 8; //TODO: load from world.voxel_density
|
|
speIndex[7].constantID = 16;
|
|
speIndex[7].offset = offsetof(SpeData, unitSize);
|
|
speIndex[7].size = sizeof(SpeData::unitSize);
|
|
VkSpecializationInfo specialization{};
|
|
specialization.dataSize = sizeof(SpeData);
|
|
specialization.pData = &speData;
|
|
specialization.mapEntryCount = speIndex.size();
|
|
specialization.pMapEntries = speIndex.data();
|
|
|
|
auto withGeometry = options.voxel.geometry && info.features.geometryShader;
|
|
auto shaderStages = setShaders(transparentWorldPass, withGeometry ? "Voxel.geo" : "Voxel", withGeometry, &specialization);
|
|
|
|
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
|
|
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
|
|
|
auto bindingDescription = Model::getBindingDescription();
|
|
vertexInputInfo.vertexBindingDescriptionCount = 1;
|
|
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
|
|
auto attributeDescriptions = Model::getAttributeDescriptions();
|
|
vertexInputInfo.vertexAttributeDescriptionCount = attributeDescriptions.size();
|
|
vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data();
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineInfo{};
|
|
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
pipelineInfo.stageCount = shaderStages.size();
|
|
pipelineInfo.pStages = shaderStages.data();
|
|
pipelineInfo.pVertexInputState = &vertexInputInfo;
|
|
pipelineInfo.pInputAssemblyState = &trisInputAssembly;
|
|
pipelineInfo.pViewportState = &viewportState;
|
|
pipelineInfo.pRasterizationState = &rasterizer;
|
|
pipelineInfo.pMultisampleState = &multisampling;
|
|
pipelineInfo.pDepthStencilState = &depthStencil;
|
|
pipelineInfo.pColorBlendState = &colorBlending;
|
|
pipelineInfo.pDynamicState = nullptr;
|
|
|
|
pipelineInfo.layout = transparentWorldPass.layout;
|
|
pipelineInfo.renderPass = renderPass;
|
|
pipelineInfo.subpass = 2;
|
|
|
|
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
|
|
pipelineInfo.basePipelineIndex = -1;
|
|
|
|
if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, ALLOC, &transparentWorldPass.pipeline) != VK_SUCCESS) {
|
|
FATAL("Failed to create graphics pipeline!");
|
|
}
|
|
}
|
|
{ // Sky pipeline
|
|
setLayout(skyPass, {skyDescriptorSet}, {});
|
|
auto shaderStages = setShaders(skyPass, "Sky");
|
|
|
|
depthStencil.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
|
|
|
|
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
|
|
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
|
|
auto bindingDescription = Shape::getBindingDescription();
|
|
vertexInputInfo.vertexBindingDescriptionCount = 1;
|
|
vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
|
|
auto attributeDescription = Shape::getAttributeDescription();
|
|
vertexInputInfo.vertexAttributeDescriptionCount = 1;
|
|
vertexInputInfo.pVertexAttributeDescriptions = &attributeDescription;
|
|
|
|
VkGraphicsPipelineCreateInfo pipelineInfo{};
|
|
pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
|
|
pipelineInfo.stageCount = shaderStages.size();
|
|
pipelineInfo.pStages = shaderStages.data();
|
|
pipelineInfo.pVertexInputState = &vertexInputInfo;
|
|
pipelineInfo.pInputAssemblyState = &trisInputAssembly;
|
|
pipelineInfo.pViewportState = &viewportState;
|
|
pipelineInfo.pRasterizationState = &rasterizer;
|
|
pipelineInfo.pMultisampleState = &multisampling;
|
|
pipelineInfo.pDepthStencilState = &depthStencil;
|
|
pipelineInfo.pColorBlendState = &colorBlending;
|
|
pipelineInfo.pDynamicState = nullptr;
|
|
|
|
pipelineInfo.layout = skyPass.layout;
|
|
pipelineInfo.renderPass = renderPass;
|
|
pipelineInfo.subpass = 3;
|
|
|
|
pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
|
|
pipelineInfo.basePipelineIndex = -1;
|
|
|
|
if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, ALLOC, &skyPass.pipeline) != VK_SUCCESS) {
|
|
FATAL("Failed to create graphics pipeline!");
|
|
}
|
|
}
|
|
}
|
|
Pipeline::~Pipeline() {
|
|
auto destroy = [&](Subpass &pass) {
|
|
if(pass.gsShader)
|
|
vkDestroyShaderModule(device, pass.gsShader, ALLOC);
|
|
|
|
vkDestroyShaderModule(device, pass.fsShader, ALLOC);
|
|
vkDestroyShaderModule(device, pass.vsShader, ALLOC);
|
|
vkDestroyPipeline(device, pass.pipeline, ALLOC);
|
|
vkDestroyPipelineLayout(device, pass.layout, ALLOC);
|
|
};
|
|
|
|
vkDestroyRenderPass(device, uiRenderPass, ALLOC);
|
|
|
|
destroy(worldPass);
|
|
destroy(indicPass);
|
|
destroy(skyPass);
|
|
|
|
vkDestroyDescriptorSetLayout(device, voxelDescriptorSet, ALLOC);
|
|
vkDestroyDescriptorSetLayout(device, indicDescriptorSet, ALLOC);
|
|
vkDestroyDescriptorSetLayout(device, skyDescriptorSet, ALLOC);
|
|
vkDestroyRenderPass(device, renderPass, ALLOC);
|
|
} |