388 lines
19 KiB
C++
388 lines
19 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 "buffer/VertexData.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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constexpr auto BLENDING = true;
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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 = hasSamples ?
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL : 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_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, 2> subpasses = {colorDepthSubpass, colorDepthSubpass};
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std::array<VkSubpassDependency, 3> 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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//FIXME: probably needs depth dependency and/or 1->external
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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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{ // Voxel 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 = {buffer::vk::UniformBufferObject::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, &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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{ // 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 = {buffer::vk::UniformBufferObject::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) -> std::vector<VkPipelineShaderStageCreateInfo> {
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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 = nullptr; //TODO: pass constants
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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 = nullptr; //TODO: pass constants
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//TODO: geometry
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return {vertShaderStageInfo, fragShaderStageInfo};
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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 colorBlendAttachment{};
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colorBlendAttachment.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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if constexpr (BLENDING) {
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colorBlendAttachment.blendEnable = VK_TRUE;
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colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA;
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colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD;
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colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
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colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO;
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colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD;
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} else {
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colorBlendAttachment.blendEnable = VK_FALSE;
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}
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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 = &colorBlendAttachment;
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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;
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viewport.height = (float)info.swapDetails.capabilities.currentExtent.height;
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viewport.minDepth = 0.0f;
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viewport.maxDepth = 1.0f;
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VkRect2D scissor{};
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scissor.offset = {0, 0};
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scissor.extent = info.swapDetails.capabilities.currentExtent;
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VkPipelineViewportStateCreateInfo viewportState{};
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viewportState.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
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viewportState.viewportCount = 1;
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viewportState.pViewports = &viewport;
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viewportState.scissorCount = 1;
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viewportState.pScissors = &scissor;
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VkPipelineRasterizationStateCreateInfo rasterizer{};
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rasterizer.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
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rasterizer.depthClampEnable = VK_FALSE;
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rasterizer.rasterizerDiscardEnable = VK_FALSE;
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rasterizer.polygonMode = options.wireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL;
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rasterizer.lineWidth = 1.0f;
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rasterizer.cullMode = VK_CULL_MODE_BACK_BIT;
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rasterizer.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE;
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rasterizer.depthBiasEnable = VK_FALSE;
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rasterizer.depthBiasConstantFactor = 0.0f;
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rasterizer.depthBiasClamp = 0.0f;
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rasterizer.depthBiasSlopeFactor = 0.0f;
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VkPipelineMultisampleStateCreateInfo multisampling{};
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multisampling.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
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multisampling.rasterizationSamples = info.samples;
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//MAYBE: add option
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multisampling.sampleShadingEnable = info.features.sampleRateShading && hasSamples;
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multisampling.minSampleShading = .2f;
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multisampling.pSampleMask = nullptr;
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multisampling.alphaToCoverageEnable = VK_FALSE;
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multisampling.alphaToOneEnable = VK_FALSE;
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{ // World pipeline
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/*struct Push {
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alignas(16) glm::mat4 Model;
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alignas(16) glm::vec4 SphereProj;
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alignas(4) float Curvature;
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};*/
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VkPushConstantRange pushRange{};
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pushRange.offset = 0;
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pushRange.size = sizeof(buffer::vk::ModelPush);
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pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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setLayout(worldPass, {voxelDescriptorSet}, {pushRange});
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auto shaderStages = setShaders(worldPass, "Tris");
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VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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auto bindingDescription = buffer::vk::VertexData::getBindingDescription();
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vertexInputInfo.vertexBindingDescriptionCount = 1;
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vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
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auto attributeDescriptions = buffer::vk::VertexData::getAttributeDescriptions();
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vertexInputInfo.vertexAttributeDescriptionCount = attributeDescriptions.size();
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vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data();
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VkGraphicsPipelineCreateInfo pipelineInfo{};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = shaderStages.size();
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pipelineInfo.pStages = shaderStages.data();
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &trisInputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pDepthStencilState = &depthStencil;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.pDynamicState = nullptr;
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pipelineInfo.layout = worldPass.layout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.subpass = 0;
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pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
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pipelineInfo.basePipelineIndex = -1;
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if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, ALLOC, &worldPass.pipeline) != VK_SUCCESS) {
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FATAL("Failed to create graphics pipeline!");
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}
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}
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{ // Sky pipeline
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VkPushConstantRange pushRange{};
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pushRange.offset = 0;
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pushRange.size = sizeof(buffer::vk::SkyPush);
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pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
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setLayout(skyPass, {skyDescriptorSet}, {pushRange});
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auto shaderStages = setShaders(skyPass, "Sky");
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depthStencil.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL;
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VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
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vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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auto bindingDescription = Shape::getBindingDescription();
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vertexInputInfo.vertexBindingDescriptionCount = 1;
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vertexInputInfo.pVertexBindingDescriptions = &bindingDescription;
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auto attributeDescription = Shape::getAttributeDescription();
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vertexInputInfo.vertexAttributeDescriptionCount = 1;
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vertexInputInfo.pVertexAttributeDescriptions = &attributeDescription;
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VkGraphicsPipelineCreateInfo pipelineInfo{};
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pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineInfo.stageCount = shaderStages.size();
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pipelineInfo.pStages = shaderStages.data();
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pipelineInfo.pVertexInputState = &vertexInputInfo;
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pipelineInfo.pInputAssemblyState = &trisInputAssembly;
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pipelineInfo.pViewportState = &viewportState;
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pipelineInfo.pRasterizationState = &rasterizer;
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pipelineInfo.pMultisampleState = &multisampling;
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pipelineInfo.pDepthStencilState = &depthStencil;
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pipelineInfo.pColorBlendState = &colorBlending;
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pipelineInfo.pDynamicState = nullptr;
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pipelineInfo.layout = skyPass.layout;
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pipelineInfo.renderPass = renderPass;
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pipelineInfo.subpass = 1;
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pipelineInfo.basePipelineHandle = VK_NULL_HANDLE;
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pipelineInfo.basePipelineIndex = -1;
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if (vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, 1, &pipelineInfo, ALLOC, &skyPass.pipeline) != VK_SUCCESS) {
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FATAL("Failed to create graphics pipeline!");
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}
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}
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}
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Pipeline::~Pipeline() {
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auto destroy = [&](Subpass &pass) {
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vkDestroyShaderModule(device, pass.fsShader, ALLOC);
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vkDestroyShaderModule(device, pass.vsShader, ALLOC);
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vkDestroyPipeline(device, pass.pipeline, ALLOC);
|
|
vkDestroyPipelineLayout(device, pass.layout, ALLOC);
|
|
};
|
|
|
|
destroy(worldPass);
|
|
destroy(skyPass);
|
|
|
|
vkDestroyDescriptorSetLayout(device, voxelDescriptorSet, ALLOC);
|
|
vkDestroyDescriptorSetLayout(device, skyDescriptorSet, ALLOC);
|
|
vkDestroyRenderPass(device, renderPass, ALLOC);
|
|
} |