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use {
crate::graphics::{
vulkan_api::{raii, RenderDevice},
GraphicsError,
},
ash::vk,
std::{ffi::CString, sync::Arc},
};
pub unsafe fn create_layouts(
render_device: Arc<RenderDevice>,
texture_count: u32,
) -> Result<(raii::DescriptorSetLayout, raii::PipelineLayout), GraphicsError> {
let descriptor_set_layout = raii::DescriptorSetLayout::new_with_bindings(
render_device.clone(),
&[
vk::DescriptorSetLayoutBinding {
binding: 0,
descriptor_type: vk::DescriptorType::STORAGE_BUFFER,
descriptor_count: 1,
stage_flags: vk::ShaderStageFlags::VERTEX,
..vk::DescriptorSetLayoutBinding::default()
},
vk::DescriptorSetLayoutBinding {
binding: 1,
descriptor_type: vk::DescriptorType::COMBINED_IMAGE_SAMPLER,
descriptor_count: texture_count,
stage_flags: vk::ShaderStageFlags::FRAGMENT,
..vk::DescriptorSetLayoutBinding::default()
},
],
)?;
let pipeline_layout = raii::PipelineLayout::new_with_layouts_and_ranges(
render_device,
&[descriptor_set_layout.raw()],
&[],
)?;
Ok((descriptor_set_layout, pipeline_layout))
}
pub unsafe fn create_pipeline(
render_device: Arc<RenderDevice>,
vertex_source: &[u8],
fragment_source: &[u8],
layout: &raii::PipelineLayout,
render_pass: &raii::RenderPass,
) -> Result<raii::Pipeline, GraphicsError> {
let vertex_shader_module = raii::ShaderModule::new_from_bytes(
render_device.clone(),
vertex_source,
)?;
let fragment_shader_module = raii::ShaderModule::new_from_bytes(
render_device.clone(),
fragment_source,
)?;
let shader_entry_name = CString::new("main").unwrap();
let stages = [
vk::PipelineShaderStageCreateInfo {
module: vertex_shader_module.raw(),
stage: vk::ShaderStageFlags::VERTEX,
p_name: shader_entry_name.as_ptr(),
..Default::default()
},
vk::PipelineShaderStageCreateInfo {
module: fragment_shader_module.raw(),
stage: vk::ShaderStageFlags::FRAGMENT,
p_name: shader_entry_name.as_ptr(),
..Default::default()
},
];
let vertex_input_state = vk::PipelineVertexInputStateCreateInfo::default();
let input_assembly = vk::PipelineInputAssemblyStateCreateInfo {
topology: vk::PrimitiveTopology::TRIANGLE_LIST,
primitive_restart_enable: vk::FALSE,
..Default::default()
};
let rasterization_state = vk::PipelineRasterizationStateCreateInfo {
depth_clamp_enable: vk::FALSE,
rasterizer_discard_enable: vk::FALSE,
polygon_mode: vk::PolygonMode::FILL,
line_width: 1.0,
cull_mode: vk::CullModeFlags::NONE,
..Default::default()
};
let multisample_state = vk::PipelineMultisampleStateCreateInfo {
sample_shading_enable: vk::FALSE,
rasterization_samples: vk::SampleCountFlags::TYPE_1,
..Default::default()
};
let color_blend_attachment_states =
[vk::PipelineColorBlendAttachmentState {
color_write_mask: vk::ColorComponentFlags::RGBA,
blend_enable: vk::TRUE,
src_color_blend_factor: vk::BlendFactor::SRC_ALPHA,
dst_color_blend_factor: vk::BlendFactor::ONE_MINUS_SRC_ALPHA,
color_blend_op: vk::BlendOp::ADD,
src_alpha_blend_factor: vk::BlendFactor::ONE,
dst_alpha_blend_factor: vk::BlendFactor::ZERO,
alpha_blend_op: vk::BlendOp::ADD,
}];
let color_blend_state = vk::PipelineColorBlendStateCreateInfo {
attachment_count: color_blend_attachment_states.len() as u32,
p_attachments: color_blend_attachment_states.as_ptr(),
..Default::default()
};
let viewports = [vk::Viewport {
x: 0.0,
y: 0.0,
width: 1.0,
height: 1.0,
min_depth: 0.0,
max_depth: 1.0,
}];
let scissors = [vk::Rect2D {
offset: vk::Offset2D { x: 0, y: 0 },
extent: vk::Extent2D {
width: 1,
height: 1,
},
}];
let viewport_state = vk::PipelineViewportStateCreateInfo {
viewport_count: viewports.len() as u32,
p_viewports: viewports.as_ptr(),
scissor_count: scissors.len() as u32,
p_scissors: scissors.as_ptr(),
..Default::default()
};
let dynamic_states =
[vk::DynamicState::VIEWPORT, vk::DynamicState::SCISSOR];
let dynamic_state = vk::PipelineDynamicStateCreateInfo {
dynamic_state_count: dynamic_states.len() as u32,
p_dynamic_states: dynamic_states.as_ptr(),
..Default::default()
};
let create_info = vk::GraphicsPipelineCreateInfo {
stage_count: stages.len() as u32,
p_stages: stages.as_ptr(),
p_vertex_input_state: &vertex_input_state,
p_input_assembly_state: &input_assembly,
p_dynamic_state: &dynamic_state,
p_rasterization_state: &rasterization_state,
p_multisample_state: &multisample_state,
p_color_blend_state: &color_blend_state,
p_tessellation_state: std::ptr::null(),
p_viewport_state: &viewport_state,
p_depth_stencil_state: std::ptr::null(),
render_pass: render_pass.raw(),
layout: layout.raw(),
subpass: 0,
base_pipeline_handle: vk::Pipeline::null(),
base_pipeline_index: 0,
..Default::default()
};
raii::Pipeline::new_graphics_pipeline(render_device, create_info)
}