#include "hk_pipeline.hpp" #include "hk_model.hpp" // std #include #include #include #include namespace hk { Pipeline::Pipeline( Device& device, const std::string &vertFilePath, const std::string &fragFilePath, const PipelineConfigInfo& configInfo) : device(device) { createGraphicPipeline(vertFilePath, fragFilePath, configInfo); } Pipeline::~Pipeline() { vkDestroyShaderModule(device.device(), vertShaderModule, nullptr); vkDestroyShaderModule(device.device(), fragShaderModule, nullptr); vkDestroyPipeline(device.device(), graphicPipeline, nullptr); } void Pipeline::bind(VkCommandBuffer commandBuffer) { vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, graphicPipeline); } PipelineConfigInfo Pipeline::defaultPipelineConfigInfo(uint32_t width, uint32_t height) { PipelineConfigInfo configInfo{}; configInfo.inputAssemblyInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; configInfo.inputAssemblyInfo.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; configInfo.inputAssemblyInfo.primitiveRestartEnable = VK_FALSE; configInfo.viewport.x = 0.0f; configInfo.viewport.y = 0.0f; configInfo.viewport.width = static_cast(width); configInfo.viewport.height = static_cast(height); configInfo.viewport.minDepth = 0.0f; configInfo.viewport.maxDepth = 1.0f; configInfo.scissor.offset = {0, 0}; configInfo.scissor.extent = {width, height}; configInfo.rasterizationInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; configInfo.rasterizationInfo.depthClampEnable = VK_FALSE; configInfo.rasterizationInfo.rasterizerDiscardEnable = VK_FALSE; configInfo.rasterizationInfo.polygonMode = VK_POLYGON_MODE_FILL; configInfo.rasterizationInfo.lineWidth = 1.0f; configInfo.rasterizationInfo.cullMode = VK_CULL_MODE_NONE; configInfo.rasterizationInfo.frontFace = VK_FRONT_FACE_CLOCKWISE; configInfo.rasterizationInfo.depthBiasEnable = VK_FALSE; configInfo.rasterizationInfo.depthBiasConstantFactor = 0.0f; // Optional configInfo.rasterizationInfo.depthBiasClamp = 0.0f; // Optional configInfo.rasterizationInfo.depthBiasSlopeFactor = 0.0f; // Optional configInfo.multisampleInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; configInfo.multisampleInfo.sampleShadingEnable = VK_FALSE; configInfo.multisampleInfo.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; configInfo.multisampleInfo.minSampleShading = 1.0f; // Optional configInfo.multisampleInfo.pSampleMask = nullptr; // Optional configInfo.multisampleInfo.alphaToCoverageEnable = VK_FALSE; // Optional configInfo.multisampleInfo.alphaToOneEnable = VK_FALSE; // Optional configInfo.colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; configInfo.colorBlendAttachment.blendEnable = VK_FALSE; configInfo.colorBlendAttachment.srcColorBlendFactor = VK_BLEND_FACTOR_ONE; // Optional configInfo.colorBlendAttachment.dstColorBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional configInfo.colorBlendAttachment.colorBlendOp = VK_BLEND_OP_ADD; // Optional configInfo.colorBlendAttachment.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; // Optional configInfo.colorBlendAttachment.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; // Optional configInfo.colorBlendAttachment.alphaBlendOp = VK_BLEND_OP_ADD; // Optional configInfo.colorBlendInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; configInfo.colorBlendInfo.logicOpEnable = VK_FALSE; configInfo.colorBlendInfo.logicOp = VK_LOGIC_OP_COPY; // Optional configInfo.colorBlendInfo.attachmentCount = 1; configInfo.colorBlendInfo.pAttachments = &configInfo.colorBlendAttachment; configInfo.colorBlendInfo.blendConstants[0] = 0.0f; // Optional configInfo.colorBlendInfo.blendConstants[1] = 0.0f; // Optional configInfo.colorBlendInfo.blendConstants[2] = 0.0f; // Optional configInfo.colorBlendInfo.blendConstants[3] = 0.0f; // Optional configInfo.depthStencilInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; configInfo.depthStencilInfo.depthTestEnable = VK_TRUE; configInfo.depthStencilInfo.depthWriteEnable = VK_TRUE; configInfo.depthStencilInfo.depthCompareOp = VK_COMPARE_OP_LESS; configInfo.depthStencilInfo.depthBoundsTestEnable = VK_FALSE; configInfo.depthStencilInfo.minDepthBounds = 0.0f; // Optional configInfo.depthStencilInfo.maxDepthBounds = 1.0f; // Optional configInfo.depthStencilInfo.stencilTestEnable = VK_FALSE; configInfo.depthStencilInfo.front = {}; // Optional configInfo.depthStencilInfo.back = {}; // Optional return configInfo; } std::vector Pipeline::readFile(const std::string &filePath) { std::ifstream file(filePath, std::ios::ate | std::ios::binary); if (!file.is_open()) { throw std::runtime_error("failed to open file: " + filePath); } size_t fileSize = static_cast(file.tellg()); std::vector buffer(fileSize); file.seekg(0); file.read(buffer.data(), fileSize); file.close(); return buffer; } void Pipeline::createGraphicPipeline( const std::string& vertFilePath, const std::string& fragFilePath, const PipelineConfigInfo& configInfo) { assert(configInfo.pipelineLayout != VK_NULL_HANDLE && "Cannot create graphics pipeline: no pipelineLayout provided in configInfo"); assert(configInfo.renderPass != VK_NULL_HANDLE && "Cannot create graphics pipeline: no renderPass provided in configInfo"); std::vector vertCode = readFile(vertFilePath); std::vector fragCode = readFile(fragFilePath); createShaderModule(vertCode, &vertShaderModule); createShaderModule(fragCode, &fragShaderModule); VkPipelineShaderStageCreateInfo shaderStages[2]; shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT; shaderStages[0].module = vertShaderModule; shaderStages[0].pName = "main"; shaderStages[0].flags = 0; shaderStages[0].pNext = nullptr; shaderStages[0].pSpecializationInfo = nullptr; shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; shaderStages[1].module = fragShaderModule; shaderStages[1].pName = "main"; shaderStages[1].flags = 0; shaderStages[1].pNext = nullptr; shaderStages[1].pSpecializationInfo = nullptr; auto bindingDescriptions = Model::Vertex::getBindingDescriptions(); auto attributeDescriptions = Model::Vertex::getAttributeDescriptions(); VkPipelineVertexInputStateCreateInfo vertexInputInfo{}; vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; vertexInputInfo.vertexAttributeDescriptionCount = static_cast(attributeDescriptions.size()); vertexInputInfo.vertexBindingDescriptionCount = static_cast(bindingDescriptions.size()); vertexInputInfo.pVertexAttributeDescriptions = attributeDescriptions.data(); vertexInputInfo.pVertexBindingDescriptions = bindingDescriptions.data(); VkPipelineViewportStateCreateInfo viewportInfo{}; viewportInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; viewportInfo.viewportCount = 1; viewportInfo.pViewports = &configInfo.viewport; viewportInfo.scissorCount = 1; viewportInfo.pScissors = &configInfo.scissor; VkGraphicsPipelineCreateInfo pipelineInfo{}; pipelineInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; pipelineInfo.stageCount = 2; pipelineInfo.pStages = shaderStages; pipelineInfo.pVertexInputState = &vertexInputInfo; pipelineInfo.pInputAssemblyState = &configInfo.inputAssemblyInfo; pipelineInfo.pViewportState = &viewportInfo; pipelineInfo.pRasterizationState = &configInfo.rasterizationInfo; pipelineInfo.pMultisampleState = &configInfo.multisampleInfo; pipelineInfo.pColorBlendState = &configInfo.colorBlendInfo; pipelineInfo.pDepthStencilState = &configInfo.depthStencilInfo; pipelineInfo.pDynamicState = nullptr; pipelineInfo.layout = configInfo.pipelineLayout; pipelineInfo.renderPass = configInfo.renderPass; pipelineInfo.subpass = configInfo.subpass; pipelineInfo.basePipelineIndex = -1; pipelineInfo.basePipelineHandle = VK_NULL_HANDLE; if (vkCreateGraphicsPipelines(device.device(), VK_NULL_HANDLE, 1, &pipelineInfo, nullptr, &graphicPipeline) != VK_SUCCESS) { throw std::runtime_error("failed to create graphics pipeline!"); } } void Pipeline::createShaderModule(const std::vector &code, VkShaderModule *shaderModule) { VkShaderModuleCreateInfo createInfo{}; createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; createInfo.codeSize = code.size(); createInfo.pCode = reinterpret_cast(code.data()); if (vkCreateShaderModule(device.device(), &createInfo, nullptr, shaderModule) != VK_SUCCESS) { throw std::runtime_error("failed to create shader module!"); } } }