nuclear@8: #include nuclear@8: #include nuclear@8: #include nuclear@8: #include nuclear@12: #include "vkpipe.h" nuclear@8: #include "vku.h" nuclear@8: nuclear@13: int vku_init_pipeline(struct vku_pipeline *st) nuclear@12: { nuclear@12: int i; nuclear@12: nuclear@12: memset(st, 0, sizeof *st); nuclear@12: nuclear@12: for(i=0; isdrstage[i].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; nuclear@12: } nuclear@12: st->vertinp.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; nuclear@12: st->inpasm.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; nuclear@12: st->vport.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; nuclear@12: st->rast.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; nuclear@12: st->msaa.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; nuclear@12: st->zstencil.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; nuclear@12: st->blend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; nuclear@13: st->lay.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; nuclear@12: nuclear@12: st->vport.pViewports = &st->vport_data; nuclear@12: st->vport.pScissors = &st->scissor_data; nuclear@12: st->vport.viewportCount = st->vport.scissorCount = 1; nuclear@12: nuclear@12: st->vport_data.minDepth = 0.0f; nuclear@12: st->vport_data.maxDepth = 1.0f; nuclear@12: nuclear@17: st->msaa.rasterizationSamples = 1; nuclear@17: nuclear@12: st->blend.logicOp = VK_LOGIC_OP_COPY; nuclear@12: st->blend.attachmentCount = 1; nuclear@12: st->blend.pAttachments = &st->atblend; nuclear@12: nuclear@12: /* set some reasonable defaults (just the non-zero ones) */ nuclear@13: vku_pipeline_primitive(st, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST); nuclear@13: vku_pipeline_polygon_mode(st, VK_POLYGON_MODE_FILL); nuclear@13: vku_pipeline_line_width(st, 1.0f); nuclear@13: vku_pipeline_front_face(st, VK_FRONT_FACE_COUNTER_CLOCKWISE); nuclear@12: nuclear@12: return 0; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_shader(struct vku_pipeline *st, VkShaderModule sdr, VkShaderStageFlagBits type) nuclear@12: { nuclear@12: if(st->num_sdr_stages >= VKU_MAX_SDR_STAGES) { nuclear@13: fprintf(stderr, "vku_pipeline_shader: too many shaders\n"); nuclear@12: abort(); nuclear@12: } nuclear@12: nuclear@12: st->sdrstage[st->num_sdr_stages].stage = type; nuclear@12: st->sdrstage[st->num_sdr_stages].module = sdr; nuclear@12: st->sdrstage[st->num_sdr_stages].pName = "main"; nuclear@12: ++st->num_sdr_stages; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_primitive(struct vku_pipeline *st, VkPrimitiveTopology prim) nuclear@12: { nuclear@12: st->inpasm.topology = prim; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_viewport(struct vku_pipeline *st, int x, int y, int w, int h) nuclear@12: { nuclear@12: st->vport_data.x = x; nuclear@12: st->vport_data.y = y; nuclear@12: st->vport_data.width = w; nuclear@12: st->vport_data.height = h; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_scissor(struct vku_pipeline *st, int x, int y, int w, int h) nuclear@12: { nuclear@12: st->scissor_data.offset.x = x; nuclear@12: st->scissor_data.offset.y = y; nuclear@12: st->scissor_data.extent.width = w; nuclear@12: st->scissor_data.extent.height = h; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_polygon_mode(struct vku_pipeline *st, VkPolygonMode pmode) nuclear@12: { nuclear@12: st->rast.polygonMode = pmode; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_line_width(struct vku_pipeline *st, float w) nuclear@12: { nuclear@12: st->rast.lineWidth = w; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_cull_mode(struct vku_pipeline *st, VkCullModeFlagBits cull) nuclear@12: { nuclear@12: st->rast.cullMode = cull; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_front_face(struct vku_pipeline *st, VkFrontFace front) nuclear@12: { nuclear@12: st->rast.frontFace = front; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_depth_bias(struct vku_pipeline *st, float fslope, float fconst, float clamp) nuclear@12: { nuclear@12: st->rast.depthBiasEnable = VK_TRUE; nuclear@12: st->rast.depthBiasSlopeFactor = fslope; nuclear@12: st->rast.depthBiasConstantFactor = fconst; nuclear@12: st->rast.depthBiasClamp = clamp; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_depth_test(struct vku_pipeline *st, int enable) nuclear@12: { nuclear@12: st->zstencil.depthTestEnable = enable ? VK_TRUE : VK_FALSE; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_depth_func(struct vku_pipeline *st, VkCompareOp op) nuclear@12: { nuclear@12: st->zstencil.depthCompareOp = op; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_depth_mask(struct vku_pipeline *st, int zmask) nuclear@12: { nuclear@12: st->zstencil.depthWriteEnable = zmask ? VK_TRUE : VK_FALSE; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_stencil_test(struct vku_pipeline *st, int enable) nuclear@12: { nuclear@12: st->zstencil.stencilTestEnable = enable ? VK_TRUE : VK_FALSE; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_stencil_func(struct vku_pipeline *st, VkCompareOp op, int ref, unsigned int mask) nuclear@12: { nuclear@12: st->zstencil.front.compareOp = st->zstencil.back.compareOp = op; nuclear@12: st->zstencil.front.reference = st->zstencil.back.reference = ref; nuclear@12: st->zstencil.front.writeMask = st->zstencil.back.compareMask = mask; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_stencil_op(struct vku_pipeline *st, VkStencilOp sfail, VkStencilOp dfail, VkStencilOp pass) nuclear@12: { nuclear@12: st->zstencil.front.failOp = st->zstencil.back.failOp = sfail; nuclear@12: st->zstencil.front.depthFailOp = st->zstencil.back.depthFailOp = dfail; nuclear@12: st->zstencil.front.passOp = st->zstencil.back.passOp = pass; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_stencil_mask(struct vku_pipeline *st, unsigned int smask) nuclear@12: { nuclear@12: st->zstencil.front.writeMask = st->zstencil.back.writeMask = smask; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_color_mask(struct vku_pipeline *st, int rmask, int gmask, int bmask, int amask) nuclear@12: { nuclear@12: unsigned int mask = 0; nuclear@12: nuclear@12: if(rmask) mask |= VK_COLOR_COMPONENT_R_BIT; nuclear@12: if(gmask) mask |= VK_COLOR_COMPONENT_G_BIT; nuclear@12: if(bmask) mask |= VK_COLOR_COMPONENT_B_BIT; nuclear@12: if(amask) mask |= VK_COLOR_COMPONENT_A_BIT; nuclear@12: nuclear@12: st->atblend.colorWriteMask = mask; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_blend_enable(struct vku_pipeline *st, int enable) nuclear@12: { nuclear@12: st->atblend.blendEnable = enable ? VK_TRUE : VK_FALSE; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_blend_func(struct vku_pipeline *st, VkBlendFactor src, VkBlendFactor dst) nuclear@12: { nuclear@12: st->atblend.srcColorBlendFactor = src; nuclear@12: st->atblend.dstColorBlendFactor = dst; nuclear@12: st->atblend.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; nuclear@12: st->atblend.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO; nuclear@12: st->atblend.colorBlendOp = VK_BLEND_OP_ADD; nuclear@12: st->atblend.alphaBlendOp = VK_BLEND_OP_ADD; nuclear@12: } nuclear@12: nuclear@13: void vku_pipeline_renderpass(struct vku_pipeline *st, VkRenderPass rpass) nuclear@13: { nuclear@13: st->rpass = rpass; nuclear@13: } nuclear@12: nuclear@13: nuclear@13: VkPipeline vku_create_pipeline(struct vku_pipeline *st) nuclear@12: { nuclear@13: VkGraphicsPipelineCreateInfo pinf; nuclear@13: nuclear@13: if(vkCreatePipelineLayout(vkdev, &st->lay, 0, &st->layout) != 0) { nuclear@13: fprintf(stderr, "vku_create_pipeline: failed to create layout\n"); nuclear@13: return 0; nuclear@13: } nuclear@13: nuclear@13: memset(&pinf, 0, sizeof pinf); nuclear@13: pinf.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; nuclear@13: pinf.stageCount = st->num_sdr_stages; nuclear@13: pinf.pStages = st->sdrstage; nuclear@13: pinf.pVertexInputState = &st->vertinp; nuclear@13: pinf.pInputAssemblyState = &st->inpasm; nuclear@13: pinf.pViewportState = &st->vport; nuclear@13: pinf.pRasterizationState = &st->rast; nuclear@13: pinf.pMultisampleState = &st->msaa; nuclear@13: //pinf.pDepthStencilState = &st->zstencil; nuclear@13: pinf.pColorBlendState = &st->blend; nuclear@13: nuclear@13: pinf.layout = st->layout; nuclear@13: pinf.renderPass = st->rpass; nuclear@13: nuclear@13: if(vkCreateGraphicsPipelines(vkdev, 0, 1, &pinf, 0, &st->pipeline) != 0) { nuclear@13: fprintf(stderr, "vku_create_pipeline failed\n"); nuclear@13: vkDestroyPipelineLayout(vkdev, st->layout, 0); nuclear@13: return 0; nuclear@13: } nuclear@13: return st->pipeline; nuclear@13: } nuclear@13: nuclear@13: void vku_destroy_pipeline(struct vku_pipeline *p) nuclear@13: { nuclear@13: if(p->layout) { nuclear@13: vkDestroyPipelineLayout(vkdev, p->layout, 0); nuclear@13: } nuclear@13: if(p->pipeline) { nuclear@13: vkDestroyPipeline(vkdev, p->pipeline, 0); nuclear@13: } nuclear@12: } nuclear@12: nuclear@8: VkShaderModule vku_load_shader(const char *fname) nuclear@8: { nuclear@8: int size; nuclear@8: VkShaderModuleCreateInfo inf; nuclear@8: VkShaderModule sdr; nuclear@8: FILE *fp; nuclear@9: void *buf = 0; nuclear@8: nuclear@8: if(!(fp = fopen(fname, "rb"))) { nuclear@8: fprintf(stderr, "vku_load_shader: failed to load %s: %s\n", fname, strerror(errno)); nuclear@8: return 0; nuclear@8: } nuclear@8: fseek(fp, 0, SEEK_END); nuclear@8: size = ftell(fp); nuclear@8: rewind(fp); nuclear@8: nuclear@8: if(!(buf = malloc(size + 1))) { nuclear@8: fprintf(stderr, "vku_load_shader: failed to allocate buffer\n"); nuclear@8: goto err; nuclear@8: } nuclear@8: if(fread(buf, 1, size, fp) < size) { nuclear@8: fprintf(stderr, "vku_load_shader: unexpected end of file while reading: %s\n", fname); nuclear@8: goto err; nuclear@8: } nuclear@8: nuclear@8: memset(&inf, 0, sizeof inf); nuclear@8: inf.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; nuclear@8: inf.codeSize = size; nuclear@9: inf.pCode = buf; nuclear@8: nuclear@8: if(vkCreateShaderModule(vkdev, &inf, 0, &sdr) != 0) { nuclear@8: fprintf(stderr, "vku_load_shader: failed to create shader: %s\n", fname); nuclear@8: goto err; nuclear@8: } nuclear@8: return sdr; nuclear@8: nuclear@8: err: nuclear@8: fclose(fp); nuclear@8: free(buf); nuclear@8: return 0; nuclear@8: } nuclear@8: nuclear@8: void vku_destroy_shader(VkShaderModule sdr) nuclear@8: { nuclear@8: vkDestroyShaderModule(vkdev, sdr, 0); nuclear@8: }