Example #1
0
        // Helper function to create a framebuffer from a renderpass and set of render targets
        private static Vk.Framebuffer CreateFramebuffer(Vk.RenderPass rp, List <RenderTarget> rts, Point size)
        {
            // Increment the ref count of the render targets as they are now part of a new framebuffer
            foreach (var rt in rts)
            {
                rt.IncRefCount();
            }

            // Create the framebuffer
            var fbci = new Vk.FramebufferCreateInfo(
                rts.Select(rt => rt.VkView).ToArray(),
                size.X, size.Y,
                layers: 1
                );

            return(rp.CreateFramebuffer(fbci));
        }
Example #2
0
        /// <summary>
        /// Creates a new render pipeline using the given description.
        /// </summary>
        /// <param name="desc">The pipeline description, which must be complete or an error will occur.</param>
        /// <param name="name">An optional name for the pipeline for debug purposes.</param>
        public Pipeline(PipelineDescription desc, string name = null)
        {
            if (desc == null)
            {
                throw new ArgumentNullException(nameof(desc));
            }
            if (!desc.HasTargets)             // Also checked by IsComplete, but this is used to give a more helpful error message
            {
                throw new InvalidOperationException("Cannot create a pipeline without any render targets.");
            }
            if (!desc.IsComplete)
            {
                throw new InvalidOperationException("Cannot create a pipeline from an incomplete description.");
            }
            Name = name;

            // Feature checking
            if ((desc.RasterizerState.Value.FillMode != FillMode.Solid) && !Device.Features.FillModeNonSolid)
            {
                throw new InvalidOperationException("Pipeline cannot be created with non-solid fill modes if that feature is not enabled.");
            }
            if (desc.RasterizerState.Value.LineWidth.HasValue && (desc.RasterizerState.Value.LineWidth.Value != 1) && !Device.Features.WideLines)
            {
                throw new InvalidOperationException("Pipeline cannot be created with wide lines if that feature is not enabled.");
            }
            if (desc.RasterizerState.Value.DepthClampEnable && !Device.Features.DepthClamp)
            {
                throw new InvalidOperationException("Pipeline cannot be created with depth clamping if that feature is not enabled.");
            }

            // Compatibility checking
            if ((desc._dssCI.Value.DepthTestEnable || desc._dssCI.Value.DepthWriteEnable) && !desc._depthAI.HasValue)
            {
                throw new InvalidOperationException("Pipelines with depth operations enabled must be given a depth buffer.");
            }
            if (!desc.CheckRenderTargetSizes())
            {
                throw new InvalidOperationException("Pipeline render targets must all be the same size.");
            }

            // Create the renderpass, framebuffer, and layout
            VkRenderPass  = CreateRenderPass(Device.VkDevice, desc, _renderTargets);
            VkFramebuffer = CreateFramebuffer(VkRenderPass, _renderTargets, desc.TargetSize);
            VkLayout      = CreateLayout(Device.VkDevice);

            // Non-user-specified create infos
            var vsci = new Vk.PipelineViewportStateCreateInfo(
                DefaultViewport = desc.DefaultViewport.Value.ToVulkanNative(),
                DefaultScissor  = desc.DefaultScissor.Value.ToVulkanNative()
                );
            var mssci = new Vk.PipelineMultisampleStateCreateInfo(Vk.SampleCounts.Count1);             // TODO: derive this from the framebuffer once we support multisampling

            // Pipeline creation
            var gpci = new Vk.GraphicsPipelineCreateInfo(
                VkLayout,
                VkRenderPass,
                0,
                desc._shaderCIs,
                desc._piCI.Value,
                desc._vdCI.Value,
                desc._rsCI.Value,
                tessellationState: null,                 // TODO: control this once we support tessellation shaders
                viewportState: vsci,
                multisampleState: mssci,
                depthStencilState: desc._dssCI.Value,
                colorBlendState: desc._cbsCI.Value,
                dynamicState: DEFAULT_DYNAMIC_STATE,
                flags: Vk.PipelineCreateFlags.None,   // TODO: look into derivative pipelines
                basePipelineHandle: null,             // TODO: look into derivative pipelines
                basePipelineIndex: -1                 // TODO: look into derivative pipelines
                );

            VkPipeline = Device.VkDevice.CreateGraphicsPipeline(gpci, null, null);
        }