public static VkGraphicsPipelineCreateInfo pipelineCreateInfo( VkPipelineLayout layout, VkRenderPass renderPass, VkPipelineCreateFlags flags = 0) { VkGraphicsPipelineCreateInfo pipelineCreateInfo = VkGraphicsPipelineCreateInfo.New(); pipelineCreateInfo.layout = layout; pipelineCreateInfo.renderPass = renderPass; pipelineCreateInfo.flags = flags; pipelineCreateInfo.basePipelineIndex = -1; pipelineCreateInfo.basePipelineHandle = new VkPipeline(); return(pipelineCreateInfo); }
public VkPipeline(VkGraphicsDevice gd, ref GraphicsPipelineDescription description) : base(ref description) { _gd = gd; IsComputePipeline = false; RefCount = new ResourceRefCount(DisposeCore); VkGraphicsPipelineCreateInfo pipelineCI = VkGraphicsPipelineCreateInfo.New(); // Blend State VkPipelineColorBlendStateCreateInfo blendStateCI = VkPipelineColorBlendStateCreateInfo.New(); int attachmentsCount = description.BlendState.AttachmentStates.Length; VkPipelineColorBlendAttachmentState *attachmentsPtr = stackalloc VkPipelineColorBlendAttachmentState[attachmentsCount]; for (int i = 0; i < attachmentsCount; i++) { BlendAttachmentDescription vdDesc = description.BlendState.AttachmentStates[i]; VkPipelineColorBlendAttachmentState attachmentState = new VkPipelineColorBlendAttachmentState(); attachmentState.srcColorBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.SourceColorFactor); attachmentState.dstColorBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.DestinationColorFactor); attachmentState.colorBlendOp = VkFormats.VdToVkBlendOp(vdDesc.ColorFunction); attachmentState.srcAlphaBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.SourceAlphaFactor); attachmentState.dstAlphaBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.DestinationAlphaFactor); attachmentState.alphaBlendOp = VkFormats.VdToVkBlendOp(vdDesc.AlphaFunction); attachmentState.blendEnable = vdDesc.BlendEnabled; attachmentState.colorWriteMask = VkColorComponentFlags.R | VkColorComponentFlags.G | VkColorComponentFlags.B | VkColorComponentFlags.A; attachmentsPtr[i] = attachmentState; } blendStateCI.attachmentCount = (uint)attachmentsCount; blendStateCI.pAttachments = attachmentsPtr; RgbaFloat blendFactor = description.BlendState.BlendFactor; blendStateCI.blendConstants_0 = blendFactor.R; blendStateCI.blendConstants_1 = blendFactor.G; blendStateCI.blendConstants_2 = blendFactor.B; blendStateCI.blendConstants_3 = blendFactor.A; pipelineCI.pColorBlendState = &blendStateCI; // Rasterizer State RasterizerStateDescription rsDesc = description.RasterizerState; VkPipelineRasterizationStateCreateInfo rsCI = VkPipelineRasterizationStateCreateInfo.New(); rsCI.cullMode = VkFormats.VdToVkCullMode(rsDesc.CullMode); rsCI.polygonMode = VkFormats.VdToVkPolygonMode(rsDesc.FillMode); rsCI.depthClampEnable = !rsDesc.DepthClipEnabled; rsCI.frontFace = rsDesc.FrontFace == FrontFace.Clockwise ? VkFrontFace.Clockwise : VkFrontFace.CounterClockwise; rsCI.lineWidth = 1f; pipelineCI.pRasterizationState = &rsCI; ScissorTestEnabled = rsDesc.ScissorTestEnabled; // Dynamic State VkPipelineDynamicStateCreateInfo dynamicStateCI = VkPipelineDynamicStateCreateInfo.New(); VkDynamicState *dynamicStates = stackalloc VkDynamicState[2]; dynamicStates[0] = VkDynamicState.Viewport; dynamicStates[1] = VkDynamicState.Scissor; dynamicStateCI.dynamicStateCount = 2; dynamicStateCI.pDynamicStates = dynamicStates; pipelineCI.pDynamicState = &dynamicStateCI; // Depth Stencil State DepthStencilStateDescription vdDssDesc = description.DepthStencilState; VkPipelineDepthStencilStateCreateInfo dssCI = VkPipelineDepthStencilStateCreateInfo.New(); dssCI.depthWriteEnable = vdDssDesc.DepthWriteEnabled; dssCI.depthTestEnable = vdDssDesc.DepthTestEnabled; dssCI.depthCompareOp = VkFormats.VdToVkCompareOp(vdDssDesc.DepthComparison); dssCI.stencilTestEnable = vdDssDesc.StencilTestEnabled; dssCI.front.failOp = VkFormats.VdToVkStencilOp(vdDssDesc.StencilFront.Fail); dssCI.front.passOp = VkFormats.VdToVkStencilOp(vdDssDesc.StencilFront.Pass); dssCI.front.depthFailOp = VkFormats.VdToVkStencilOp(vdDssDesc.StencilFront.DepthFail); dssCI.front.compareOp = VkFormats.VdToVkCompareOp(vdDssDesc.StencilFront.Comparison); dssCI.front.compareMask = vdDssDesc.StencilReadMask; dssCI.front.writeMask = vdDssDesc.StencilWriteMask; dssCI.front.reference = vdDssDesc.StencilReference; dssCI.back.failOp = VkFormats.VdToVkStencilOp(vdDssDesc.StencilBack.Fail); dssCI.back.passOp = VkFormats.VdToVkStencilOp(vdDssDesc.StencilBack.Pass); dssCI.back.depthFailOp = VkFormats.VdToVkStencilOp(vdDssDesc.StencilBack.DepthFail); dssCI.back.compareOp = VkFormats.VdToVkCompareOp(vdDssDesc.StencilBack.Comparison); dssCI.back.compareMask = vdDssDesc.StencilReadMask; dssCI.back.writeMask = vdDssDesc.StencilWriteMask; dssCI.back.reference = vdDssDesc.StencilReference; pipelineCI.pDepthStencilState = &dssCI; // Multisample VkPipelineMultisampleStateCreateInfo multisampleCI = VkPipelineMultisampleStateCreateInfo.New(); VkSampleCountFlags vkSampleCount = VkFormats.VdToVkSampleCount(description.Outputs.SampleCount); multisampleCI.rasterizationSamples = vkSampleCount; multisampleCI.alphaToCoverageEnable = description.BlendState.AlphaToCoverageEnabled; pipelineCI.pMultisampleState = &multisampleCI; // Input Assembly VkPipelineInputAssemblyStateCreateInfo inputAssemblyCI = VkPipelineInputAssemblyStateCreateInfo.New(); inputAssemblyCI.topology = VkFormats.VdToVkPrimitiveTopology(description.PrimitiveTopology); pipelineCI.pInputAssemblyState = &inputAssemblyCI; // Vertex Input State VkPipelineVertexInputStateCreateInfo vertexInputCI = VkPipelineVertexInputStateCreateInfo.New(); VertexLayoutDescription[] inputDescriptions = description.ShaderSet.VertexLayouts; uint bindingCount = (uint)inputDescriptions.Length; uint attributeCount = 0; for (int i = 0; i < inputDescriptions.Length; i++) { attributeCount += (uint)inputDescriptions[i].Elements.Length; } VkVertexInputBindingDescription * bindingDescs = stackalloc VkVertexInputBindingDescription[(int)bindingCount]; VkVertexInputAttributeDescription *attributeDescs = stackalloc VkVertexInputAttributeDescription[(int)attributeCount]; int targetIndex = 0; int targetLocation = 0; for (int binding = 0; binding < inputDescriptions.Length; binding++) { VertexLayoutDescription inputDesc = inputDescriptions[binding]; bindingDescs[binding] = new VkVertexInputBindingDescription() { binding = (uint)binding, inputRate = (inputDesc.InstanceStepRate != 0) ? VkVertexInputRate.Instance : VkVertexInputRate.Vertex, stride = inputDesc.Stride }; uint currentOffset = 0; for (int location = 0; location < inputDesc.Elements.Length; location++) { VertexElementDescription inputElement = inputDesc.Elements[location]; attributeDescs[targetIndex] = new VkVertexInputAttributeDescription() { format = VkFormats.VdToVkVertexElementFormat(inputElement.Format), binding = (uint)binding, location = (uint)(targetLocation + location), offset = inputElement.Offset != 0 ? inputElement.Offset : currentOffset }; targetIndex += 1; currentOffset += FormatHelpers.GetSizeInBytes(inputElement.Format); } targetLocation += inputDesc.Elements.Length; } vertexInputCI.vertexBindingDescriptionCount = bindingCount; vertexInputCI.pVertexBindingDescriptions = bindingDescs; vertexInputCI.vertexAttributeDescriptionCount = attributeCount; vertexInputCI.pVertexAttributeDescriptions = attributeDescs; pipelineCI.pVertexInputState = &vertexInputCI; // Shader Stage VkSpecializationInfo specializationInfo; SpecializationConstant[] specDescs = description.ShaderSet.Specializations; if (specDescs != null) { uint specDataSize = 0; foreach (SpecializationConstant spec in specDescs) { specDataSize += VkFormats.GetSpecializationConstantSize(spec.Type); } byte *fullSpecData = stackalloc byte[(int)specDataSize]; int specializationCount = specDescs.Length; VkSpecializationMapEntry *mapEntries = stackalloc VkSpecializationMapEntry[specializationCount]; uint specOffset = 0; for (int i = 0; i < specializationCount; i++) { ulong data = specDescs[i].Data; byte *srcData = (byte *)&data; uint dataSize = VkFormats.GetSpecializationConstantSize(specDescs[i].Type); Unsafe.CopyBlock(fullSpecData + specOffset, srcData, dataSize); mapEntries[i].constantID = specDescs[i].ID; mapEntries[i].offset = specOffset; mapEntries[i].size = (UIntPtr)dataSize; specOffset += dataSize; } specializationInfo.dataSize = (UIntPtr)specDataSize; specializationInfo.pData = fullSpecData; specializationInfo.mapEntryCount = (uint)specializationCount; specializationInfo.pMapEntries = mapEntries; } Shader[] shaders = description.ShaderSet.Shaders; StackList <VkPipelineShaderStageCreateInfo> stages = new StackList <VkPipelineShaderStageCreateInfo>(); foreach (Shader shader in shaders) { VkShader vkShader = Util.AssertSubtype <Shader, VkShader>(shader); VkPipelineShaderStageCreateInfo stageCI = VkPipelineShaderStageCreateInfo.New(); stageCI.module = vkShader.ShaderModule; stageCI.stage = VkFormats.VdToVkShaderStages(shader.Stage); // stageCI.pName = CommonStrings.main; // Meh stageCI.pName = new FixedUtf8String(shader.EntryPoint); // TODO: DONT ALLOCATE HERE stageCI.pSpecializationInfo = &specializationInfo; stages.Add(stageCI); } pipelineCI.stageCount = stages.Count; pipelineCI.pStages = (VkPipelineShaderStageCreateInfo *)stages.Data; // ViewportState VkPipelineViewportStateCreateInfo viewportStateCI = VkPipelineViewportStateCreateInfo.New(); viewportStateCI.viewportCount = 1; viewportStateCI.scissorCount = 1; pipelineCI.pViewportState = &viewportStateCI; // Pipeline Layout ResourceLayout[] resourceLayouts = description.ResourceLayouts; VkPipelineLayoutCreateInfo pipelineLayoutCI = VkPipelineLayoutCreateInfo.New(); pipelineLayoutCI.setLayoutCount = (uint)resourceLayouts.Length; VkDescriptorSetLayout *dsls = stackalloc VkDescriptorSetLayout[resourceLayouts.Length]; for (int i = 0; i < resourceLayouts.Length; i++) { dsls[i] = Util.AssertSubtype <ResourceLayout, VkResourceLayout>(resourceLayouts[i]).DescriptorSetLayout; } pipelineLayoutCI.pSetLayouts = dsls; vkCreatePipelineLayout(_gd.Device, ref pipelineLayoutCI, null, out _pipelineLayout); pipelineCI.layout = _pipelineLayout; // Create fake RenderPass for compatibility. VkRenderPassCreateInfo renderPassCI = VkRenderPassCreateInfo.New(); OutputDescription outputDesc = description.Outputs; StackList <VkAttachmentDescription, Size512Bytes> attachments = new StackList <VkAttachmentDescription, Size512Bytes>(); // TODO: A huge portion of this next part is duplicated in VkFramebuffer.cs. StackList <VkAttachmentDescription> colorAttachmentDescs = new StackList <VkAttachmentDescription>(); StackList <VkAttachmentReference> colorAttachmentRefs = new StackList <VkAttachmentReference>(); for (uint i = 0; i < outputDesc.ColorAttachments.Length; i++) { colorAttachmentDescs[i].format = VkFormats.VdToVkPixelFormat(outputDesc.ColorAttachments[i].Format); colorAttachmentDescs[i].samples = vkSampleCount; colorAttachmentDescs[i].loadOp = VkAttachmentLoadOp.DontCare; colorAttachmentDescs[i].storeOp = VkAttachmentStoreOp.Store; colorAttachmentDescs[i].stencilLoadOp = VkAttachmentLoadOp.DontCare; colorAttachmentDescs[i].stencilStoreOp = VkAttachmentStoreOp.DontCare; colorAttachmentDescs[i].initialLayout = VkImageLayout.Undefined; colorAttachmentDescs[i].finalLayout = VkImageLayout.ShaderReadOnlyOptimal; attachments.Add(colorAttachmentDescs[i]); colorAttachmentRefs[i].attachment = i; colorAttachmentRefs[i].layout = VkImageLayout.ColorAttachmentOptimal; } VkAttachmentDescription depthAttachmentDesc = new VkAttachmentDescription(); VkAttachmentReference depthAttachmentRef = new VkAttachmentReference(); if (outputDesc.DepthAttachment != null) { PixelFormat depthFormat = outputDesc.DepthAttachment.Value.Format; bool hasStencil = FormatHelpers.IsStencilFormat(depthFormat); depthAttachmentDesc.format = VkFormats.VdToVkPixelFormat(outputDesc.DepthAttachment.Value.Format, toDepthFormat: true); depthAttachmentDesc.samples = vkSampleCount; depthAttachmentDesc.loadOp = VkAttachmentLoadOp.DontCare; depthAttachmentDesc.storeOp = VkAttachmentStoreOp.Store; depthAttachmentDesc.stencilLoadOp = VkAttachmentLoadOp.DontCare; depthAttachmentDesc.stencilStoreOp = hasStencil ? VkAttachmentStoreOp.Store : VkAttachmentStoreOp.DontCare; depthAttachmentDesc.initialLayout = VkImageLayout.Undefined; depthAttachmentDesc.finalLayout = VkImageLayout.DepthStencilAttachmentOptimal; depthAttachmentRef.attachment = (uint)outputDesc.ColorAttachments.Length; depthAttachmentRef.layout = VkImageLayout.DepthStencilAttachmentOptimal; } VkSubpassDescription subpass = new VkSubpassDescription(); subpass.pipelineBindPoint = VkPipelineBindPoint.Graphics; subpass.colorAttachmentCount = (uint)outputDesc.ColorAttachments.Length; subpass.pColorAttachments = (VkAttachmentReference *)colorAttachmentRefs.Data; for (int i = 0; i < colorAttachmentDescs.Count; i++) { attachments.Add(colorAttachmentDescs[i]); } if (outputDesc.DepthAttachment != null) { subpass.pDepthStencilAttachment = &depthAttachmentRef; attachments.Add(depthAttachmentDesc); } VkSubpassDependency subpassDependency = new VkSubpassDependency(); subpassDependency.srcSubpass = SubpassExternal; subpassDependency.srcStageMask = VkPipelineStageFlags.ColorAttachmentOutput; subpassDependency.dstStageMask = VkPipelineStageFlags.ColorAttachmentOutput; subpassDependency.dstAccessMask = VkAccessFlags.ColorAttachmentRead | VkAccessFlags.ColorAttachmentWrite; renderPassCI.attachmentCount = attachments.Count; renderPassCI.pAttachments = (VkAttachmentDescription *)attachments.Data; renderPassCI.subpassCount = 1; renderPassCI.pSubpasses = &subpass; renderPassCI.dependencyCount = 1; renderPassCI.pDependencies = &subpassDependency; VkResult creationResult = vkCreateRenderPass(_gd.Device, ref renderPassCI, null, out _renderPass); CheckResult(creationResult); pipelineCI.renderPass = _renderPass; VkResult result = vkCreateGraphicsPipelines(_gd.Device, VkPipelineCache.Null, 1, ref pipelineCI, null, out _devicePipeline); CheckResult(result); ResourceSetCount = (uint)description.ResourceLayouts.Length; DynamicOffsetsCount = 0; foreach (VkResourceLayout layout in description.ResourceLayouts) { DynamicOffsetsCount += layout.DynamicBufferCount; } }
protected void init(GraphicPipelineConfig cfg) { if (state != ActivableState.Activated) { Layout.Activate(); RenderPass.Activate(); Cache?.Activate(); List <VkPipelineShaderStageCreateInfo> shaderStages = new List <VkPipelineShaderStageCreateInfo> (); foreach (ShaderInfo shader in cfg.Shaders) { shaderStages.Add(shader.Info); } using (PinnedObjects pctx = new PinnedObjects()) { VkPipelineColorBlendStateCreateInfo colorBlendInfo = VkPipelineColorBlendStateCreateInfo.New(); colorBlendInfo.logicOpEnable = cfg.ColorBlendLogicOpEnable; colorBlendInfo.logicOp = cfg.ColorBlendLogicOp; unsafe { colorBlendInfo.blendConstants[0] = cfg.ColorBlendConstants.X; colorBlendInfo.blendConstants[1] = cfg.ColorBlendConstants.Y; colorBlendInfo.blendConstants[2] = cfg.ColorBlendConstants.Z; colorBlendInfo.blendConstants[3] = cfg.ColorBlendConstants.W; } colorBlendInfo.attachmentCount = (uint)cfg.blendAttachments.Count; colorBlendInfo.pAttachments = cfg.blendAttachments.Pin(pctx); VkPipelineDynamicStateCreateInfo dynStatesInfo = VkPipelineDynamicStateCreateInfo.New(); dynStatesInfo.dynamicStateCount = (uint)cfg.dynamicStates.Count; dynStatesInfo.pDynamicStates = cfg.dynamicStates.Cast <int> ().ToArray().Pin(pctx); VkPipelineVertexInputStateCreateInfo vertInputInfo = VkPipelineVertexInputStateCreateInfo.New(); vertInputInfo.vertexBindingDescriptionCount = (uint)cfg.vertexBindings.Count; vertInputInfo.pVertexBindingDescriptions = cfg.vertexBindings.Pin(pctx); vertInputInfo.vertexAttributeDescriptionCount = (uint)cfg.vertexAttributes.Count; vertInputInfo.pVertexAttributeDescriptions = cfg.vertexAttributes.Pin(pctx); VkPipelineViewportStateCreateInfo viewportState = VkPipelineViewportStateCreateInfo.New(); if (cfg.Viewports.Count > 0) { viewportState.viewportCount = (uint)cfg.Viewports.Count; viewportState.pViewports = cfg.Viewports.Pin(pctx); } else { viewportState.viewportCount = 1; } if (cfg.Scissors.Count > 0) { viewportState.scissorCount = (uint)cfg.Scissors.Count; viewportState.pScissors = cfg.Scissors.Pin(pctx); } else { viewportState.scissorCount = 1; } VkGraphicsPipelineCreateInfo info = VkGraphicsPipelineCreateInfo.New(); info.renderPass = RenderPass.handle; info.layout = Layout.handle; info.pVertexInputState = vertInputInfo.Pin(pctx); info.pInputAssemblyState = cfg.inputAssemblyState.Pin(pctx); info.pRasterizationState = cfg.rasterizationState.Pin(pctx); info.pColorBlendState = colorBlendInfo.Pin(pctx); info.pMultisampleState = cfg.multisampleState.Pin(pctx); info.pViewportState = viewportState.Pin(pctx); info.pDepthStencilState = cfg.depthStencilState.Pin(pctx); info.pDynamicState = dynStatesInfo.Pin(pctx); info.stageCount = (uint)cfg.Shaders.Count; info.pStages = shaderStages.Pin(pctx); info.subpass = cfg.SubpassIndex; Utils.CheckResult(vkCreateGraphicsPipelines(Dev.VkDev, Cache == null ? VkPipelineCache.Null : Cache.handle, 1, ref info, IntPtr.Zero, out handle)); } } base.Activate(); }
protected void init(GraphicPipelineConfig cfg) { if (state != ActivableState.Activated) { Layout.Activate(); RenderPass.Activate(); Cache?.Activate(); List <VkPipelineShaderStageCreateInfo> shaderStages = new List <VkPipelineShaderStageCreateInfo> (); foreach (ShaderInfo shader in cfg.shaders) { shaderStages.Add(shader.GetStageCreateInfo(Dev)); } VkPipelineColorBlendStateCreateInfo colorBlendInfo = VkPipelineColorBlendStateCreateInfo.New(); colorBlendInfo.attachmentCount = (uint)cfg.blendAttachments.Count; colorBlendInfo.pAttachments = cfg.blendAttachments.Pin(); VkPipelineDynamicStateCreateInfo dynStatesInfo = VkPipelineDynamicStateCreateInfo.New(); dynStatesInfo.dynamicStateCount = (uint)cfg.dynamicStates.Count; dynStatesInfo.pDynamicStates = cfg.dynamicStates.Pin(); VkPipelineVertexInputStateCreateInfo vertInputInfo = VkPipelineVertexInputStateCreateInfo.New(); vertInputInfo.vertexBindingDescriptionCount = (uint)cfg.vertexBindings.Count; vertInputInfo.pVertexBindingDescriptions = cfg.vertexBindings.Pin(); vertInputInfo.vertexAttributeDescriptionCount = (uint)cfg.vertexAttributes.Count; vertInputInfo.pVertexAttributeDescriptions = cfg.vertexAttributes.Pin(); VkGraphicsPipelineCreateInfo info = VkGraphicsPipelineCreateInfo.New(); info.renderPass = RenderPass.handle; info.layout = Layout.handle; info.pVertexInputState = vertInputInfo.Pin(); info.pInputAssemblyState = cfg.inputAssemblyState.Pin(); info.pRasterizationState = cfg.rasterizationState.Pin(); info.pColorBlendState = colorBlendInfo.Pin(); info.pMultisampleState = cfg.multisampleState.Pin(); info.pViewportState = cfg.viewportState.Pin(); info.pDepthStencilState = cfg.depthStencilState.Pin(); info.pDynamicState = dynStatesInfo.Pin(); info.stageCount = (uint)cfg.shaders.Count; info.pStages = shaderStages.Pin(); info.subpass = cfg.SubpassIndex; Utils.CheckResult(vkCreateGraphicsPipelines(Dev.VkDev, Cache == null ? VkPipelineCache.Null : Cache.handle, 1, ref info, IntPtr.Zero, out handle)); for (int i = 0; i < cfg.shaders.Count; i++) { Dev.DestroyShaderModule(shaderStages[i].module); } vertInputInfo.Unpin(); cfg.inputAssemblyState.Unpin(); cfg.rasterizationState.Unpin(); colorBlendInfo.Unpin(); cfg.multisampleState.Unpin(); cfg.viewportState.Unpin(); cfg.depthStencilState.Unpin(); dynStatesInfo.Unpin(); shaderStages.Unpin(); cfg.vertexAttributes.Unpin(); cfg.vertexBindings.Unpin(); cfg.dynamicStates.Unpin(); cfg.blendAttachments.Unpin(); } base.Activate(); }
public VkPipeline(VkGraphicsDevice gd, ref PipelineDescription description) { _gd = gd; VkGraphicsPipelineCreateInfo pipelineCI = VkGraphicsPipelineCreateInfo.New(); // Blend State VkPipelineColorBlendStateCreateInfo blendStateCI = VkPipelineColorBlendStateCreateInfo.New(); int attachmentsCount = description.BlendState.AttachmentStates.Length; VkPipelineColorBlendAttachmentState *attachmentsPtr = stackalloc VkPipelineColorBlendAttachmentState[attachmentsCount]; for (int i = 0; i < attachmentsCount; i++) { BlendAttachmentDescription vdDesc = description.BlendState.AttachmentStates[i]; VkPipelineColorBlendAttachmentState attachmentState = new VkPipelineColorBlendAttachmentState(); attachmentState.srcColorBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.SourceColorFactor); attachmentState.dstColorBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.DestinationColorFactor); attachmentState.colorBlendOp = VkFormats.VdToVkBlendOp(vdDesc.ColorFunction); attachmentState.srcAlphaBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.SourceAlphaFactor); attachmentState.dstAlphaBlendFactor = VkFormats.VdToVkBlendFactor(vdDesc.DestinationAlphaFactor); attachmentState.alphaBlendOp = VkFormats.VdToVkBlendOp(vdDesc.AlphaFunction); attachmentState.blendEnable = vdDesc.BlendEnabled; attachmentState.colorWriteMask = VkColorComponentFlags.R | VkColorComponentFlags.G | VkColorComponentFlags.B | VkColorComponentFlags.A; attachmentsPtr[i] = attachmentState; } blendStateCI.attachmentCount = (uint)attachmentsCount; blendStateCI.pAttachments = attachmentsPtr; RgbaFloat blendFactor = description.BlendState.BlendFactor; blendStateCI.blendConstants_0 = blendFactor.R; blendStateCI.blendConstants_1 = blendFactor.G; blendStateCI.blendConstants_2 = blendFactor.B; blendStateCI.blendConstants_3 = blendFactor.A; pipelineCI.pColorBlendState = &blendStateCI; // Rasterizer State RasterizerStateDescription rsDesc = description.RasterizerState; VkPipelineRasterizationStateCreateInfo rsCI = VkPipelineRasterizationStateCreateInfo.New(); rsCI.cullMode = VkFormats.VdToVkCullMode(rsDesc.CullMode); rsCI.polygonMode = VkFormats.VdToVkPolygonMode(rsDesc.FillMode); rsCI.depthClampEnable = !rsDesc.DepthClipEnabled; rsCI.frontFace = VkFrontFace.Clockwise; rsCI.lineWidth = 1f; pipelineCI.pRasterizationState = &rsCI; // Dynamic State VkPipelineDynamicStateCreateInfo dynamicStateCI = VkPipelineDynamicStateCreateInfo.New(); VkDynamicState *dynamicStates = stackalloc VkDynamicState[2]; dynamicStates[0] = VkDynamicState.Viewport; dynamicStates[1] = VkDynamicState.Scissor; dynamicStateCI.dynamicStateCount = 2; dynamicStateCI.pDynamicStates = dynamicStates; pipelineCI.pDynamicState = &dynamicStateCI; // Depth Stencil State DepthStencilStateDescription vdDssDesc = description.DepthStencilState; VkPipelineDepthStencilStateCreateInfo dssCI = VkPipelineDepthStencilStateCreateInfo.New(); dssCI.depthWriteEnable = vdDssDesc.DepthWriteEnabled; dssCI.depthTestEnable = vdDssDesc.DepthTestEnabled; dssCI.depthCompareOp = VkFormats.VdToVkCompareOp(vdDssDesc.ComparisonKind); pipelineCI.pDepthStencilState = &dssCI; // Multisample VkPipelineMultisampleStateCreateInfo multisampleCI = VkPipelineMultisampleStateCreateInfo.New(); multisampleCI.rasterizationSamples = VkSampleCountFlags.Count1; pipelineCI.pMultisampleState = &multisampleCI; // Input Assembly VkPipelineInputAssemblyStateCreateInfo inputAssemblyCI = VkPipelineInputAssemblyStateCreateInfo.New(); inputAssemblyCI.topology = VkFormats.VdToVkPrimitiveTopology(description.PrimitiveTopology); pipelineCI.pInputAssemblyState = &inputAssemblyCI; // Vertex Input State VkPipelineVertexInputStateCreateInfo vertexInputCI = VkPipelineVertexInputStateCreateInfo.New(); VertexLayoutDescription[] inputDescriptions = description.ShaderSet.VertexLayouts; uint bindingCount = (uint)inputDescriptions.Length; uint attributeCount = 0; for (int i = 0; i < inputDescriptions.Length; i++) { attributeCount += (uint)inputDescriptions[i].Elements.Length; } VkVertexInputBindingDescription * bindingDescs = stackalloc VkVertexInputBindingDescription[(int)bindingCount]; VkVertexInputAttributeDescription *attributeDescs = stackalloc VkVertexInputAttributeDescription[(int)attributeCount]; int targetIndex = 0; int targetLocation = 0; for (int binding = 0; binding < inputDescriptions.Length; binding++) { VertexLayoutDescription inputDesc = inputDescriptions[binding]; bindingDescs[targetIndex] = new VkVertexInputBindingDescription() { binding = (uint)binding, inputRate = (inputDesc.Elements[0].InstanceStepRate != 0) ? VkVertexInputRate.Instance : VkVertexInputRate.Vertex, stride = inputDesc.Stride }; uint currentOffset = 0; for (int location = 0; location < inputDesc.Elements.Length; location++) { VertexElementDescription inputElement = inputDesc.Elements[location]; attributeDescs[targetIndex] = new VkVertexInputAttributeDescription() { format = VkFormats.VdToVkVertexElementFormat(inputElement.Format), binding = (uint)binding, location = (uint)(targetLocation + location), offset = currentOffset }; targetIndex += 1; currentOffset += FormatHelpers.GetSizeInBytes(inputElement.Format); } targetLocation += inputDesc.Elements.Length; } vertexInputCI.vertexBindingDescriptionCount = bindingCount; vertexInputCI.pVertexBindingDescriptions = bindingDescs; vertexInputCI.vertexAttributeDescriptionCount = attributeCount; vertexInputCI.pVertexAttributeDescriptions = attributeDescs; pipelineCI.pVertexInputState = &vertexInputCI; // Shader Stage ShaderStageDescription[] stageDescs = description.ShaderSet.ShaderStages; StackList <VkPipelineShaderStageCreateInfo> stages = new StackList <VkPipelineShaderStageCreateInfo>(); foreach (ShaderStageDescription stageDesc in stageDescs) { VkShader vkShader = Util.AssertSubtype <Shader, VkShader>(stageDesc.Shader); VkPipelineShaderStageCreateInfo stageCI = VkPipelineShaderStageCreateInfo.New(); stageCI.module = vkShader.ShaderModule; stageCI.stage = VkFormats.VdToVkShaderStages(stageDesc.Stage); stageCI.pName = CommonStrings.main; // Meh stages.Add(stageCI); } pipelineCI.stageCount = stages.Count; pipelineCI.pStages = (VkPipelineShaderStageCreateInfo *)stages.Data; // ViewportState VkPipelineViewportStateCreateInfo viewportStateCI = VkPipelineViewportStateCreateInfo.New(); viewportStateCI.viewportCount = 1; viewportStateCI.scissorCount = 1; pipelineCI.pViewportState = &viewportStateCI; // Pipeline Layout ResourceLayout[] resourceLayouts = description.ResourceLayouts; VkPipelineLayoutCreateInfo pipelineLayoutCI = VkPipelineLayoutCreateInfo.New(); pipelineLayoutCI.setLayoutCount = (uint)resourceLayouts.Length; VkDescriptorSetLayout *dsls = stackalloc VkDescriptorSetLayout[resourceLayouts.Length]; for (int i = 0; i < resourceLayouts.Length; i++) { dsls[i] = Util.AssertSubtype <ResourceLayout, VkResourceLayout>(resourceLayouts[i]).DescriptorSetLayout; } pipelineLayoutCI.pSetLayouts = dsls; vkCreatePipelineLayout(_gd.Device, ref pipelineLayoutCI, null, out _pipelineLayout); pipelineCI.layout = _pipelineLayout; // Create fake RenderPass for compatibility. VkRenderPassCreateInfo renderPassCI = VkRenderPassCreateInfo.New(); OutputDescription outputDesc = description.Outputs; if (outputDesc.ColorAttachments.Length > 1) { throw new NotImplementedException("Laziness"); } VkAttachmentDescription colorAttachmentDesc = new VkAttachmentDescription(); colorAttachmentDesc.format = outputDesc.ColorAttachments.Length > 0 ? VkFormats.VdToVkPixelFormat(outputDesc.ColorAttachments[0].Format) : 0; colorAttachmentDesc.samples = VkSampleCountFlags.Count1; colorAttachmentDesc.loadOp = VkAttachmentLoadOp.Clear; colorAttachmentDesc.storeOp = VkAttachmentStoreOp.Store; colorAttachmentDesc.stencilLoadOp = VkAttachmentLoadOp.DontCare; colorAttachmentDesc.stencilStoreOp = VkAttachmentStoreOp.DontCare; colorAttachmentDesc.initialLayout = VkImageLayout.Undefined; colorAttachmentDesc.finalLayout = VkImageLayout.PresentSrcKHR; VkAttachmentReference colorAttachmentRef = new VkAttachmentReference(); colorAttachmentRef.attachment = 0; colorAttachmentRef.layout = VkImageLayout.ColorAttachmentOptimal; VkAttachmentDescription depthAttachmentDesc = new VkAttachmentDescription(); VkAttachmentReference depthAttachmentRef = new VkAttachmentReference(); if (outputDesc.DepthAttachment != null) { depthAttachmentDesc.format = VkFormats.VdToVkPixelFormat(outputDesc.DepthAttachment.Value.Format, toDepthFormat: true); depthAttachmentDesc.samples = VkSampleCountFlags.Count1; depthAttachmentDesc.loadOp = VkAttachmentLoadOp.Clear; depthAttachmentDesc.storeOp = VkAttachmentStoreOp.Store; depthAttachmentDesc.stencilLoadOp = VkAttachmentLoadOp.DontCare; depthAttachmentDesc.stencilStoreOp = VkAttachmentStoreOp.DontCare; depthAttachmentDesc.initialLayout = VkImageLayout.Undefined; depthAttachmentDesc.finalLayout = VkImageLayout.DepthStencilAttachmentOptimal; depthAttachmentRef.attachment = outputDesc.ColorAttachments.Length == 0 ? 0u : 1u; depthAttachmentRef.layout = VkImageLayout.DepthStencilAttachmentOptimal; } VkSubpassDescription subpass = new VkSubpassDescription(); StackList <VkAttachmentDescription, Size512Bytes> attachments = new StackList <VkAttachmentDescription, Size512Bytes>(); subpass.pipelineBindPoint = VkPipelineBindPoint.Graphics; if (outputDesc.ColorAttachments.Length > 0) { subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &colorAttachmentRef; attachments.Add(colorAttachmentDesc); } if (outputDesc.DepthAttachment != null) { subpass.pDepthStencilAttachment = &depthAttachmentRef; attachments.Add(depthAttachmentDesc); } VkSubpassDependency subpassDependency = new VkSubpassDependency(); subpassDependency.srcSubpass = SubpassExternal; subpassDependency.srcStageMask = VkPipelineStageFlags.ColorAttachmentOutput; subpassDependency.dstStageMask = VkPipelineStageFlags.ColorAttachmentOutput; subpassDependency.dstAccessMask = VkAccessFlags.ColorAttachmentRead | VkAccessFlags.ColorAttachmentWrite; if (outputDesc.DepthAttachment != null) { subpassDependency.dstAccessMask |= VkAccessFlags.DepthStencilAttachmentRead | VkAccessFlags.DepthStencilAttachmentWrite; } renderPassCI.attachmentCount = attachments.Count; renderPassCI.pAttachments = (VkAttachmentDescription *)attachments.Data; renderPassCI.subpassCount = 1; renderPassCI.pSubpasses = &subpass; renderPassCI.dependencyCount = 1; renderPassCI.pDependencies = &subpassDependency; VkResult creationResult = vkCreateRenderPass(_gd.Device, ref renderPassCI, null, out _renderPass); CheckResult(creationResult); pipelineCI.renderPass = _renderPass; VkResult result = vkCreateGraphicsPipelines(_gd.Device, VkPipelineCache.Null, 1, ref pipelineCI, null, out _devicePipeline); CheckResult(result); ResourceSetCount = (uint)description.ResourceLayouts.Length; }
public FGraphicsPipeline(VkDevice device, VkPhysicalDevice physicalDevice, VkPipelineCache pipelineCache, VkRenderPass renderPass, string shaderPath, uint swapchainImageCount, FTexture textureArray) { this.device = device; this.swapchainImageCount = swapchainImageCount; this.renderPass = renderPass; desclayout = CreateDescriptorLayout(device, 1); descriptorPool = CreateDescriptorPool(device, swapchainImageCount, 7); descriptorSets = AllocateDescriptorSets(device, desclayout, descriptorPool, swapchainImageCount); sampler = CreateSampler(device, textureArray.MipLevels); for (int i = 0; i < swapchainImageCount; i++) { VkDescriptorImageInfo imageInfo = new VkDescriptorImageInfo(); imageInfo.imageLayout = VkImageLayout.ShaderReadOnlyOptimal; imageInfo.imageView = textureArray.imageView; imageInfo.sampler = sampler; VkWriteDescriptorSet[] writes = new VkWriteDescriptorSet[1]; writes[0].dstSet = descriptorSets[i]; writes[0].dstBinding = 0; writes[0].dstArrayElement = 0; writes[0].descriptorType = VkDescriptorType.CombinedImageSampler; writes[0].descriptorCount = 1; writes[0].pImageInfo = &imageInfo; fixed(VkWriteDescriptorSet *ptr = writes) vkUpdateDescriptorSets(device, (uint)writes.Length, ptr, 0, null); } uniformdata = CreateUniformBuffer(device, physicalDevice, 1); VkShaderModule vs = LoadShader(device, $"{shaderPath}.vert.spv"); VkShaderModule fs = LoadShader(device, $"{shaderPath}.frag.spv"); VkGraphicsPipelineCreateInfo pCreateInfo = VkGraphicsPipelineCreateInfo.New(); pCreateInfo.flags = VkPipelineCreateFlags.DisableOptimization; VkPipelineShaderStageCreateInfo[] shaderStages = new VkPipelineShaderStageCreateInfo[2]; shaderStages[0] = VkPipelineShaderStageCreateInfo.New(); shaderStages[0].stage = VkShaderStageFlags.Vertex; shaderStages[0].module = vs; byte[] vsFuncName = Encoding.UTF8.GetBytes("main" + char.MinValue); fixed(byte *ptr = &(vsFuncName[0])) shaderStages[0].pName = ptr; shaderStages[1] = VkPipelineShaderStageCreateInfo.New(); shaderStages[1].stage = VkShaderStageFlags.Fragment; shaderStages[1].module = fs; byte[] fsFuncName = Encoding.UTF8.GetBytes("main" + char.MinValue); fixed(byte *ptr = &(fsFuncName[0])) shaderStages[1].pName = ptr; fixed(VkPipelineShaderStageCreateInfo *ptr = shaderStages) pCreateInfo.pStages = ptr; pCreateInfo.stageCount = 2; VkVertexInputBindingDescription[] bindings = new VkVertexInputBindingDescription[4]; bindings[0] = new VkVertexInputBindingDescription(); bindings[0].binding = 0; bindings[0].stride = (uint)sizeof(VoxelRenderer.VoxelVertex); bindings[0].inputRate = VkVertexInputRate.Vertex; bindings[1] = new VkVertexInputBindingDescription(); bindings[1].binding = 1; bindings[1].stride = (uint)sizeof(VoxelRenderer.VoxelVertex); bindings[1].inputRate = VkVertexInputRate.Vertex; bindings[2] = new VkVertexInputBindingDescription(); bindings[2].binding = 2; bindings[2].stride = (uint)sizeof(VoxelRenderer.VoxelVertex); bindings[2].inputRate = VkVertexInputRate.Vertex; bindings[3] = new VkVertexInputBindingDescription(); bindings[3].binding = 3; bindings[3].stride = (uint)sizeof(VoxelRenderer.VoxelVertex); bindings[3].inputRate = VkVertexInputRate.Vertex; VkVertexInputAttributeDescription[] attribs = new VkVertexInputAttributeDescription[4]; attribs[0].binding = 0; attribs[0].location = 0; attribs[0].format = VkFormat.R32g32b32Sfloat; attribs[0].offset = 0; attribs[1].binding = 1; attribs[1].location = 1; attribs[1].format = VkFormat.R32g32b32Sfloat; attribs[1].offset = 0; attribs[2].binding = 2; attribs[2].location = 2; attribs[2].format = VkFormat.R32g32b32Sfloat; attribs[2].offset = 0; attribs[3].binding = 3; attribs[3].location = 3; attribs[3].format = VkFormat.R32Uint; attribs[3].offset = 0; VkPipelineVertexInputStateCreateInfo vertexInput = VkPipelineVertexInputStateCreateInfo.New(); fixed(VkVertexInputBindingDescription *ptr = bindings) vertexInput.pVertexBindingDescriptions = ptr; vertexInput.vertexBindingDescriptionCount = (uint)bindings.Length; fixed(VkVertexInputAttributeDescription *ptr = attribs) vertexInput.pVertexAttributeDescriptions = ptr; vertexInput.vertexAttributeDescriptionCount = (uint)attribs.Length; pCreateInfo.pVertexInputState = &vertexInput; VkPipelineInputAssemblyStateCreateInfo inputAssembly = VkPipelineInputAssemblyStateCreateInfo.New(); inputAssembly.topology = VkPrimitiveTopology.TriangleList; pCreateInfo.pInputAssemblyState = &inputAssembly; VkPipelineViewportStateCreateInfo viewportState = VkPipelineViewportStateCreateInfo.New(); viewportState.viewportCount = 1; viewportState.scissorCount = 1; pCreateInfo.pViewportState = &viewportState; VkPipelineRasterizationStateCreateInfo rasterizationState = VkPipelineRasterizationStateCreateInfo.New(); rasterizationState.lineWidth = 1; rasterizationState.frontFace = VkFrontFace.Clockwise; rasterizationState.cullMode = VkCullModeFlags.Back; rasterizationState.polygonMode = VkPolygonMode.Fill;//TODO add line debug render pCreateInfo.pRasterizationState = &rasterizationState; VkPipelineMultisampleStateCreateInfo multisampleState = VkPipelineMultisampleStateCreateInfo.New(); multisampleState.rasterizationSamples = VkSampleCountFlags.Count1; pCreateInfo.pMultisampleState = &multisampleState; VkPipelineDepthStencilStateCreateInfo depthState = VkPipelineDepthStencilStateCreateInfo.New(); depthState.depthTestEnable = VkBool32.True; depthState.depthWriteEnable = VkBool32.True; depthState.depthCompareOp = VkCompareOp.Less; pCreateInfo.pDepthStencilState = &depthState; VkPipelineColorBlendAttachmentState colourAttachment = new VkPipelineColorBlendAttachmentState(); colourAttachment.colorWriteMask = VkColorComponentFlags.R | VkColorComponentFlags.G | VkColorComponentFlags.B | VkColorComponentFlags.A; VkPipelineColorBlendStateCreateInfo colourState = VkPipelineColorBlendStateCreateInfo.New(); colourState.pAttachments = &colourAttachment; colourState.attachmentCount = 1; pCreateInfo.pColorBlendState = &colourState; VkDynamicState[] dynamicStates = new VkDynamicState[2]; dynamicStates[0] = VkDynamicState.Viewport; dynamicStates[1] = VkDynamicState.Scissor; VkPipelineDynamicStateCreateInfo dynamicState = VkPipelineDynamicStateCreateInfo.New(); dynamicState.dynamicStateCount = (uint)dynamicStates.Length; fixed(VkDynamicState *ptr = &(dynamicStates[0])) dynamicState.pDynamicStates = ptr; pCreateInfo.pDynamicState = &dynamicState; this.pipelineLayout = CreatePipelineLayout(device, desclayout); pCreateInfo.layout = this.pipelineLayout; pCreateInfo.renderPass = renderPass; pCreateInfo.subpass = 0; VkPipeline pipeline = VkPipeline.Null; Assert(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pCreateInfo, null, &pipeline)); this.pipeline = pipeline; }
private VkPipeline CreateNewGraphicsPipeline(ref VkPipelineCacheKey cacheKey) { VkGraphicsPipelineCreateInfo pipelineCI = VkGraphicsPipelineCreateInfo.New(); // RenderPass pipelineCI.renderPass = cacheKey.RenderPass; pipelineCI.subpass = 0; pipelineCI.layout = cacheKey.PipelineLayout; // DynamicState VkPipelineDynamicStateCreateInfo dynamicStateCI = VkPipelineDynamicStateCreateInfo.New(); VkDynamicState *dynamicStates = stackalloc VkDynamicState[2]; dynamicStates[0] = VkDynamicState.Viewport; dynamicStates[1] = VkDynamicState.Scissor; dynamicStateCI.dynamicStateCount = 2; dynamicStateCI.pDynamicStates = dynamicStates; pipelineCI.pDynamicState = &dynamicStateCI; // ColorBlendState VkPipelineColorBlendAttachmentState colorBlendAttachementState = new VkPipelineColorBlendAttachmentState(); colorBlendAttachementState.colorWriteMask = VkColorComponentFlags.R | VkColorComponentFlags.G | VkColorComponentFlags.B | VkColorComponentFlags.A; colorBlendAttachementState.blendEnable = cacheKey.BlendState.IsBlendEnabled; colorBlendAttachementState.srcColorBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.SourceColorBlend); colorBlendAttachementState.dstColorBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.DestinationColorBlend); colorBlendAttachementState.colorBlendOp = VkFormats.VeldridToVkBlendOp(cacheKey.BlendState.ColorBlendFunction); colorBlendAttachementState.srcAlphaBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.SourceAlphaBlend); colorBlendAttachementState.dstAlphaBlendFactor = VkFormats.VeldridToVkBlendFactor(cacheKey.BlendState.DestinationAlphaBlend); colorBlendAttachementState.alphaBlendOp = VkFormats.VeldridToVkBlendOp(cacheKey.BlendState.AlphaBlendFunction); VkPipelineColorBlendStateCreateInfo colorBlendStateCI = VkPipelineColorBlendStateCreateInfo.New(); if (cacheKey.Framebuffer.ColorTexture != null) { colorBlendStateCI.attachmentCount = 1; colorBlendStateCI.pAttachments = &colorBlendAttachementState; colorBlendStateCI.blendConstants_0 = cacheKey.BlendState.BlendFactor.R; colorBlendStateCI.blendConstants_1 = cacheKey.BlendState.BlendFactor.G; colorBlendStateCI.blendConstants_2 = cacheKey.BlendState.BlendFactor.B; colorBlendStateCI.blendConstants_3 = cacheKey.BlendState.BlendFactor.A; pipelineCI.pColorBlendState = &colorBlendStateCI; } // DepthStencilState VkPipelineDepthStencilStateCreateInfo depthStencilStateCI = VkPipelineDepthStencilStateCreateInfo.New(); depthStencilStateCI.depthCompareOp = VkFormats.VeldridToVkDepthComparison(cacheKey.DepthStencilState.DepthComparison); depthStencilStateCI.depthWriteEnable = cacheKey.DepthStencilState.IsDepthWriteEnabled; depthStencilStateCI.depthTestEnable = cacheKey.DepthStencilState.IsDepthEnabled; pipelineCI.pDepthStencilState = &depthStencilStateCI; // MultisampleState VkPipelineMultisampleStateCreateInfo multisampleStateCI = VkPipelineMultisampleStateCreateInfo.New(); multisampleStateCI.rasterizationSamples = VkSampleCountFlags.Count1; pipelineCI.pMultisampleState = &multisampleStateCI; // RasterizationState VkPipelineRasterizationStateCreateInfo rasterizationStateCI = ((VkRasterizerState)cacheKey.RasterizerState).RasterizerStateCreateInfo; rasterizationStateCI.lineWidth = 1f; pipelineCI.pRasterizationState = &rasterizationStateCI; // ViewportState VkPipelineViewportStateCreateInfo viewportStateCI = VkPipelineViewportStateCreateInfo.New(); viewportStateCI.viewportCount = 1; viewportStateCI.scissorCount = 1; pipelineCI.pViewportState = &viewportStateCI; // InputAssemblyState VkPipelineInputAssemblyStateCreateInfo inputAssemblyStateCI = VkPipelineInputAssemblyStateCreateInfo.New(); inputAssemblyStateCI.topology = cacheKey.PrimitiveTopology; pipelineCI.pInputAssemblyState = &inputAssemblyStateCI; // VertexInputState VkPipelineVertexInputStateCreateInfo vertexInputStateCI = VkPipelineVertexInputStateCreateInfo.New(); VertexInputDescription[] inputDescriptions = cacheKey.ShaderSet.InputLayout.InputDescriptions; uint bindingCount = (uint)inputDescriptions.Length; uint attributeCount = (uint)inputDescriptions.Sum(desc => desc.Elements.Length); VkVertexInputBindingDescription * bindingDescs = stackalloc VkVertexInputBindingDescription[(int)bindingCount]; VkVertexInputAttributeDescription *attributeDescs = stackalloc VkVertexInputAttributeDescription[(int)attributeCount]; int targetIndex = 0; int targetLocation = 0; for (int binding = 0; binding < inputDescriptions.Length; binding++) { VertexInputDescription inputDesc = inputDescriptions[binding]; bindingDescs[targetIndex] = new VkVertexInputBindingDescription() { binding = (uint)binding, inputRate = (inputDesc.Elements[0].StorageClassifier == VertexElementInputClass.PerInstance) ? VkVertexInputRate.Instance : VkVertexInputRate.Vertex, stride = ((VkVertexBuffer)cacheKey.VertexBindings[binding]).Stride }; uint currentOffset = 0; for (int location = 0; location < inputDesc.Elements.Length; location++) { VertexInputElement inputElement = inputDesc.Elements[location]; attributeDescs[targetIndex] = new VkVertexInputAttributeDescription() { format = VkFormats.VeldridToVkVertexElementFormat(inputElement.ElementFormat), binding = (uint)binding, location = (uint)(targetLocation + location), offset = currentOffset }; targetIndex += 1; currentOffset += inputElement.SizeInBytes; } targetLocation += inputDesc.Elements.Length; } vertexInputStateCI.vertexBindingDescriptionCount = bindingCount; vertexInputStateCI.pVertexBindingDescriptions = bindingDescs; vertexInputStateCI.vertexAttributeDescriptionCount = attributeCount; vertexInputStateCI.pVertexAttributeDescriptions = attributeDescs; pipelineCI.pVertexInputState = &vertexInputStateCI; // ShaderStage StackList <VkPipelineShaderStageCreateInfo> shaderStageCIs = new StackList <VkPipelineShaderStageCreateInfo>(); VkPipelineShaderStageCreateInfo vertexStage = VkPipelineShaderStageCreateInfo.New(); vertexStage.stage = VkShaderStageFlags.Vertex; vertexStage.module = cacheKey.ShaderSet.VertexShader.ShaderModule; vertexStage.pName = CommonStrings.main; shaderStageCIs.Add(vertexStage); VkPipelineShaderStageCreateInfo fragmentStage = VkPipelineShaderStageCreateInfo.New(); fragmentStage.stage = VkShaderStageFlags.Fragment; fragmentStage.module = cacheKey.ShaderSet.FragmentShader.ShaderModule; fragmentStage.pName = CommonStrings.main; shaderStageCIs.Add(fragmentStage); if (cacheKey.ShaderSet.TessellationControlShader != null) { VkPipelineShaderStageCreateInfo tcStage = VkPipelineShaderStageCreateInfo.New(); tcStage.stage = VkShaderStageFlags.TessellationControl; tcStage.module = cacheKey.ShaderSet.TessellationControlShader.ShaderModule; tcStage.pName = CommonStrings.main; shaderStageCIs.Add(tcStage); } if (cacheKey.ShaderSet.TessellationEvaluationShader != null) { VkPipelineShaderStageCreateInfo teStage = VkPipelineShaderStageCreateInfo.New(); teStage.stage = VkShaderStageFlags.TessellationEvaluation; teStage.module = cacheKey.ShaderSet.TessellationEvaluationShader.ShaderModule; teStage.pName = CommonStrings.main; shaderStageCIs.Add(teStage); } if (cacheKey.ShaderSet.GeometryShader != null) { VkPipelineShaderStageCreateInfo geometryStage = VkPipelineShaderStageCreateInfo.New(); geometryStage.stage = VkShaderStageFlags.Geometry; geometryStage.module = cacheKey.ShaderSet.GeometryShader.ShaderModule; geometryStage.pName = CommonStrings.main; shaderStageCIs.Add(geometryStage); } pipelineCI.stageCount = shaderStageCIs.Count; pipelineCI.pStages = (VkPipelineShaderStageCreateInfo *)shaderStageCIs.Data; VkResult result = vkCreateGraphicsPipelines(_device, VkPipelineCache.Null, 1, ref pipelineCI, null, out VkPipeline ret); CheckResult(result); return(ret); }
public void CreateGraphicsPipeline(string[] fileShaders, Framebuffer framebuffer) { VkShaderModule vertexShader = NativeDevice.LoadSPIR_V_Shader(fileShaders[0], ShaderCompiler.ShaderCompiler.Stage.vertex_shader); VkShaderModule fragmentShader = NativeDevice.LoadSPIR_V_Shader(fileShaders[1], ShaderCompiler.ShaderCompiler.Stage.fragment_shader); VkPipelineShaderStageCreateInfo vertCreateInfo = new VkPipelineShaderStageCreateInfo() { sType = VkStructureType.PipelineShaderStageCreateInfo, pNext = null, stage = VkShaderStageFlags.Vertex, module = vertexShader, pName = Interop.String.ToPointer("main"), }; VkPipelineShaderStageCreateInfo fragCreateInfo = new VkPipelineShaderStageCreateInfo { sType = VkStructureType.PipelineShaderStageCreateInfo, pNext = null, flags = 0, stage = VkShaderStageFlags.Fragment, module = fragmentShader, pName = Interop.String.ToPointer("main"), }; VkPipelineShaderStageCreateInfo *shaderStageCreateInfos = stackalloc VkPipelineShaderStageCreateInfo[2]; shaderStageCreateInfos[0] = vertCreateInfo; shaderStageCreateInfos[1] = fragCreateInfo; VkPipelineVertexInputStateCreateInfo vertexInputStateCI = VkPipelineVertexInputStateCreateInfo.New(); //var vertexBindingDesc = Vertex.GetBindingDescription(); vertexInputStateCI.vertexBindingDescriptionCount = 0; //vertexInputStateCI.pVertexBindingDescriptions = Interop.Struct.AllocToPointer(ref vertexBindingDesc); vertexInputStateCI.vertexAttributeDescriptionCount = 0; //vertexInputStateCI.pVertexAttributeDescriptions = Interop.Struct.AllocToPointer(Vertex.GetAttributeDescriptions()); //vertexInputStateCI.pVertexAttributeDescriptions = Interop.Struct.AllocToPointer(Vertex.GetAttributeDescriptions().AsSpan()); VkPipelineInputAssemblyStateCreateInfo inputAssemblyCI = VkPipelineInputAssemblyStateCreateInfo.New(); inputAssemblyCI.primitiveRestartEnable = false; inputAssemblyCI.topology = VkPrimitiveTopology.TriangleList; VkPipelineRasterizationStateCreateInfo rasterizerStateCI = VkPipelineRasterizationStateCreateInfo.New(); rasterizerStateCI.cullMode = VkCullModeFlags.None; rasterizerStateCI.polygonMode = VkPolygonMode.Fill; rasterizerStateCI.lineWidth = 2.5f; rasterizerStateCI.frontFace = VkFrontFace.CounterClockwise; VkPipelineMultisampleStateCreateInfo multisampleStateCI = VkPipelineMultisampleStateCreateInfo.New(); multisampleStateCI.rasterizationSamples = VkSampleCountFlags.Count1; multisampleStateCI.minSampleShading = 1f; VkPipelineColorBlendAttachmentState colorBlendAttachementState = new VkPipelineColorBlendAttachmentState(); colorBlendAttachementState.colorWriteMask = VkColorComponentFlags.R | VkColorComponentFlags.G | VkColorComponentFlags.B | VkColorComponentFlags.A; colorBlendAttachementState.blendEnable = false; VkPipelineColorBlendStateCreateInfo colorBlendStateCI = VkPipelineColorBlendStateCreateInfo.New(); colorBlendStateCI.attachmentCount = 1; colorBlendStateCI.pAttachments = &colorBlendAttachementState; //VkDescriptorSetLayout dsl = _descriptoSetLayout; VkPipelineLayoutCreateInfo pipelineLayoutCI = VkPipelineLayoutCreateInfo.New(); pipelineLayoutCI.setLayoutCount = 0; //pipelineLayoutCI.pSetLayouts = &dsl; vkCreatePipelineLayout(NativeDevice.Device, ref pipelineLayoutCI, null, out pipelineLayout); VkGraphicsPipelineCreateInfo graphicsPipelineCI = VkGraphicsPipelineCreateInfo.New(); graphicsPipelineCI.stageCount = 2; graphicsPipelineCI.pStages = shaderStageCreateInfos; graphicsPipelineCI.pVertexInputState = &vertexInputStateCI; graphicsPipelineCI.pInputAssemblyState = &inputAssemblyCI; graphicsPipelineCI.pRasterizationState = &rasterizerStateCI; graphicsPipelineCI.pMultisampleState = &multisampleStateCI; graphicsPipelineCI.pColorBlendState = &colorBlendStateCI; graphicsPipelineCI.layout = pipelineLayout; graphicsPipelineCI.renderPass = framebuffer.NativeRenderPass; graphicsPipelineCI.subpass = 0; vkCreateGraphicsPipelines(NativeDevice.Device, VkPipelineCache.Null, 1, ref graphicsPipelineCI, null, out graphicsPipeline); }