Add depth buffer
- Add depth testing to swapchain - Add Shader abstraction - Add CommandBuffer abstraction
This commit is contained in:
+44
-35
@@ -3,7 +3,9 @@
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#include "Common.h"
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#include "Instance.h"
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#include "FileSystem.h"
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#include "DescriptorSet.h"
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#include "PipelineCreator.h"
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#include "Shader.h"
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#include <vulkan/vulkan.hpp>
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#include <map>
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@@ -16,6 +18,7 @@ private:
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Instance& instance;
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std::vector<VkDescriptorSetLayout> descriptorSetLayouts{};
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std::vector<VkDescriptorSet> boundDescriptorSets;
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VkPipelineLayout pipelineLayout;
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VkPipeline graphicsPipeline;
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@@ -55,9 +58,15 @@ public:
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vkCmdSetScissor(commandBuffer, 0, 1, &scissor);
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}
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VkPipelineLayout GetPipelineLayout() const
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void SetDescriptorSet(uint32_t setIndex, const DescriptorSet& descriptorSet)
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{
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return pipelineLayout;
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CP_ASSERT(setIndex < boundDescriptorSets.size(), "DescriptorSet index is out of bounds");
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boundDescriptorSets[setIndex] = descriptorSet.GetHandle();
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}
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void BindDescriptorSets(VkCommandBuffer commandBuffer)
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{
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vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelineLayout, 0, boundDescriptorSets.size(), boundDescriptorSets.data(), 0, nullptr);
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}
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VkDescriptorSetLayout GetDescriptorSetLayout(uint32_t setIndex) const
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@@ -68,21 +77,27 @@ public:
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private:
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void InitializeDescriptorSetLayout(const PipelineCreator& creator)
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{
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boundDescriptorSets.resize(creator.descriptorSetLayouts.size());
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descriptorSetLayouts.resize(creator.descriptorSetLayouts.size());
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int i = 0;
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for (auto&& binding : creator.descriptorSetLayouts)
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for (auto&& bindings : creator.descriptorSetLayouts)
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{
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VkDescriptorSetLayoutBinding layoutBinding{};
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layoutBinding.binding = 0;
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layoutBinding.descriptorType = binding.second.type;
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layoutBinding.descriptorCount = 1;
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layoutBinding.stageFlags = binding.second.flags;
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layoutBinding.pImmutableSamplers = nullptr;
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std::vector<VkDescriptorSetLayoutBinding> layoutBindings{bindings.second.size()};
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int j = 0;
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for (auto&& binding : bindings.second)
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{
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layoutBindings[j].binding = binding.binding;
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layoutBindings[j].descriptorType = binding.type;
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layoutBindings[j].descriptorCount = binding.count;
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layoutBindings[j].stageFlags = binding.flags;
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layoutBindings[j].pImmutableSamplers = nullptr;
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j++;
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}
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VkDescriptorSetLayoutCreateInfo createInfo{};
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createInfo.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO;
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createInfo.bindingCount = 1;
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createInfo.pBindings = &layoutBinding;
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createInfo.bindingCount = layoutBindings.size();
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createInfo.pBindings = layoutBindings.data();
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CP_VK_ASSERT(vkCreateDescriptorSetLayout(instance.GetDevice(), &createInfo, nullptr, &descriptorSetLayouts[i++]), "Failed to initialize descriptor set layout");
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}
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@@ -90,24 +105,7 @@ private:
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void InitializePipeline(const PipelineCreator& creator)
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{
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std::vector<char> vertShaderCode = FileSystem::ReadFile(creator.vertexShader);
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std::vector<char> fragShaderCode = FileSystem::ReadFile(creator.fragmentShader);
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VkShaderModule vertShaderModule = InitializeShaderModule(vertShaderCode);
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VkShaderModule fragShaderModule = InitializeShaderModule(fragShaderCode);
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VkPipelineShaderStageCreateInfo shaderStages[2];
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shaderStages[0] = {};
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shaderStages[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[0].stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderStages[0].module = vertShaderModule;
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shaderStages[0].pName = "main";
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shaderStages[1] = {};
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shaderStages[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
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shaderStages[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStages[1].module = fragShaderModule;
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shaderStages[1].pName = "main";
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Shader shader{instance, ShaderType::GlslFile, creator.vertexShader, creator.fragmentShader};
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VkPipelineVertexInputStateCreateInfo vertexInputCreateInfo{};
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vertexInputCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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@@ -173,6 +171,19 @@ private:
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multisampleCreateInfo.alphaToCoverageEnable = VK_FALSE;
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multisampleCreateInfo.alphaToOneEnable = VK_FALSE;
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VkPipelineDepthStencilStateCreateInfo depthStencilCreateInfo{};
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depthStencilCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO;
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depthStencilCreateInfo.depthTestEnable = VK_TRUE;
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depthStencilCreateInfo.depthWriteEnable = VK_TRUE;
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depthStencilCreateInfo.depthCompareOp = VK_COMPARE_OP_LESS;
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depthStencilCreateInfo.depthBoundsTestEnable = VK_FALSE;
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depthStencilCreateInfo.minDepthBounds = 0.0f;
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depthStencilCreateInfo.maxDepthBounds = 1.0f;
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depthStencilCreateInfo.stencilTestEnable = VK_FALSE;
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depthStencilCreateInfo.front = {};
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depthStencilCreateInfo.back = {};
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VkPipelineColorBlendAttachmentState colorBlendAttachment{}; // TODO: Add to PipelineCreator
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colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT |
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VK_COLOR_COMPONENT_G_BIT |
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@@ -206,16 +217,17 @@ private:
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CP_VK_ASSERT(vkCreatePipelineLayout(instance.GetDevice(), &pipelineLayoutCreateInfo, nullptr, &pipelineLayout), "Failed to initialize pipeline layout");
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const std::vector<VkPipelineShaderStageCreateInfo>& shaderStages = shader.GetShaderStages();
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VkGraphicsPipelineCreateInfo graphicsPipelineCreateInfo{};
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graphicsPipelineCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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graphicsPipelineCreateInfo.stageCount = 2;
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graphicsPipelineCreateInfo.pStages = shaderStages;
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graphicsPipelineCreateInfo.stageCount = shaderStages.size();
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graphicsPipelineCreateInfo.pStages = shaderStages.data();
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graphicsPipelineCreateInfo.pVertexInputState = &vertexInputCreateInfo;
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graphicsPipelineCreateInfo.pInputAssemblyState = &inputAssemblyCreateInfo;
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graphicsPipelineCreateInfo.pViewportState = &viewportStateCreateInfo;
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graphicsPipelineCreateInfo.pRasterizationState = &rasterizerCreateInfo;
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graphicsPipelineCreateInfo.pMultisampleState = &multisampleCreateInfo;
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graphicsPipelineCreateInfo.pDepthStencilState = nullptr;
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graphicsPipelineCreateInfo.pDepthStencilState = &depthStencilCreateInfo;
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graphicsPipelineCreateInfo.pColorBlendState = &colorBlendCreateInfo;
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graphicsPipelineCreateInfo.pDynamicState = &dynamicStateCreateInfo;
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graphicsPipelineCreateInfo.layout = pipelineLayout;
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@@ -225,9 +237,6 @@ private:
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graphicsPipelineCreateInfo.basePipelineIndex = -1;
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CP_VK_ASSERT(vkCreateGraphicsPipelines(instance.GetDevice(), VK_NULL_HANDLE, 1, &graphicsPipelineCreateInfo, nullptr, &graphicsPipeline), "Failed to initialize graphics pipeline");
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vkDestroyShaderModule(instance.GetDevice(), vertShaderModule, nullptr);
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vkDestroyShaderModule(instance.GetDevice(), fragShaderModule, nullptr);
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}
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VkShaderModule InitializeShaderModule(const std::vector<char>& code)
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