Renaming things

This commit is contained in:
Sascha Willems 2022-04-04 10:22:54 +02:00
parent 483671815f
commit 4e6b4fe021

View file

@ -293,16 +293,15 @@ public:
VkPipelineVertexInputStateCreateInfo vertexInputState = *vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color });
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
VkGraphicsPipelineCreateInfo vertexShaderCreateInfo{};
vertexShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
vertexShaderCreateInfo.pNext = &libraryInfo;
vertexShaderCreateInfo.pInputAssemblyState = &inputAssemblyState;
vertexShaderCreateInfo.pVertexInputState = &vertexInputState;
VkGraphicsPipelineCreateInfo pipelineCI{};
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineCI.pNext = &libraryInfo;
pipelineCI.pInputAssemblyState = &inputAssemblyState;
pipelineCI.pVertexInputState = &vertexInputState;
VkPipeline vertexInputStateP;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &vertexShaderCreateInfo, nullptr, &vertexInputStateP));
return vertexInputStateP;
VkPipeline library = VK_NULL_HANDLE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
return library;
}
VkPipeline createVertexShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
@ -338,22 +337,21 @@ public:
shaderStageCreateInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
shaderStageCreateInfo.pName = "main";
VkGraphicsPipelineCreateInfo vertexShaderCreateInfo{};
vertexShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
vertexShaderCreateInfo.pNext = &libraryInfo;
vertexShaderCreateInfo.renderPass = renderPass;
vertexShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
vertexShaderCreateInfo.stageCount = 1;
vertexShaderCreateInfo.pStages = &shaderStageCreateInfo;
vertexShaderCreateInfo.layout = layout;
vertexShaderCreateInfo.pDynamicState = &dynamicInfo;
vertexShaderCreateInfo.pViewportState = &viewportState;
vertexShaderCreateInfo.pRasterizationState = &rasterizationState;
VkGraphicsPipelineCreateInfo pipelineCI{};
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineCI.pNext = &libraryInfo;
pipelineCI.renderPass = renderPass;
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
pipelineCI.stageCount = 1;
pipelineCI.pStages = &shaderStageCreateInfo;
pipelineCI.layout = layout;
pipelineCI.pDynamicState = &dynamicInfo;
pipelineCI.pViewportState = &viewportState;
pipelineCI.pRasterizationState = &rasterizationState;
VkPipeline vertexShader;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &vertexShaderCreateInfo, nullptr, &vertexShader));
return vertexShader;
VkPipeline library = VK_NULL_HANDLE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
return library;
}
VkPipeline createFragmentShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
@ -376,21 +374,20 @@ public:
shaderStageCreateInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
shaderStageCreateInfo.pName = "main";
VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
fragmentShaderCreateInfo.pNext = &libraryInfo;
fragmentShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
fragmentShaderCreateInfo.stageCount = 1;
fragmentShaderCreateInfo.pStages = &shaderStageCreateInfo;
fragmentShaderCreateInfo.layout = layout;
fragmentShaderCreateInfo.renderPass = renderPass;
fragmentShaderCreateInfo.pDepthStencilState = &depthStencilState;
fragmentShaderCreateInfo.pMultisampleState = &multisampleState;
VkGraphicsPipelineCreateInfo pipelineCI{};
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineCI.pNext = &libraryInfo;
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
pipelineCI.stageCount = 1;
pipelineCI.pStages = &shaderStageCreateInfo;
pipelineCI.layout = layout;
pipelineCI.renderPass = renderPass;
pipelineCI.pDepthStencilState = &depthStencilState;
pipelineCI.pMultisampleState = &multisampleState;
VkPipeline fragmentShader;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &fragmentShaderCreateInfo, nullptr, &fragmentShader));
return fragmentShader;
VkPipeline library = VK_NULL_HANDLE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
return library;
}
VkPipeline createFragmentOutputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
@ -403,19 +400,18 @@ public:
VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
fragmentShaderCreateInfo.pNext = &libraryInfo;
fragmentShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
fragmentShaderCreateInfo.layout = layout;
fragmentShaderCreateInfo.renderPass = renderPass;
fragmentShaderCreateInfo.pColorBlendState = &colorBlendState;
fragmentShaderCreateInfo.pMultisampleState = &multisampleState;
VkGraphicsPipelineCreateInfo pipelineCI{};
pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipelineCI.pNext = &libraryInfo;
pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
pipelineCI.layout = layout;
pipelineCI.renderPass = renderPass;
pipelineCI.pColorBlendState = &colorBlendState;
pipelineCI.pMultisampleState = &multisampleState;
VkPipeline fragmentShader;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &fragmentShaderCreateInfo, nullptr, &fragmentShader));
return fragmentShader;
VkPipeline library = VK_NULL_HANDLE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
return library;
}
VkPipeline linkExecutable(VkDevice device, const std::vector<VkPipeline> libraries, VkPipelineCache executableCache, bool optimized)
@ -431,9 +427,7 @@ public:
executablePipelineCreateInfo.flags |= optimized ? VK_PIPELINE_CREATE_LINK_TIME_OPTIMIZATION_BIT_EXT : 0;
VkPipeline executable = VK_NULL_HANDLE;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, executableCache, 1, &executablePipelineCreateInfo, nullptr, &executable));
return executable;
}