Renaming things
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483671815f
commit
4e6b4fe021
1 changed files with 46 additions and 52 deletions
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@ -293,16 +293,15 @@ public:
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VkPipelineVertexInputStateCreateInfo vertexInputState = *vkglTF::Vertex::getPipelineVertexInputState({ vkglTF::VertexComponent::Position, vkglTF::VertexComponent::Normal, vkglTF::VertexComponent::Color });
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VkPipelineInputAssemblyStateCreateInfo inputAssemblyState = vks::initializers::pipelineInputAssemblyStateCreateInfo(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, 0, VK_FALSE);
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VkGraphicsPipelineCreateInfo vertexShaderCreateInfo{};
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vertexShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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vertexShaderCreateInfo.pNext = &libraryInfo;
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vertexShaderCreateInfo.pInputAssemblyState = &inputAssemblyState;
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vertexShaderCreateInfo.pVertexInputState = &vertexInputState;
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VkGraphicsPipelineCreateInfo pipelineCI{};
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pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineCI.pNext = &libraryInfo;
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pipelineCI.pInputAssemblyState = &inputAssemblyState;
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pipelineCI.pVertexInputState = &vertexInputState;
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VkPipeline vertexInputStateP;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &vertexShaderCreateInfo, nullptr, &vertexInputStateP));
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return vertexInputStateP;
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VkPipeline library = VK_NULL_HANDLE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
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return library;
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}
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VkPipeline createVertexShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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@ -338,22 +337,21 @@ public:
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shaderStageCreateInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
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shaderStageCreateInfo.pName = "main";
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VkGraphicsPipelineCreateInfo vertexShaderCreateInfo{};
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vertexShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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vertexShaderCreateInfo.pNext = &libraryInfo;
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vertexShaderCreateInfo.renderPass = renderPass;
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vertexShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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vertexShaderCreateInfo.stageCount = 1;
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vertexShaderCreateInfo.pStages = &shaderStageCreateInfo;
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vertexShaderCreateInfo.layout = layout;
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vertexShaderCreateInfo.pDynamicState = &dynamicInfo;
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vertexShaderCreateInfo.pViewportState = &viewportState;
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vertexShaderCreateInfo.pRasterizationState = &rasterizationState;
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VkGraphicsPipelineCreateInfo pipelineCI{};
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pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineCI.pNext = &libraryInfo;
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pipelineCI.renderPass = renderPass;
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pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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pipelineCI.stageCount = 1;
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pipelineCI.pStages = &shaderStageCreateInfo;
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pipelineCI.layout = layout;
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pipelineCI.pDynamicState = &dynamicInfo;
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pipelineCI.pViewportState = &viewportState;
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pipelineCI.pRasterizationState = &rasterizationState;
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VkPipeline vertexShader;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &vertexShaderCreateInfo, nullptr, &vertexShader));
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return vertexShader;
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VkPipeline library = VK_NULL_HANDLE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
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return library;
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}
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VkPipeline createFragmentShader(VkDevice device, const ShaderInfo shaderInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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@ -376,21 +374,20 @@ public:
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shaderStageCreateInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
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shaderStageCreateInfo.pName = "main";
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VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
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fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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fragmentShaderCreateInfo.pNext = &libraryInfo;
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fragmentShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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fragmentShaderCreateInfo.stageCount = 1;
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fragmentShaderCreateInfo.pStages = &shaderStageCreateInfo;
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fragmentShaderCreateInfo.layout = layout;
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fragmentShaderCreateInfo.renderPass = renderPass;
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fragmentShaderCreateInfo.pDepthStencilState = &depthStencilState;
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fragmentShaderCreateInfo.pMultisampleState = &multisampleState;
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VkGraphicsPipelineCreateInfo pipelineCI{};
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pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineCI.pNext = &libraryInfo;
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pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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pipelineCI.stageCount = 1;
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pipelineCI.pStages = &shaderStageCreateInfo;
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pipelineCI.layout = layout;
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pipelineCI.renderPass = renderPass;
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pipelineCI.pDepthStencilState = &depthStencilState;
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pipelineCI.pMultisampleState = &multisampleState;
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VkPipeline fragmentShader;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &fragmentShaderCreateInfo, nullptr, &fragmentShader));
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return fragmentShader;
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VkPipeline library = VK_NULL_HANDLE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
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return library;
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}
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VkPipeline createFragmentOutputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
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@ -403,19 +400,18 @@ public:
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VkPipelineColorBlendStateCreateInfo colorBlendState = vks::initializers::pipelineColorBlendStateCreateInfo(1, &blendAttachmentState);
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VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
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VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
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fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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fragmentShaderCreateInfo.pNext = &libraryInfo;
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fragmentShaderCreateInfo.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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fragmentShaderCreateInfo.layout = layout;
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fragmentShaderCreateInfo.renderPass = renderPass;
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fragmentShaderCreateInfo.pColorBlendState = &colorBlendState;
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fragmentShaderCreateInfo.pMultisampleState = &multisampleState;
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VkGraphicsPipelineCreateInfo pipelineCI{};
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pipelineCI.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
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pipelineCI.pNext = &libraryInfo;
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pipelineCI.flags = VK_PIPELINE_CREATE_LIBRARY_BIT_KHR | VK_PIPELINE_CREATE_RETAIN_LINK_TIME_OPTIMIZATION_INFO_BIT_EXT;
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pipelineCI.layout = layout;
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pipelineCI.renderPass = renderPass;
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pipelineCI.pColorBlendState = &colorBlendState;
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pipelineCI.pMultisampleState = &multisampleState;
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VkPipeline fragmentShader;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &fragmentShaderCreateInfo, nullptr, &fragmentShader));
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return fragmentShader;
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VkPipeline library = VK_NULL_HANDLE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &pipelineCI, nullptr, &library));
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return library;
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}
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VkPipeline linkExecutable(VkDevice device, const std::vector<VkPipeline> libraries, VkPipelineCache executableCache, bool optimized)
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@ -431,9 +427,7 @@ public:
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executablePipelineCreateInfo.flags |= optimized ? VK_PIPELINE_CREATE_LINK_TIME_OPTIMIZATION_BIT_EXT : 0;
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VkPipeline executable = VK_NULL_HANDLE;
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VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, executableCache, 1, &executablePipelineCreateInfo, nullptr, &executable));
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return executable;
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}
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