Added vertex input and fragment output state

First working version
Still work-in-progress
This commit is contained in:
Sascha Willems 2022-04-03 20:15:50 +02:00
parent a23742dba2
commit 4e75890f84

View file

@ -228,6 +228,27 @@ public:
vkUpdateDescriptorSets(device, writeDescriptorSets.size(), writeDescriptorSets.data(), 0, NULL);
}
VkPipeline createVertexInputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
{
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_VERTEX_INPUT_INTERFACE_BIT_EXT;
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;
VkPipeline vertexInputStateP;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &vertexShaderCreateInfo, nullptr, &vertexInputStateP));
return vertexInputStateP;
}
VkPipeline createVertexShader(VkDevice device, VkPipelineShaderStageCreateInfo shaderStageCreateInfo, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
{
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
@ -275,7 +296,7 @@ public:
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_SHADER_BIT_EXT;
VkPipelineDepthStencilStateCreateInfo depthStencilState = vks::initializers::pipelineDepthStencilStateCreateInfo(VK_TRUE, VK_TRUE, VK_COMPARE_OP_LESS_OR_EQUAL);
VkPipelineMultisampleStateCreateInfo multisampleState = vks::initializers::pipelineMultisampleStateCreateInfo(VK_SAMPLE_COUNT_1_BIT);
VkGraphicsPipelineCreateInfo fragmentShaderCreateInfo{};
fragmentShaderCreateInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
@ -286,6 +307,32 @@ public:
fragmentShaderCreateInfo.layout = layout;
fragmentShaderCreateInfo.renderPass = renderPass;
fragmentShaderCreateInfo.pDepthStencilState = &depthStencilState;
fragmentShaderCreateInfo.pMultisampleState = &multisampleState;
VkPipeline fragmentShader;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &fragmentShaderCreateInfo, nullptr, &fragmentShader));
return fragmentShader;
}
VkPipeline createFragmentOutputState(VkDevice device, VkPipelineCache vertexShaderCache, VkPipelineLayout layout)
{
VkGraphicsPipelineLibraryCreateInfoEXT libraryInfo{};
libraryInfo.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_LIBRARY_CREATE_INFO_EXT;
libraryInfo.flags = VK_GRAPHICS_PIPELINE_LIBRARY_FRAGMENT_OUTPUT_INTERFACE_BIT_EXT;
VkPipelineColorBlendAttachmentState blendAttachmentState = vks::initializers::pipelineColorBlendAttachmentState(0xf, VK_FALSE);
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;
VkPipeline fragmentShader;
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, vertexShaderCache, 1, &fragmentShaderCreateInfo, nullptr, &fragmentShader));
@ -318,8 +365,10 @@ public:
VkPipelineShaderStageCreateInfo vsShader = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
VkPipelineShaderStageCreateInfo fsShader = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
std::vector<VkPipeline> libraries = {
createVertexInputState(device, pipelineCache, pipelineLayout),
createVertexShader(device, vsShader, pipelineCache, pipelineLayout),
createFragmentShader(device, fsShader, pipelineCache, pipelineLayout),
createFragmentOutputState(device, pipelineCache, pipelineLayout),
};
VkPipeline compiledPipeline = linkExecutable(device, libraries, pipelineCache, true);
@ -348,25 +397,13 @@ public:
// Create the graphics pipeline state objects
// We are using this pipeline as the base for the other pipelines (derivatives)
// Pipeline derivatives can be used for pipelines that share most of their state
// Depending on the implementation this may result in better performance for pipeline
// switching and faster creation time
pipelineCI.flags = VK_PIPELINE_CREATE_ALLOW_DERIVATIVES_BIT;
// Textured pipeline
// Phong shading pipeline
shaderStages[0] = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
shaderStages[1] = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phong));
//shaderStages[0] = loadShader(getShadersPath() + "pipelines/phong.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);
//shaderStages[1] = loadShader(getShadersPath() + "pipelines/phong.frag.spv", VK_SHADER_STAGE_FRAGMENT_BIT);
//VK_CHECK_RESULT(vkCreateGraphicsPipelines(device, pipelineCache, 1, &pipelineCI, nullptr, &pipelines.phong));
// All pipelines created after the base pipeline will be derivatives
pipelineCI.flags = VK_PIPELINE_CREATE_DERIVATIVE_BIT;
// Base pipeline will be our first created pipeline
pipelineCI.basePipelineHandle = pipelines.phong;
// It's only allowed to either use a handle or index for the base pipeline
// As we use the handle, we must set the index to -1 (see section 9.5 of the specification)
pipelineCI.basePipelineIndex = -1;
pipelines.phong = compiledPipeline;
// Toon shading pipeline
shaderStages[0] = loadShader(getShadersPath() + "pipelines/toon.vert.spv", VK_SHADER_STAGE_VERTEX_BIT);