1 | #ifndef _GRAPHICS_PIPELINE_VULKAN_H
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2 | #define _GRAPHICS_PIPELINE_VULKAN_H
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3 |
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4 | #include "graphics-pipeline.hpp"
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5 |
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6 | #include <vector>
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7 |
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8 | #include <vulkan/vulkan.h>
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9 |
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10 | // TODO: Maybe change the name of this struct so I can call the list something other than descriptorInfoList
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11 | struct DescriptorInfo {
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12 | VkDescriptorType type;
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13 | VkShaderStageFlags stageFlags;
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14 |
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15 | // Only one of the below properties should be set
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16 | vector<VkDescriptorBufferInfo>* bufferDataList;
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17 | VkDescriptorImageInfo* imageData;
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18 | };
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19 |
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20 | class GraphicsPipeline_Vulkan : public GraphicsPipeline {
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21 | public:
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22 | GraphicsPipeline_Vulkan(VkPhysicalDevice physicalDevice, VkDevice device, VkRenderPass renderPass,
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23 | Viewport viewport, int vertexSize);
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24 | ~GraphicsPipeline_Vulkan();
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25 |
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26 | void updateRenderPass(VkRenderPass renderPass);
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27 |
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28 | template<class VertexType, class IndexType>
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29 | void bindData(const vector<VertexType>& vertices, const vector<IndexType>& indices,
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30 | VkCommandPool commandPool, VkQueue graphicsQueue);
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31 |
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32 | void createVertexBuffer(const void* bufferData, int vertexSize, VkCommandPool commandPool,
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33 | VkQueue graphicsQueue);
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34 | void createIndexBuffer(const void* bufferData, int indexSize, VkCommandPool commandPool,
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35 | VkQueue graphicsQueue);
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36 |
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37 | // Maybe I should rename these to addVertexAttribute (addVaryingAttribute) and addUniformAttribute
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38 |
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39 | void addAttribute(VkFormat format, size_t offset);
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40 |
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41 | void addDescriptorInfo(VkDescriptorType type, VkShaderStageFlags stageFlags, vector<VkDescriptorBufferInfo>* bufferData);
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42 | void addDescriptorInfo(VkDescriptorType type, VkShaderStageFlags stageFlags, VkDescriptorImageInfo* imageData);
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43 |
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44 | void createPipeline(string vertShaderFile, string fragShaderFile);
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45 | void createDescriptorSetLayout();
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46 | void createDescriptorPool(vector<VkImage>& swapChainImages);
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47 | void createDescriptorSets(vector<VkImage>& swapChainImages);
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48 |
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49 | void createRenderCommands(VkCommandBuffer& commandBuffer, uint32_t currentImage);
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50 |
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51 | void cleanup();
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52 | void cleanupBuffers();
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53 |
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54 | private:
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55 | VkShaderModule createShaderModule(const vector<char>& code);
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56 | vector<char> readFile(const string& filename);
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57 |
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58 | VkPhysicalDevice physicalDevice;
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59 | VkDevice device;
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60 | VkRenderPass renderPass;
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61 |
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62 | VkPipeline pipeline;
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63 | VkPipelineLayout pipelineLayout;
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64 |
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65 | VkVertexInputBindingDescription bindingDescription;
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66 |
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67 | vector<VkVertexInputAttributeDescription> attributeDescriptions;
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68 | vector<DescriptorInfo> descriptorInfoList;
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69 |
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70 | VkDescriptorSetLayout descriptorSetLayout;
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71 | VkDescriptorPool descriptorPool;
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72 | vector<VkDescriptorSet> descriptorSets;
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73 |
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74 | size_t numVertices;
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75 | size_t vertexCapacity;
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76 | VkBuffer vertexBuffer;
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77 | VkDeviceMemory vertexBufferMemory;
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78 |
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79 | size_t numIndices;
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80 | size_t indexCapacity;
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81 | VkBuffer indexBuffer;
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82 | VkDeviceMemory indexBufferMemory;
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83 | };
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84 |
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85 | // TODO: Probably better to template the whole class and to also combine this function
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86 | // and the constructor since I call this right after the constructor anyway
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87 | template<class VertexType, class IndexType>
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88 | void GraphicsPipeline_Vulkan::bindData(const vector<VertexType>& vertices, const vector<IndexType>& indices,
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89 | VkCommandPool commandPool, VkQueue graphicsQueue) {
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90 | numVertices = vertices.size();
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91 | vertexCapacity = numVertices * 2;
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92 | createVertexBuffer(vertices.data(), sizeof(VertexType), commandPool, graphicsQueue);
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93 |
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94 | numIndices = indices.size();
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95 | indexCapacity = numIndices * 2;
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96 | createIndexBuffer(indices.data(), sizeof(IndexType), commandPool, graphicsQueue);
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97 | }
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98 |
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99 | #endif // _GRAPHICS_PIPELINE_VULKAN_H
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