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-rw-r--r--stockton-render/src/draw/builders/pipeline.rs276
1 files changed, 276 insertions, 0 deletions
diff --git a/stockton-render/src/draw/builders/pipeline.rs b/stockton-render/src/draw/builders/pipeline.rs
new file mode 100644
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+++ b/stockton-render/src/draw/builders/pipeline.rs
@@ -0,0 +1,276 @@
+use super::{renderpass::RenderpassSpec, shader::ShaderDesc};
+use crate::{draw::target::SwapchainProperties, error::EnvironmentError, types::*};
+
+use std::{mem::ManuallyDrop, ops::Range};
+
+use anyhow::{Context, Result};
+use hal::{
+ format::Format,
+ pso::{
+ AttributeDesc, BakedStates, BasePipeline, BlendDesc, BufferIndex, DepthStencilDesc,
+ ElemStride, Element, GraphicsPipelineDesc, InputAssemblerDesc, PipelineCreationFlags,
+ PrimitiveAssemblerDesc, Rasterizer, Rect, ShaderStageFlags, VertexBufferDesc,
+ VertexInputRate, Viewport,
+ },
+};
+use shaderc::Compiler;
+
+pub struct VertexBufferSpec {
+ pub attributes: Vec<Format>,
+ pub rate: VertexInputRate,
+}
+
+impl VertexBufferSpec {
+ pub fn as_attribute_desc(&self, binding: BufferIndex) -> Vec<AttributeDesc> {
+ let mut v = Vec::with_capacity(self.attributes.len());
+ let mut offset = 0;
+ for (idx, format) in self.attributes.iter().enumerate() {
+ v.push(AttributeDesc {
+ location: idx as u32,
+ binding,
+ element: Element {
+ offset,
+ format: *format,
+ },
+ });
+ offset += get_size(*format);
+ }
+
+ v
+ }
+ pub fn stride(&self) -> ElemStride {
+ self.attributes.iter().fold(0, |x, f| x + get_size(*f))
+ }
+}
+
+fn get_size(f: Format) -> u32 {
+ match f {
+ Format::Rgb32Sfloat => 4 * 3,
+ Format::R32Sint => 4,
+ Format::Rg32Sfloat => 4 * 2,
+ _ => unimplemented!("dont know size of format {:?}", f),
+ }
+}
+
+#[derive(Debug, Clone)]
+pub struct VertexPrimitiveAssemblerSpec {
+ buffers: Vec<VertexBufferDesc>,
+ attributes: Vec<AttributeDesc>,
+ input_assembler: InputAssemblerDesc,
+}
+
+impl VertexPrimitiveAssemblerSpec {
+ pub fn with_buffer(&mut self, bd: VertexBufferSpec) -> &mut Self {
+ let idx = self.buffers.len() as u32;
+ self.buffers.push(VertexBufferDesc {
+ binding: idx,
+ stride: bd.stride(),
+ rate: bd.rate,
+ });
+
+ self.attributes.extend(bd.as_attribute_desc(idx));
+
+ self
+ }
+
+ pub fn with_buffers(iad: InputAssemblerDesc, mut bds: Vec<VertexBufferSpec>) -> Self {
+ let mut this = VertexPrimitiveAssemblerSpec {
+ buffers: vec![],
+ attributes: vec![],
+ input_assembler: iad,
+ };
+
+ for bd in bds.drain(..) {
+ this.with_buffer(bd);
+ }
+
+ this
+ }
+}
+
+#[derive(Builder, Debug)]
+#[builder(public)]
+pub struct PipelineSpec {
+ rasterizer: Rasterizer,
+ depth_stencil: DepthStencilDesc,
+ blender: BlendDesc,
+ primitive_assembler: VertexPrimitiveAssemblerSpec,
+
+ shader_vertex: ShaderDesc,
+ #[builder(setter(strip_option))]
+ shader_fragment: Option<ShaderDesc>,
+ #[builder(setter(strip_option), default)]
+ shader_geom: Option<ShaderDesc>,
+ #[builder(setter(strip_option), default)]
+ shader_tesselation: Option<(ShaderDesc, ShaderDesc)>,
+
+ push_constants: Vec<(ShaderStageFlags, Range<u32>)>,
+
+ renderpass: RenderpassSpec,
+}
+
+impl PipelineSpec {
+ pub fn build<'b, T: Iterator<Item = &'b DescriptorSetLayoutT> + std::fmt::Debug>(
+ self,
+ device: &mut DeviceT,
+ extent: hal::image::Extent,
+ _swapchain_properties: &SwapchainProperties,
+ set_layouts: T,
+ ) -> Result<CompletePipeline> {
+ // Renderpass
+ let renderpass = self.renderpass.build_renderpass(device)?;
+
+ // Subpass
+ let subpass = hal::pass::Subpass {
+ index: 0,
+ main_pass: &renderpass,
+ };
+
+ let mut compiler = Compiler::new().ok_or(EnvironmentError::NoShaderC)?;
+ let (vs_module, fs_module, gm_module, ts_module) = {
+ (
+ self.shader_vertex.compile(&mut compiler, device)?,
+ self.shader_fragment
+ .as_ref()
+ .map(|x| x.compile(&mut compiler, device))
+ .transpose()?,
+ self.shader_geom
+ .as_ref()
+ .map(|x| x.compile(&mut compiler, device))
+ .transpose()?,
+ self.shader_tesselation
+ .as_ref()
+ .map::<Result<_>, _>(|(a, b)| {
+ Ok((
+ a.compile(&mut compiler, device)?,
+ b.compile(&mut compiler, device)?,
+ ))
+ })
+ .transpose()?,
+ )
+ };
+
+ // Safety: *_module is always populated when shader_* is, so this is safe
+ let (vs_entry, fs_entry, gm_entry, ts_entry) = (
+ self.shader_vertex.as_entry(&vs_module),
+ self.shader_fragment
+ .as_ref()
+ .map(|x| x.as_entry(fs_module.as_ref().unwrap())),
+ self.shader_geom
+ .as_ref()
+ .map(|x| x.as_entry(gm_module.as_ref().unwrap())),
+ self.shader_tesselation.as_ref().map(|(a, b)| {
+ (
+ a.as_entry(&ts_module.as_ref().unwrap().0),
+ b.as_entry(&ts_module.as_ref().unwrap().1),
+ )
+ }),
+ );
+
+ // Pipeline layout
+ let layout = unsafe {
+ device.create_pipeline_layout(set_layouts.into_iter(), self.push_constants.into_iter())
+ }
+ .context("Error creating pipeline layout")?;
+
+ // Baked states
+ let baked_states = BakedStates {
+ viewport: Some(Viewport {
+ rect: extent.rect(),
+ depth: (0.0..1.0),
+ }),
+ scissor: Some(extent.rect()),
+ blend_constants: None,
+ depth_bounds: None,
+ };
+
+ // Primitive assembler
+ let primitive_assembler = PrimitiveAssemblerDesc::Vertex {
+ buffers: self.primitive_assembler.buffers.as_slice(),
+ attributes: self.primitive_assembler.attributes.as_slice(),
+ input_assembler: self.primitive_assembler.input_assembler,
+ vertex: vs_entry,
+ tessellation: ts_entry,
+ geometry: gm_entry,
+ };
+
+ // Pipeline description
+ let pipeline_desc = GraphicsPipelineDesc {
+ label: Some("stockton"),
+ rasterizer: self.rasterizer,
+ fragment: fs_entry,
+ blender: self.blender,
+ depth_stencil: self.depth_stencil,
+ multisampling: None,
+ baked_states,
+ layout: &layout,
+ subpass,
+ flags: PipelineCreationFlags::empty(),
+ parent: BasePipeline::None,
+ primitive_assembler,
+ };
+
+ // Pipeline
+ let pipeline = unsafe { device.create_graphics_pipeline(&pipeline_desc, None) }
+ .context("Error creating graphics pipeline")?;
+
+ Ok(CompletePipeline {
+ renderpass: ManuallyDrop::new(renderpass),
+ pipeline_layout: ManuallyDrop::new(layout),
+ pipeline: ManuallyDrop::new(pipeline),
+ vs_module: ManuallyDrop::new(vs_module),
+ fs_module,
+ gm_module,
+ ts_module,
+ render_area: extent.rect(),
+ })
+ }
+}
+
+pub struct CompletePipeline {
+ /// Our main render pass
+ pub(crate) renderpass: ManuallyDrop<RenderPassT>,
+
+ /// The layout of our main graphics pipeline
+ pub(crate) pipeline_layout: ManuallyDrop<PipelineLayoutT>,
+
+ /// Our main graphics pipeline
+ pub(crate) pipeline: ManuallyDrop<GraphicsPipelineT>,
+
+ /// The vertex shader module
+ pub(crate) vs_module: ManuallyDrop<ShaderModuleT>,
+
+ /// The fragment shader module
+ pub(crate) fs_module: Option<ShaderModuleT>,
+ pub(crate) gm_module: Option<ShaderModuleT>,
+ pub(crate) ts_module: Option<(ShaderModuleT, ShaderModuleT)>,
+
+ pub(crate) render_area: Rect,
+}
+
+impl CompletePipeline {
+ /// Deactivate vulkan resources. Use before dropping
+ pub fn deactivate(mut self, device: &mut DeviceT) {
+ unsafe {
+ use core::ptr::read;
+
+ device.destroy_render_pass(ManuallyDrop::into_inner(read(&self.renderpass)));
+
+ device.destroy_shader_module(ManuallyDrop::into_inner(read(&self.vs_module)));
+ if let Some(x) = self.fs_module.take() {
+ device.destroy_shader_module(x)
+ }
+ if let Some(x) = self.gm_module.take() {
+ device.destroy_shader_module(x)
+ }
+ self.ts_module.take().map(|(a, b)| {
+ device.destroy_shader_module(a);
+ device.destroy_shader_module(b);
+ });
+
+ device.destroy_graphics_pipeline(ManuallyDrop::into_inner(read(&self.pipeline)));
+
+ device.destroy_pipeline_layout(ManuallyDrop::into_inner(read(&self.pipeline_layout)));
+ }
+ }
+}