use super::{renderpass::RenderpassSpec, shader::ShaderDesc}; use crate::{error::EnvironmentError, types::*, utils::get_pixel_size}; 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, pub rate: VertexInputRate, } impl VertexBufferSpec { pub fn as_attribute_desc(&self, binding: BufferIndex) -> Vec { 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_pixel_size(*format); } v } pub fn stride(&self) -> ElemStride { self.attributes .iter() .fold(0, |x, f| x + get_pixel_size(*f)) } } #[derive(Debug, Clone)] pub struct VertexPrimitiveAssemblerSpec { buffers: Vec, attributes: Vec, 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) -> 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, #[builder(setter(strip_option), default)] shader_geom: Option, #[builder(setter(strip_option), default)] shader_tesselation: Option<(ShaderDesc, ShaderDesc)>, push_constants: Vec<(ShaderStageFlags, Range)>, #[builder(default = "false")] dynamic_viewport: bool, #[builder(default = "false")] dynamic_scissor: bool, renderpass: RenderpassSpec, } impl PipelineSpec { pub fn build<'b, T: Iterator + std::fmt::Debug>( self, device: &mut DeviceT, extent: hal::image::Extent, set_layouts: T, ) -> Result { // 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::, _>(|(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: match self.dynamic_viewport { true => None, false => Some(Viewport { rect: extent.rect(), depth: (0.0..1.0), }), }, scissor: match self.dynamic_scissor { true => None, false => 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 renderpass: ManuallyDrop, /// The layout of our main graphics pipeline pub pipeline_layout: ManuallyDrop, /// Our main graphics pipeline pub pipeline: ManuallyDrop, /// The vertex shader module pub vs_module: ManuallyDrop, /// The fragment shader module pub fs_module: Option, pub gm_module: Option, pub ts_module: Option<(ShaderModuleT, ShaderModuleT)>, pub 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) } if let Some((a, b)) = self.ts_module.take() { 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))); } } }