gtk/gsk/vulkan/gskvulkanpipeline.c
Benjamin Otte 52eefdb7d9 vulkan: Only use a single pipeline layout
There's no need to use 3 different ones when they are compatible.
2023-06-04 19:42:01 +02:00

167 lines
8.5 KiB
C

#include "config.h"
#include "gskvulkanpipelineprivate.h"
#include "gskvulkanpushconstantsprivate.h"
#include "gskvulkanshaderprivate.h"
#include <graphene.h>
typedef struct _GskVulkanPipelinePrivate GskVulkanPipelinePrivate;
struct _GskVulkanPipelinePrivate
{
GObject parent_instance;
GdkVulkanContext *context;
VkPipeline pipeline;
GskVulkanShader *vertex_shader;
GskVulkanShader *fragment_shader;
};
G_DEFINE_TYPE_WITH_PRIVATE (GskVulkanPipeline, gsk_vulkan_pipeline, G_TYPE_OBJECT)
static void
gsk_vulkan_pipeline_finalize (GObject *gobject)
{
GskVulkanPipelinePrivate *priv = gsk_vulkan_pipeline_get_instance_private (GSK_VULKAN_PIPELINE (gobject));
VkDevice device;
device = gdk_vulkan_context_get_device (priv->context);
vkDestroyPipeline (device,
priv->pipeline,
NULL);
g_clear_pointer (&priv->fragment_shader, gsk_vulkan_shader_free);
g_clear_pointer (&priv->vertex_shader, gsk_vulkan_shader_free);
G_OBJECT_CLASS (gsk_vulkan_pipeline_parent_class)->finalize (gobject);
}
static void
gsk_vulkan_pipeline_class_init (GskVulkanPipelineClass *klass)
{
G_OBJECT_CLASS (klass)->finalize = gsk_vulkan_pipeline_finalize;
}
static void
gsk_vulkan_pipeline_init (GskVulkanPipeline *self)
{
}
GskVulkanPipeline *
gsk_vulkan_pipeline_new (GType pipeline_type,
GdkVulkanContext *context,
VkPipelineLayout layout,
const char *shader_name,
VkRenderPass render_pass)
{
GskVulkanPipelinePrivate *priv;
GskVulkanPipeline *self;
VkDevice device;
g_return_val_if_fail (g_type_is_a (pipeline_type, GSK_TYPE_VULKAN_PIPELINE), NULL);
g_return_val_if_fail (layout != VK_NULL_HANDLE, NULL);
g_return_val_if_fail (shader_name != NULL, NULL);
g_return_val_if_fail (render_pass != VK_NULL_HANDLE, NULL);
self = g_object_new (pipeline_type, NULL);
priv = gsk_vulkan_pipeline_get_instance_private (self);
device = gdk_vulkan_context_get_device (context);
priv->context = context;
priv->vertex_shader = gsk_vulkan_shader_new_from_resource (context, GSK_VULKAN_SHADER_VERTEX, shader_name, NULL);
priv->fragment_shader = gsk_vulkan_shader_new_from_resource (context, GSK_VULKAN_SHADER_FRAGMENT, shader_name, NULL);
GSK_VK_CHECK (vkCreateGraphicsPipelines, device,
VK_NULL_HANDLE,
1,
&(VkGraphicsPipelineCreateInfo) {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.stageCount = 2,
.pStages = (VkPipelineShaderStageCreateInfo[2]) {
GST_VULKAN_SHADER_STAGE_CREATE_INFO (priv->vertex_shader),
GST_VULKAN_SHADER_STAGE_CREATE_INFO (priv->fragment_shader)
},
.pVertexInputState = GSK_VULKAN_PIPELINE_GET_CLASS (self)->get_input_state_create_info (self),
.pInputAssemblyState = &(VkPipelineInputAssemblyStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
.primitiveRestartEnable = VK_FALSE,
},
.pTessellationState = NULL,
.pViewportState = &(VkPipelineViewportStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.viewportCount = 1,
.scissorCount = 1
},
.pRasterizationState = &(VkPipelineRasterizationStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.depthClampEnable = VK_FALSE,
.rasterizerDiscardEnable = VK_FALSE,
.polygonMode = VK_POLYGON_MODE_FILL,
.cullMode = VK_CULL_MODE_NONE,
.frontFace = VK_FRONT_FACE_CLOCKWISE,
.lineWidth = 1.0f,
},
.pMultisampleState = &(VkPipelineMultisampleStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.rasterizationSamples = 1,
},
.pDepthStencilState = &(VkPipelineDepthStencilStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO
},
.pColorBlendState = &(VkPipelineColorBlendStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = (VkPipelineColorBlendAttachmentState []) {
{
.blendEnable = VK_TRUE,
.colorBlendOp = VK_BLEND_OP_ADD,
.srcColorBlendFactor = VK_BLEND_FACTOR_ONE,
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.alphaBlendOp = VK_BLEND_OP_ADD,
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE,
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.colorWriteMask = VK_COLOR_COMPONENT_A_BIT
| VK_COLOR_COMPONENT_R_BIT
| VK_COLOR_COMPONENT_G_BIT
| VK_COLOR_COMPONENT_B_BIT
},
}
},
.pDynamicState = &(VkPipelineDynamicStateCreateInfo) {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = 2,
.pDynamicStates = (VkDynamicState[2]) {
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR
},
},
.layout = layout,
.renderPass = render_pass,
.subpass = 0,
.basePipelineHandle = VK_NULL_HANDLE,
.basePipelineIndex = -1,
},
NULL,
&priv->pipeline);
return self;
}
VkPipeline
gsk_vulkan_pipeline_get_pipeline (GskVulkanPipeline *self)
{
GskVulkanPipelinePrivate *priv = gsk_vulkan_pipeline_get_instance_private (self);
return priv->pipeline;
}