gtk2/gsk/gskvulkanpipeline.c
Matthias Clasen 8ad0539cf7 vulkan: Drop GskVulkanPipelineLayout
We already move the descriptor set layout out of it,
so we can just as well keep the pipeline layouts in
the render object as well, and get rid of this extra
object. Update all callers.
2017-09-22 22:16:09 -04:00

190 lines
9.5 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;
VkPipelineLayout layout;
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)
{
return gsk_vulkan_pipeline_new_full (pipeline_type, context, layout, shader_name, render_pass,
VK_BLEND_FACTOR_ONE,
VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA);
}
GskVulkanPipeline *
gsk_vulkan_pipeline_new_full (GType pipeline_type,
GdkVulkanContext *context,
VkPipelineLayout layout,
const char *shader_name,
VkRenderPass render_pass,
VkBlendFactor srcBlendFactor,
VkBlendFactor dstBlendFactor)
{
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->layout = layout;
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_BACK_BIT,
.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 = srcBlendFactor,
.dstColorBlendFactor = dstBlendFactor,
.alphaBlendOp = VK_BLEND_OP_ADD,
.srcAlphaBlendFactor = srcBlendFactor,
.dstAlphaBlendFactor = dstBlendFactor,
.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 = priv->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;
}
VkPipelineLayout
gsk_vulkan_pipeline_get_pipeline_layout (GskVulkanPipeline *self)
{
GskVulkanPipelinePrivate *priv = gsk_vulkan_pipeline_get_instance_private (self);
return priv->layout;
}