vulkan-tutorial/src/GraphicsPipeline.hs

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{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE DuplicateRecordFields #-}
{-# LANGUAGE DataKinds #-}
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{-# LANGUAGE FlexibleContexts #-}
module GraphicsPipeline where
import Linear
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import qualified Control.Concurrent.STM as STM
import Control.Monad.Reader
import Control.Monad.Trans.Resource
import Data.Bits
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-- import qualified Data.ByteString as BS
import qualified Data.ByteString.Char8 as BS
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import qualified Data.Map.Strict as M
import qualified Data.Vector as V
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import Foreign (sizeOf)
import Foreign.C.Types (CInt)
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import qualified Vulkan as VK
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import qualified Vulkan.Core10 as Vk
import qualified Vulkan.Zero as Vk
import qualified Vulkan.CStruct.Extends as Vk
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import qualified Vulkan.Utils.ShaderQQ.GLSL.Shaderc as Vk
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-- internal imports
import Types
loadShader
:: (MonadResource m)
=> Vk.Device
-> FilePath
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-> String
-> m Vk.ShaderModule
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loadShader logicalDevice shaderPath stage = do
shaderSource <- liftIO $ BS.readFile shaderPath
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(warnings, eShader) <- Vk.compileShader Nothing Nothing stage (BS.unpack shaderSource)
unless (null warnings) $ liftIO $ do
putStrLn "loadShader: Shader compilation warnings:"
print warnings
shader <- either
(\errors -> do
error ("loadShader: Compilation errors:" <> "\n" <> show errors)
)
return
eShader
let createInfo = Vk.zero
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{ Vk.code = shader
}
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snd <$>
Vk.withShaderModule logicalDevice createInfo Nothing allocate
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createRenderPass
:: (MonadResource m)
=> Vk.Device
-> Vk.Format
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-> Vk.Format
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-> m Vk.RenderPass
createRenderPass
logicalDevice
swapchainImageFormat
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depthFormat
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= do
let colorAttachmentDescription = (Vk.zero :: Vk.AttachmentDescription)
{ Vk.format = swapchainImageFormat
, Vk.samples = Vk.SAMPLE_COUNT_1_BIT
, Vk.loadOp = Vk.ATTACHMENT_LOAD_OP_CLEAR
, Vk.storeOp = Vk.ATTACHMENT_STORE_OP_STORE
, Vk.stencilLoadOp = Vk.ATTACHMENT_LOAD_OP_DONT_CARE
, Vk.stencilStoreOp = Vk.ATTACHMENT_STORE_OP_DONT_CARE
, Vk.initialLayout = Vk.IMAGE_LAYOUT_UNDEFINED
, Vk.finalLayout = Vk.IMAGE_LAYOUT_PRESENT_SRC_KHR
}
colorAttachmentReference = (Vk.zero :: Vk.AttachmentReference)
{ Vk.attachment = 0
, Vk.layout = Vk.IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL
}
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depthAttachmentDescription = (Vk.zero :: Vk.AttachmentDescription)
{ Vk.flags = bit 0
, Vk.format = depthFormat
, Vk.samples = Vk.SAMPLE_COUNT_1_BIT
, Vk.loadOp = Vk.ATTACHMENT_LOAD_OP_CLEAR
, Vk.storeOp = Vk.ATTACHMENT_STORE_OP_STORE
, Vk.stencilLoadOp = Vk.ATTACHMENT_LOAD_OP_CLEAR
, Vk.stencilStoreOp = Vk.ATTACHMENT_STORE_OP_DONT_CARE
, Vk.initialLayout = Vk.IMAGE_LAYOUT_UNDEFINED
, Vk.finalLayout = Vk.IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL
}
depthAttachmentReference = (Vk.zero :: Vk.AttachmentReference)
{ Vk.attachment = 1
, Vk.layout = Vk.IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
}
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subpassDescriptor = (Vk.zero :: Vk.SubpassDescription)
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{ Vk.pipelineBindPoint = Vk.PIPELINE_BIND_POINT_GRAPHICS
, Vk.colorAttachments = V.singleton colorAttachmentReference
, Vk.depthStencilAttachment = Just depthAttachmentReference
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}
subpassDependency = Vk.zero
{ Vk.srcSubpass = Vk.SUBPASS_EXTERNAL
, Vk.dstSubpass = 0
, Vk.srcStageMask = Vk.PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
, Vk.dstStageMask = Vk.PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT
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, Vk.srcAccessMask = Vk.ACCESS_MEMORY_READ_BIT
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, Vk.dstAccessMask = Vk.ACCESS_COLOR_ATTACHMENT_WRITE_BIT
}
subpassDepthDependency = Vk.zero
{ Vk.srcSubpass = Vk.SUBPASS_EXTERNAL
, Vk.dstSubpass = 0
, Vk.srcStageMask =
Vk.PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT .|. Vk.PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
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, Vk.srcAccessMask = Vk.ACCESS_MEMORY_READ_BIT
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, Vk.dstStageMask =
Vk.PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT .|. Vk.PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT
, Vk.dstAccessMask = Vk.ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT
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}
renderPassCreateInfo = Vk.zero
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{ Vk.attachments = V.fromList [ colorAttachmentDescription, depthAttachmentDescription ]
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, Vk.subpasses = V.singleton subpassDescriptor
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, Vk.dependencies = V.fromList [ subpassDependency, subpassDepthDependency ]
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} :: Vk.RenderPassCreateInfo '[]
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snd <$>
Vk.withRenderPass logicalDevice renderPassCreateInfo Nothing allocate
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createShaderStageCreateInfo
:: Vk.ShaderStageFlagBits
-> Vk.ShaderModule
-> Vk.PipelineShaderStageCreateInfo '[]
createShaderStageCreateInfo stageBit shaderModule =
Vk.zero
{ Vk.stage = stageBit
, Vk.module' = shaderModule
, Vk.name = "main"
}
createVertexInputAssemblyStateCreateInfo
:: Vk.PrimitiveTopology
-> Vk.PipelineInputAssemblyStateCreateInfo
createVertexInputAssemblyStateCreateInfo topology =
Vk.zero
{ Vk.topology = topology
, Vk.primitiveRestartEnable = False
}
createRasterizationStateCreateInfo
:: Vk.PolygonMode
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-> Vk.SomeStruct Vk.PipelineRasterizationStateCreateInfo
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createRasterizationStateCreateInfo mode =
Vk.SomeStruct $ Vk.zero
{ Vk.depthClampEnable = False
, Vk.rasterizerDiscardEnable = False
, Vk.polygonMode = mode
, Vk.lineWidth = 1
, Vk.cullMode = Vk.CULL_MODE_NONE
, Vk.frontFace = Vk.FRONT_FACE_CLOCKWISE
, Vk.depthBiasEnable = False
, Vk.depthBiasConstantFactor = 0
, Vk.depthBiasClamp = 0
, Vk.depthBiasSlopeFactor = 0
}
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createDepthStencilStateCreateInfo
:: Bool
-> Bool
-> Vk.CompareOp
-> Vk.PipelineDepthStencilStateCreateInfo
createDepthStencilStateCreateInfo depthTest depthWrite compareOperation =
Vk.zero
{ Vk.depthTestEnable = depthTest
, Vk.depthWriteEnable = depthWrite
, Vk.depthCompareOp = compareOperation
, Vk.depthBoundsTestEnable = False
, Vk.minDepthBounds = 0
, Vk.maxDepthBounds = 1
, Vk.stencilTestEnable = False
}
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createMultisampleStateCreateInfo
:: Vk.SomeStruct Vk.PipelineMultisampleStateCreateInfo
createMultisampleStateCreateInfo =
Vk.SomeStruct $ Vk.zero
{ Vk.sampleShadingEnable = False
, Vk.rasterizationSamples = Vk.SAMPLE_COUNT_1_BIT
}
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createGraphicsPipelines
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:: (MonadResource m, MonadReader ReadState m)
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=> Vk.Device
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-> Vk.RenderPass
-> ShaderContainer
-> V2 CInt
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-> Vk.PipelineLayout
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-> Maybe Vk.PipelineDepthStencilStateCreateInfo
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-> m ()
createGraphicsPipelines
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logicalDevice
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renderPass
shaderContainer
(V2 width height)
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pipelineLayout
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depthState
= do
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meshLib <- (liftIO . STM.atomically . STM.readTMVar) =<< asks meshLibrary
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let pipelineStagesCreateInfos =
V.fromList $ map Vk.SomeStruct
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( maybe
[]
(\shader ->
[ createShaderStageCreateInfo
Vk.SHADER_STAGE_VERTEX_BIT
shader
]
)
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(containedVertexShader shaderContainer)
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++
maybe
[]
(\shader ->
[ createShaderStageCreateInfo
Vk.SHADER_STAGE_FRAGMENT_BIT
shader
]
)
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(containedFragmentShader shaderContainer)
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)
dynamicStates =
V.fromList
[ Vk.DYNAMIC_STATE_VIEWPORT
, Vk.DYNAMIC_STATE_SCISSOR
]
pipelineDynamicStateCreateInfo = Vk.zero
{ Vk.dynamicStates = dynamicStates
}
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vertexDescription = getVertexDescription (V.head $ meshVertices $ meshLib M.! "mask")
pipelineVertexInputCreateInfo = Vk.zero
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{ Vk.vertexBindingDescriptions = vidBindings vertexDescription
, Vk.vertexAttributeDescriptions = vidAttributes vertexDescription
}
viewport = Vk.Viewport
{ Vk.x = 0
, Vk.y = 0
, Vk.width = fromIntegral width
, Vk.height = fromIntegral height
, Vk.minDepth = 0
, Vk.maxDepth = 1
}
scissor = Vk.Rect2D
{ Vk.offset = Vk.Offset2D 0 0
, Vk.extent = Vk.Extent2D (fromIntegral width) (fromIntegral height)
}
pipelineViewportStateCreateInfo = Vk.zero
{ Vk.viewports = V.singleton viewport
, Vk.scissors = V.singleton scissor
}
colorBlendAttachment = Vk.zero
{ Vk.colorWriteMask =
Vk.COLOR_COMPONENT_R_BIT .|.
Vk.COLOR_COMPONENT_G_BIT .|.
Vk.COLOR_COMPONENT_B_BIT .|.
Vk.COLOR_COMPONENT_A_BIT
, Vk.blendEnable = True
, Vk.srcColorBlendFactor = Vk.BLEND_FACTOR_ONE
, Vk.dstColorBlendFactor = Vk.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA
, Vk.colorBlendOp = Vk.BLEND_OP_ADD
, Vk.srcAlphaBlendFactor = Vk.BLEND_FACTOR_ONE
, Vk.dstAlphaBlendFactor = Vk.BLEND_FACTOR_ZERO
, Vk.alphaBlendOp = Vk.BLEND_OP_ADD
}
pipelineColorBlendStateCreateInfo = Vk.zero
{ Vk.logicOpEnable = False
, Vk.attachments = V.singleton colorBlendAttachment
}
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pipelineCreateInfo = Vk.zero
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{ Vk.stageCount = fromIntegral (V.length pipelineStagesCreateInfos)
, Vk.stages = pipelineStagesCreateInfos
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, Vk.vertexInputState = Just $ Vk.SomeStruct pipelineVertexInputCreateInfo
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, Vk.inputAssemblyState =
Just $ createVertexInputAssemblyStateCreateInfo VK.PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
, Vk.viewportState = Just $ Vk.SomeStruct pipelineViewportStateCreateInfo
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, Vk.rasterizationState = Just $ createRasterizationStateCreateInfo Vk.POLYGON_MODE_FILL
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, Vk.multisampleState = Just createMultisampleStateCreateInfo
, Vk.colorBlendState = Just $ Vk.SomeStruct pipelineColorBlendStateCreateInfo
, Vk.dynamicState = Just pipelineDynamicStateCreateInfo
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, Vk.depthStencilState = depthState
, Vk.layout = pipelineLayout
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, Vk.renderPass = renderPass
, Vk.subpass = 0
, Vk.basePipelineHandle = Vk.NULL_HANDLE
, Vk.basePipelineIndex = -1
}
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pipeline <-
(do
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(result, pipelines) <- snd <$> Vk.withGraphicsPipelines
logicalDevice
Vk.NULL_HANDLE
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(V.singleton (Vk.SomeStruct pipelineCreateInfo))
Nothing
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allocate
unless (result == Vk.SUCCESS) $
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error "createGraphicsPipelines: Failed creating pipelines"
return pipelines
)
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let material = Material (V.head pipeline) pipelineLayout
matLibraryTMVar <- asks materialLibrary
matLibrary <- liftIO $ STM.atomically $ STM.readTMVar matLibraryTMVar
let newMatLibrary = M.insert "defaultMesh" material matLibrary
void $ liftIO $ STM.atomically $ STM.swapTMVar matLibraryTMVar newMatLibrary
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createMeshPipelineLayout
:: MonadResource m
=> Vk.Device
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-> V.Vector Vk.DescriptorSetLayout
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-> m Vk.PipelineLayout
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createMeshPipelineLayout logicalDevice layouts = do
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let pushConstantRange = Vk.zero
{ Vk.offset = 0
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, Vk.size = fromIntegral (sizeOf undefinedMeshPushConstants)
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, Vk.stageFlags = Vk.SHADER_STAGE_VERTEX_BIT
}
pipelineLayoutCreateInfo = Vk.zero
{ Vk.pushConstantRanges = V.singleton pushConstantRange
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, Vk.setLayouts = layouts
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}
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snd <$>
Vk.withPipelineLayout logicalDevice pipelineLayoutCreateInfo Nothing allocate