Split Mesh data and Pipeline

This commit is contained in:
Florian RICHER 2025-06-08 15:41:22 +02:00
parent 4f96a1e4b5
commit 078e9daba9
Signed by: florian.richer
GPG key ID: C73D37CBED7BFC77
13 changed files with 331 additions and 109 deletions

View file

@ -0,0 +1,207 @@
use std::{error::Error, sync::Arc};
use vulkano::{
buffer::Subbuffer,
command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer},
descriptor_set::{
allocator::StandardDescriptorSetAllocator, layout::DescriptorSetLayoutCreateInfo,
},
device::Device,
format::Format,
pipeline::{
DynamicState, GraphicsPipeline, Pipeline, PipelineBindPoint, PipelineLayout,
PipelineShaderStageCreateInfo,
graphics::{
GraphicsPipelineCreateInfo,
color_blend::{ColorBlendAttachmentState, ColorBlendState},
depth_stencil::{DepthState, DepthStencilState},
input_assembly::InputAssemblyState,
multisample::MultisampleState,
rasterization::RasterizationState,
subpass::PipelineRenderingCreateInfo,
vertex_input::{Vertex, VertexDefinition},
viewport::ViewportState,
},
layout::{PipelineDescriptorSetLayoutCreateInfo, PipelineLayoutCreateFlags},
},
};
use crate::core::render::{
primitives::{
AsBindableDescriptorSet, AsRecordable, AsRenderableMesh, mvp::Mvp, transform::TransformRaw,
vertex::Vertex3D,
},
texture::Texture,
};
pub struct SimplePipelineRenderData<'a, T>
where
T: AsRenderableMesh<Vertex3D, u32>,
{
pub mesh: &'a T,
pub mvp_uniform: &'a Subbuffer<[Mvp]>,
pub texture: &'a Texture,
pub instances: &'a Subbuffer<[TransformRaw]>,
}
pub struct SimplePipeline {
pipeline: Arc<GraphicsPipeline>,
}
impl SimplePipeline {
pub fn new(
device: &Arc<Device>,
swapchain_format: Format,
depth_format: Format,
) -> Result<Self, Box<dyn Error>> {
let vs = shaders::vs::load(device.clone())?
.entry_point("main")
.ok_or("Failed find main entry point of vertex shader".to_string())?;
let fs = shaders::fs::load(device.clone())?
.entry_point("main")
.ok_or("Failed find main entry point of fragment shader".to_string())?;
let vertex_input_state =
[Vertex3D::per_vertex(), TransformRaw::per_instance()].definition(&vs)?;
let stages = [
PipelineShaderStageCreateInfo::new(vs),
PipelineShaderStageCreateInfo::new(fs),
];
let mvp_bindings = Mvp::as_descriptor_set_layout_bindings();
let texture_bindings = Texture::as_descriptor_set_layout_bindings();
let vertex_descriptor_set_layout = DescriptorSetLayoutCreateInfo {
bindings: mvp_bindings,
..Default::default()
};
let fragment_descriptor_set_layout = DescriptorSetLayoutCreateInfo {
bindings: texture_bindings,
..Default::default()
};
let create_info = PipelineDescriptorSetLayoutCreateInfo {
set_layouts: vec![vertex_descriptor_set_layout, fragment_descriptor_set_layout],
flags: PipelineLayoutCreateFlags::default(),
push_constant_ranges: vec![],
}
.into_pipeline_layout_create_info(device.clone())?;
let layout = PipelineLayout::new(device.clone(), create_info)?;
let subpass = PipelineRenderingCreateInfo {
color_attachment_formats: vec![Some(swapchain_format)],
depth_attachment_format: Some(depth_format),
..Default::default()
};
let pipeline = GraphicsPipeline::new(
device.clone(),
None,
GraphicsPipelineCreateInfo {
stages: stages.into_iter().collect(),
vertex_input_state: Some(vertex_input_state),
input_assembly_state: Some(InputAssemblyState::default()),
viewport_state: Some(ViewportState::default()),
rasterization_state: Some(RasterizationState::default()),
multisample_state: Some(MultisampleState::default()),
color_blend_state: Some(ColorBlendState::with_attachment_states(
subpass.color_attachment_formats.len() as u32,
ColorBlendAttachmentState::default(),
)),
depth_stencil_state: Some(DepthStencilState {
depth: Some(DepthState::simple()),
..Default::default()
}),
dynamic_state: [DynamicState::Viewport].into_iter().collect(),
subpass: Some(subpass.into()),
..GraphicsPipelineCreateInfo::layout(layout)
},
)?;
Ok(Self { pipeline })
}
pub fn pipeline(&self) -> &Arc<GraphicsPipeline> {
&self.pipeline
}
}
impl<'a, T: AsRenderableMesh<Vertex3D, u32>> AsRecordable<SimplePipelineRenderData<'a, T>>
for SimplePipeline
{
fn record_render_commands(
builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
descriptor_set_allocator: &Arc<StandardDescriptorSetAllocator>,
pipeline: &Arc<GraphicsPipeline>,
data: &SimplePipelineRenderData<'a, T>,
) -> Result<(), Box<dyn Error>> {
let layouts = pipeline.layout().set_layouts();
let uniform_descriptor_set =
Mvp::as_descriptor_set(descriptor_set_allocator, &layouts[0], data.mvp_uniform)?;
let texture_descriptor_set =
Texture::as_descriptor_set(descriptor_set_allocator, &layouts[1], data.texture)?;
builder.bind_pipeline_graphics(pipeline.clone())?;
builder.bind_descriptor_sets(
PipelineBindPoint::Graphics,
pipeline.layout().clone(),
0,
vec![uniform_descriptor_set, texture_descriptor_set],
)?;
builder.bind_vertex_buffers(
0,
(data.mesh.vertex_buffer().clone(), data.instances.clone()),
)?;
match data.mesh.index_buffer() {
Some(index_buffer) => {
builder.bind_index_buffer(index_buffer.clone())?;
unsafe {
builder.draw_indexed(
data.mesh.index_count(),
data.instances.len() as u32,
data.mesh.first_index(),
data.mesh.vertex_offset(),
0,
)?;
}
}
None => unsafe {
builder.draw(
data.mesh.vertex_count(),
data.instances.len() as u32,
data.mesh.first_vertex(),
0,
)?;
},
}
Ok(())
}
}
pub mod shaders {
pub mod vs {
vulkano_shaders::shader! {
ty: "vertex",
path: r"res/shaders/simple.vert",
generate_structs: false,
}
}
pub mod fs {
vulkano_shaders::shader! {
ty: "fragment",
path: r"res/shaders/simple.frag",
generate_structs: false,
}
}
}