forked from mirror/vulkan-zig
Pipeline(Layout) & render pass creation
This commit is contained in:
@@ -55,6 +55,14 @@ const DeviceDispatch = struct {
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vkEndCommandBuffer: vk.PfnEndCommandBuffer,
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vkQueueWaitIdle: vk.PfnQueueWaitIdle,
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vkCmdPipelineBarrier: vk.PfnCmdPipelineBarrier,
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vkCreateShaderModule: vk.PfnCreateShaderModule,
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vkDestroyShaderModule: vk.PfnDestroyShaderModule,
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vkCreatePipelineLayout: vk.PfnCreatePipelineLayout,
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vkDestroyPipelineLayout: vk.PfnDestroyPipelineLayout,
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vkCreateRenderPass: vk.PfnCreateRenderPass,
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vkDestroyRenderPass: vk.PfnDestroyRenderPass,
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vkCreateGraphicsPipelines: vk.PfnCreateGraphicsPipelines,
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vkDestroyPipeline: vk.PfnDestroyPipeline,
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usingnamespace vk.DeviceWrapper(@This());
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};
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@@ -12,12 +12,12 @@ pub fn main() !void {
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if (c.glfwInit() != c.GLFW_TRUE) return error.GlfwInitFailed;
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defer c.glfwTerminate();
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const extent = vk.Extent2D{.width = 800, .height = 600};
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var extent = vk.Extent2D{.width = 800, .height = 600};
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c.glfwWindowHint(c.GLFW_CLIENT_API, c.GLFW_NO_API);
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const window = c.glfwCreateWindow(
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extent.width,
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extent.height,
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@intCast(c_int, extent.width),
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@intCast(c_int, extent.height),
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app_name,
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null,
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null
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@@ -34,6 +34,21 @@ pub fn main() !void {
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var swapchain = try Swapchain.init(&gc, allocator, extent);
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defer swapchain.deinit();
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const pipeline_layout = try gc.vkd.createPipelineLayout(gc.dev, .{
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.flags = .{},
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.set_layout_count = 0,
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.p_set_layouts = undefined,
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.push_constant_range_count = 0,
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.p_push_constant_ranges = undefined,
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}, null);
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defer gc.vkd.destroyPipelineLayout(gc.dev, pipeline_layout, null);
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const render_pass = try createRenderPass(&gc, &swapchain);
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defer gc.vkd.destroyRenderPass(gc.dev, render_pass, null);
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const pipeline = try createPipeline(&gc, extent, pipeline_layout, render_pass);
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defer gc.vkd.destroyPipeline(gc.dev, pipeline, null);
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const pool = try gc.vkd.createCommandPool(gc.dev, .{
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.flags = .{},
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.queue_family_index = gc.graphics_queue.family,
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@@ -55,8 +70,9 @@ pub fn main() !void {
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var w: c_int = undefined;
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var h: c_int = undefined;
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c.glfwGetWindowSize(window, &w, &h);
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try swapchain.recreate(.{.width = @intCast(u32, w), .height = @intCast(u32, h)});
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extent.width = @intCast(u32, w);
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extent.height = @intCast(u32, h);
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try swapchain.recreate(extent);
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destroyCommandBuffers(&gc, pool, allocator, cmdbufs);
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cmdbufs = try createCommandBuffers(&gc, pool, allocator, swapchain);
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@@ -141,6 +157,203 @@ fn destroyCommandBuffers(gc: *const GraphicsContext, pool: vk.CommandPool, alloc
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allocator.free(cmdbufs);
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}
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fn createRenderPass(gc: *const GraphicsContext, swapchain: *const Swapchain) !vk.RenderPass {
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const color_attachment = vk.AttachmentDescription{
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.flags = .{},
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.format = swapchain.surface_format.format,
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.samples = .{.@"1_bit" = true},
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.load_op = .clear,
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.store_op = .store,
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.stencil_load_op = .dont_care,
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.stencil_store_op = .dont_care,
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.initial_layout = .@"undefined",
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.final_layout = .present_src_khr,
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};
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const color_attachment_ref = vk.AttachmentReference{
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.attachment = 0,
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.layout = .color_attachment_optimal,
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};
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const subpass = vk.SubpassDescription{
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.flags = .{},
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.pipeline_bind_point = .graphics,
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.input_attachment_count = 0,
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.p_input_attachments = undefined,
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.color_attachment_count = 1,
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.p_color_attachments = @ptrCast([*]const vk.AttachmentReference, &color_attachment_ref),
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.p_resolve_attachments = null,
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.p_depth_stencil_attachment = null,
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.preserve_attachment_count = 0,
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.p_preserve_attachments = undefined,
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};
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return try gc.vkd.createRenderPass(gc.dev, .{
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.flags = .{},
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.attachment_count = 1,
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.p_attachments = @ptrCast([*]const vk.AttachmentDescription, &color_attachment),
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.subpass_count = 1,
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.p_subpasses = @ptrCast([*]const vk.SubpassDescription, &subpass),
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.dependency_count = 0,
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.p_dependencies = undefined,
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}, null);
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}
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fn createPipeline(
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gc: *const GraphicsContext,
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extent: vk.Extent2D,
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layout: vk.PipelineLayout,
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render_pass: vk.RenderPass,
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) !vk.Pipeline {
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const vert = try gc.vkd.createShaderModule(gc.dev, .{
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.flags = .{},
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.code_size = resources.triangle_vert.len,
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.p_code = @ptrCast([*]const u32, resources.triangle_vert),
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}, null);
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defer gc.vkd.destroyShaderModule(gc.dev, vert, null);
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const frag = try gc.vkd.createShaderModule(gc.dev, .{
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.flags = .{},
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.code_size = resources.triangle_frag.len,
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.p_code = @ptrCast([*]const u32, resources.triangle_frag),
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}, null);
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defer gc.vkd.destroyShaderModule(gc.dev, frag, null);
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const pssci = [_]vk.PipelineShaderStageCreateInfo{
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.{
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.flags = .{},
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.stage = .{.vertex_bit = true},
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.module = vert,
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.p_name = "main",
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.p_specialization_info = null,
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},
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.{
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.flags = .{},
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.stage = .{.fragment_bit = true},
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.module = frag,
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.p_name = "main",
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.p_specialization_info = null,
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},
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};
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const pvisci = vk.PipelineVertexInputStateCreateInfo{
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.flags = .{},
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.vertex_binding_description_count = 0,
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.p_vertex_binding_descriptions = undefined,
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.vertex_attribute_description_count = 0,
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.p_vertex_attribute_descriptions = undefined,
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};
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const piasci = vk.PipelineInputAssemblyStateCreateInfo{
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.flags = .{},
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.topology = .triangle_list,
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.primitive_restart_enable = vk.FALSE,
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};
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const viewport = vk.Viewport{
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.x = 0,
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.y = 0,
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.width = @intToFloat(f32, extent.width),
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.height = @intToFloat(f32, extent.height),
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.min_depth = 0,
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.max_depth = 1,
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};
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const scissor = vk.Rect2D{
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.offset = .{.x = 0, .y = 0},
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.extent = extent,
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};
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const pvsci = vk.PipelineViewportStateCreateInfo{
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.flags = .{},
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.viewport_count = 1,
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.p_viewports = @ptrCast([*]const vk.Viewport, &viewport),
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.scissor_count = 1,
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.p_scissors = @ptrCast([*]const vk.Rect2D, &scissor),
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};
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const prsci = vk.PipelineRasterizationStateCreateInfo{
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.flags = .{},
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.depth_clamp_enable = vk.FALSE,
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.rasterizer_discard_enable = vk.FALSE,
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.polygon_mode = .fill,
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.cull_mode = .{.back_bit = true},
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.front_face = .clockwise,
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.depth_bias_enable = vk.FALSE,
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.depth_bias_constant_factor = 0,
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.depth_bias_clamp = 0,
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.depth_bias_slope_factor = 0,
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.line_width = 1,
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};
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const pmsci = vk.PipelineMultisampleStateCreateInfo{
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.flags = .{},
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.rasterization_samples = .{.@"1_bit" = true},
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.sample_shading_enable = vk.FALSE,
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.min_sample_shading = 1,
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.p_sample_mask = null,
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.alpha_to_coverage_enable = vk.FALSE,
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.alpha_to_one_enable = vk.FALSE,
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};
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const pcbas = vk.PipelineColorBlendAttachmentState{
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.blend_enable = vk.FALSE,
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.src_color_blend_factor = .one,
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.dst_color_blend_factor = .zero,
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.color_blend_op = .add,
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.src_alpha_blend_factor = .one,
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.dst_alpha_blend_factor = .zero,
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.alpha_blend_op = .add,
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.color_write_mask = .{.r_bit = true, .g_bit = true, .b_bit = true, .a_bit = true},
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};
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const pcbsci = vk.PipelineColorBlendStateCreateInfo{
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.flags = .{},
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.logic_op_enable = vk.FALSE,
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.logic_op = .copy,
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.attachment_count = 1,
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.p_attachments = @ptrCast([*]const vk.PipelineColorBlendAttachmentState, &pcbas),
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.blend_constants = [_]f32{0, 0, 0, 0},
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};
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const dynstate = vk.DynamicState.viewport;
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const pdsci = vk.PipelineDynamicStateCreateInfo{
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.flags = .{},
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.dynamic_state_count = 1,
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.p_dynamic_states = @ptrCast([*]const vk.DynamicState, &dynstate),
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};
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const gpci = vk.GraphicsPipelineCreateInfo{
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.flags = .{},
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.stage_count = 2,
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.p_stages = &pssci,
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.p_vertex_input_state = &pvisci,
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.p_input_assembly_state = &piasci,
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.p_tessellation_state = null,
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.p_viewport_state = &pvsci,
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.p_rasterization_state = &prsci,
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.p_multisample_state = &pmsci,
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.p_depth_stencil_state = null,
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.p_color_blend_state = &pcbsci,
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.p_dynamic_state = &pdsci,
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.layout = layout,
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.render_pass = render_pass,
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.subpass = 0,
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.base_pipeline_handle = .null_handle,
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.base_pipeline_index = -1,
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};
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var pipeline: vk.Pipeline = undefined;
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_ = try gc.vkd.createGraphicsPipelines(
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gc.dev,
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.null_handle,
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1, @ptrCast([*]const vk.GraphicsPipelineCreateInfo, &gpci),
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null,
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@ptrCast([*]vk.Pipeline, &pipeline),
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);
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return pipeline;
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}
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const ImageState = struct {
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layout: vk.ImageLayout,
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stage: vk.PipelineStageFlags,
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@@ -1,7 +0,0 @@
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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9
examples/shaders/triangle.frag
Normal file
9
examples/shaders/triangle.frag
Normal file
@@ -0,0 +1,9 @@
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#version 450
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layout(location = 0) in vec3 v_color;
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(v_color, 1.0);
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}
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20
examples/shaders/triangle.vert
Normal file
20
examples/shaders/triangle.vert
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@@ -0,0 +1,20 @@
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#version 450
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const vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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const vec3 colors[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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layout(location = 0) out vec3 v_color;
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void main() {
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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v_color = colors[gl_VertexIndex];
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}
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