Blaze/Blaze/Source/MiscData.cpp

477 lines
18 KiB
C++

#include "MiscData.h"
#include <array>
#include <SDL3/SDL_log.h>
#include "EntityManager.h" // Refactor away.
#include "MacroUtils.h"
#include "RenderDevice.h"
namespace Blaze
{
bool MiscData::Init( RenderDevice const& render_device )
{
VkDevice const device = render_device.device;
previousCounter = 0;
// Pipeline Creation
{
size_t data_size;
void* raw_data = SDL_LoadFile( "Mesh.spv", &data_size );
ASSERT( data_size % 4 == 0 );
if ( !raw_data )
{
SDL_LogError( SDL_LOG_CATEGORY_SYSTEM, "%s", SDL_GetError() );
return false;
}
uint32_t const* data = static_cast<uint32_t const*>( raw_data );
// Create Shader Module
VkShaderModuleCreateInfo const shader_module_create_info = {
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.codeSize = data_size,
.pCode = data,
};
VkShaderModule shader_module;
VK_CHECK( vkCreateShaderModule( device, &shader_module_create_info, nullptr, &shader_module ) );
VkDescriptorSetLayoutBinding constexpr per_frame_descriptor_binding{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
.pImmutableSamplers = nullptr,
};
VkDescriptorSetLayoutCreateInfo per_frame_descriptor_set_layout_create_info{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.bindingCount = 1,
.pBindings = &per_frame_descriptor_binding,
};
VK_CHECK( vkCreateDescriptorSetLayout(
device, &per_frame_descriptor_set_layout_create_info, nullptr, &descriptorSetLayout ) );
VkPushConstantRange constexpr push_constant_range{
.stageFlags = VK_SHADER_STAGE_ALL_GRAPHICS,
.offset = 0,
.size = 2 * sizeof( DirectX::XMMATRIX ) + Material::kGPUDataSize,
};
VkDescriptorSetLayout const descriptor_set_layouts[] = {
render_device.textureManager->DescriptorLayout(),
descriptorSetLayout,
};
VkPipelineLayoutCreateInfo const pipeline_layout_create_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.setLayoutCount = _countof( descriptor_set_layouts ),
.pSetLayouts = descriptor_set_layouts,
.pushConstantRangeCount = 1,
.pPushConstantRanges = &push_constant_range,
};
VK_CHECK( vkCreatePipelineLayout( device, &pipeline_layout_create_info, nullptr, &pipelineLayout ) );
VkPipelineShaderStageCreateInfo stages[] = {
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = shader_module,
.pName = "VertexMain",
.pSpecializationInfo = nullptr,
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = shader_module,
.pName = "FragmentMain",
.pSpecializationInfo = nullptr,
}
};
// Bindings
VkVertexInputBindingDescription constexpr binding_description = {
.binding = 0,
.stride = sizeof( Vertex ),
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX,
};
VkVertexInputAttributeDescription attribute_descriptions[] = {
{.location = 0, .binding = 0, .format = VK_FORMAT_R32G32B32_SFLOAT, .offset = offsetof( Vertex, position ) },
{.location = 1, .binding = 0, .format = VK_FORMAT_R32G32B32_SFLOAT, .offset = offsetof( Vertex, normal ) },
{.location = 2, .binding = 0, .format = VK_FORMAT_R32G32B32A32_SFLOAT, .offset = offsetof( Vertex, tangent ) },
{.location = 3, .binding = 0, .format = VK_FORMAT_R32G32_SFLOAT, .offset = offsetof( Vertex, texCoord0 )},
{.location = 4, .binding = 0, .format = VK_FORMAT_R32G32_SFLOAT, .offset = offsetof( Vertex, texCoord1 )},
{.location = 5, .binding = 0, .format = VK_FORMAT_R32G32B32A32_SFLOAT, .offset = offsetof( Vertex, color0 ) },
};
VkPipelineVertexInputStateCreateInfo const vertex_input_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = &binding_description,
.vertexAttributeDescriptionCount = _countof( attribute_descriptions ),
.pVertexAttributeDescriptions = attribute_descriptions,
};
VkPipelineInputAssemblyStateCreateInfo const input_assembly = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
.primitiveRestartEnable = VK_FALSE,
};
VkPipelineTessellationStateCreateInfo constexpr tessellation_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_TESSELLATION_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.patchControlPoints = 0,
};
VkPipelineViewportStateCreateInfo constexpr viewport_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.viewportCount = 1,
.pViewports = nullptr,
.scissorCount = 1,
.pScissors = nullptr,
};
VkPipelineRasterizationStateCreateInfo constexpr rasterization_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.depthClampEnable = VK_TRUE,
.rasterizerDiscardEnable = VK_FALSE,
.polygonMode = VK_POLYGON_MODE_FILL,
.cullMode = VK_CULL_MODE_BACK_BIT,
.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE,
.depthBiasEnable = VK_FALSE,
.depthBiasConstantFactor = 0.0f,
.depthBiasClamp = 0.0f,
.depthBiasSlopeFactor = 0.0f,
.lineWidth = 1.0f,
};
VkPipelineMultisampleStateCreateInfo constexpr multisample_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT,
.sampleShadingEnable = VK_FALSE,
.minSampleShading = 0.0f,
.pSampleMask = nullptr,
.alphaToCoverageEnable = VK_FALSE,
.alphaToOneEnable = VK_FALSE,
};
VkPipelineDepthStencilStateCreateInfo constexpr depth_stencil_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS,
.depthBoundsTestEnable = VK_FALSE,
.stencilTestEnable = VK_FALSE,
.front = {},
.back = {},
.minDepthBounds = 0.0f,
.maxDepthBounds = 1.0f,
};
VkPipelineColorBlendAttachmentState constexpr color_blend_attachment_state = {
.blendEnable = VK_FALSE,
.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
.colorBlendOp = VK_BLEND_OP_ADD,
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE,
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
.alphaBlendOp = VK_BLEND_OP_ADD,
.colorWriteMask =
VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT,
};
VkPipelineColorBlendStateCreateInfo const color_blend_state = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.logicOpEnable = VK_FALSE,
.logicOp = VK_LOGIC_OP_COPY,
.attachmentCount = 1,
.pAttachments = &color_blend_attachment_state,
.blendConstants = { 0.0f, 0.0f, 0.0f, 0.0f },
};
VkDynamicState constexpr dynamic_states[] = { VK_DYNAMIC_STATE_VIEWPORT, VK_DYNAMIC_STATE_SCISSOR };
VkPipelineDynamicStateCreateInfo const dynamic_state_create_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.dynamicStateCount = _countof( dynamic_states ),
.pDynamicStates = dynamic_states,
};
VkPipelineRenderingCreateInfoKHR const rendering_create_info = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR,
.colorAttachmentCount = 1,
.pColorAttachmentFormats = &render_device.swapchainFormat,
.depthAttachmentFormat = VK_FORMAT_D32_SFLOAT,
};
VkGraphicsPipelineCreateInfo const graphics_pipeline_create_info = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = &rendering_create_info,
.flags = 0,
.stageCount = _countof( stages ),
.pStages = stages,
.pVertexInputState = &vertex_input_state,
.pInputAssemblyState = &input_assembly,
.pTessellationState = &tessellation_state,
.pViewportState = &viewport_state,
.pRasterizationState = &rasterization_state,
.pMultisampleState = &multisample_state,
.pDepthStencilState = &depth_stencil_state,
.pColorBlendState = &color_blend_state,
.pDynamicState = &dynamic_state_create_info,
.layout = pipelineLayout,
.renderPass = nullptr,
.subpass = 0,
.basePipelineHandle = nullptr,
.basePipelineIndex = 0,
};
VK_CHECK( vkCreateGraphicsPipelines( device, nullptr, 1, &graphics_pipeline_create_info, nullptr, &meshPipeline ) );
vkDestroyShaderModule( device, shader_module, nullptr );
SDL_free( raw_data );
}
// Camera
{
cameraData.cameraPosition = DirectX::XMVectorSet( 0.0f, 1.0f, 2.0f, 1.0f );
cameraTarget = DirectX::XMVectorSet( 0.0f, 0.0f, 0.0f, 1.0f );
cameraUp = DirectX::XMVectorSet( 0.0f, 1.0f, 0.0f, 1.0f );
cameraData.viewMatrix = DirectX::XMMatrixLookAtRH( cameraData.cameraPosition, cameraTarget, cameraUp );
cameraData.projectionMatrix =
DirectX::XMMatrixPerspectiveFovRH( DirectX::XMConvertToRadians( 70.0f ), 16.0f / 9.0f, 0.1f, 1000.0f );
cameraUniformBufferSize = sizeof( CameraData ) + sizeof( LightData );
}
// Lights
{
pointLights = render_device.bufferManager->CreateStorageBuffer( 10 * sizeof( PointLight ) );
if ( not pointLights ) return false;
directionalLights = render_device.bufferManager->CreateStorageBuffer( 10 * sizeof( DirectionalLight ) );
if ( not directionalLights ) return false;
lightData.pointLights = render_device.bufferManager->FetchDeviceAddress( pointLights ).value();
lightData.directionalLights = render_device.bufferManager->FetchDeviceAddress( directionalLights ).value();
lightData.dirLightCount = 0;
lightData.pointLightCount = 0;
}
// Uniform Buffer
{
VkBufferCreateInfo const buffer_create_info = {
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.size = cameraUniformBufferSize,
.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE,
.queueFamilyIndexCount = 0,
.pQueueFamilyIndices = nullptr,
};
VmaAllocationCreateInfo constexpr allocation_create_info = {
.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT,
.usage = VMA_MEMORY_USAGE_AUTO,
.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT,
.preferredFlags = 0,
.memoryTypeBits = 0,
.pool = nullptr,
.pUserData = nullptr,
.priority = 1.0f,
};
VmaAllocationInfo allocation_info;
VK_CHECK( vmaCreateBuffer(
render_device.gpuAllocator,
&buffer_create_info,
&allocation_create_info,
&cameraUniformBuffer,
&cameraUniformBufferAllocation,
&allocation_info ) );
if ( allocation_info.pMappedData )
{
cameraUniformBufferPtr = static_cast<uint8_t*>( allocation_info.pMappedData );
memcpy( cameraUniformBufferPtr, &cameraData, sizeof cameraData );
memcpy( cameraUniformBufferPtr + sizeof cameraData, &lightData, sizeof lightData );
}
}
// Descriptors
{
VkDescriptorPoolSize pool_sizes[] = {
{VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 3 },
{VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 100},
};
VkDescriptorPoolCreateInfo const descriptor_pool_create_info = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.pNext = nullptr,
.flags = 0,
.maxSets = 101,
.poolSizeCount = _countof( pool_sizes ),
.pPoolSizes = pool_sizes,
};
VK_CHECK( vkCreateDescriptorPool( device, &descriptor_pool_create_info, nullptr, &descriptorPool ) );
VkDescriptorSetAllocateInfo const descriptor_set_allocate_info = {
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.pNext = nullptr,
.descriptorPool = descriptorPool,
.descriptorSetCount = 1,
.pSetLayouts = &descriptorSetLayout,
};
VK_CHECK( vkAllocateDescriptorSets( device, &descriptor_set_allocate_info, &descriptorSet ) );
VkDescriptorBufferInfo const descriptor_buffer_info = {
.buffer = cameraUniformBuffer,
.offset = 0,
.range = cameraUniformBufferSize,
};
VkWriteDescriptorSet write_descriptor_sets[] = {
{
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.pNext = nullptr,
.dstSet = descriptorSet,
.dstBinding = 0,
.dstArrayElement = 0,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.pImageInfo = nullptr,
.pBufferInfo = &descriptor_buffer_info,
.pTexelBufferView = nullptr,
},
};
vkUpdateDescriptorSets( device, _countof( write_descriptor_sets ), write_descriptor_sets, 0, nullptr );
}
// Barrier Creation
{
VkImageSubresourceRange subresource_range = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
};
acquireToRenderBarrier = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2,
.pNext = nullptr,
.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT,
.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT,
.dstAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT,
.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED,
.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.subresourceRange = subresource_range,
};
acquireToRenderDependency = {
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
.pNext = nullptr,
.dependencyFlags = 0,
.memoryBarrierCount = 0,
.pMemoryBarriers = nullptr,
.bufferMemoryBarrierCount = 0,
.pBufferMemoryBarriers = nullptr,
.imageMemoryBarrierCount = 1,
.pImageMemoryBarriers = &acquireToRenderBarrier,
};
renderToPresentBarrier = {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2,
.pNext = nullptr,
.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT,
.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT,
.dstStageMask = VK_PIPELINE_STAGE_2_BOTTOM_OF_PIPE_BIT,
.dstAccessMask = VK_ACCESS_2_NONE,
.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.subresourceRange = subresource_range,
};
renderToPresentDependency = {
.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO,
.pNext = nullptr,
.dependencyFlags = 0,
.memoryBarrierCount = 0,
.pMemoryBarriers = nullptr,
.bufferMemoryBarrierCount = 0,
.pBufferMemoryBarriers = nullptr,
.imageMemoryBarrierCount = 1,
.pImageMemoryBarriers = &renderToPresentBarrier,
};
}
// Frame Time
frameTimeEntryCount = 16;
memset( frameTime, 0, frameTimeEntryCount * sizeof( float ) );
frameTimeSum = 0;
frameTimeWriteHead = 0;
return true;
}
void MiscData::Destroy( Blaze::RenderDevice const& render_device )
{
VkDevice const device = render_device.device;
vkDestroyDescriptorPool( device, Take( descriptorPool ), nullptr );
vmaDestroyBuffer( render_device.gpuAllocator, Take( cameraUniformBuffer ), Take( cameraUniformBufferAllocation ) );
render_device.bufferManager->FreeBuffer( &pointLights );
render_device.bufferManager->FreeBuffer( &directionalLights );
vkDestroyPipeline( device, Take( meshPipeline ), nullptr );
vkDestroyPipelineLayout( device, Take( pipelineLayout ), nullptr );
vkDestroyDescriptorSetLayout( device, Take( descriptorSetLayout ), nullptr );
}
} // namespace Blaze