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#ifndef Magnum_Vk_GraphicsPipeline_h
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#define Magnum_Vk_GraphicsPipeline_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016
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Vladimír Vondruš <mosra@centrum.cz>
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Copyright © 2016 Jonathan Hale <squareys@googlemail.com>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::Vk::GraphicsPipeline
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*/
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#include "Magnum/Magnum.h"
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#include "Magnum/Vk/visibility.h"
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#include "Magnum/Vk/Device.h"
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#include "Magnum/Vk/RenderPass.h"
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#include "Magnum/Vk/Shader.h"
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#include "Magnum/Vk/DescriptorSet.h"
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#include "Magnum/Math/Vector3.h" // TEMPORARY!!!
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#include <Corrade/Containers/Array.h>
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#include "vulkan.h"
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namespace Magnum { namespace Vk {
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class DescriptorSetLayout;
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enum class DynamicState: UnsignedInt {
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Viewport = VK_DYNAMIC_STATE_VIEWPORT,
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Scissor = VK_DYNAMIC_STATE_SCISSOR,
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LineWidth = VK_DYNAMIC_STATE_LINE_WIDTH,
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DepthBias = VK_DYNAMIC_STATE_DEPTH_BIAS,
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BlendConstant = VK_DYNAMIC_STATE_BLEND_CONSTANTS,
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DepthBounds = VK_DYNAMIC_STATE_DEPTH_BOUNDS,
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CompareMask = VK_DYNAMIC_STATE_STENCIL_COMPARE_MASK,
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WriteMask = VK_DYNAMIC_STATE_STENCIL_WRITE_MASK,
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StencilReference = VK_DYNAMIC_STATE_STENCIL_REFERENCE,
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};
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enum class Topology: UnsignedInt {
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PointList = VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
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LineList = VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
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LineStrip = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
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TriangleList = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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TriangleStrip = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
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TriangleFan = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
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LineListWithAdjacency = VK_PRIMITIVE_TOPOLOGY_LINE_LIST_WITH_ADJACENCY,
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LineStripWithAdjacency = VK_PRIMITIVE_TOPOLOGY_LINE_STRIP_WITH_ADJACENCY,
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TriangleListWithAdjacency = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST_WITH_ADJACENCY,
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TriangleStripWithAdjacency = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP_WITH_ADJACENCY,
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PatchList = VK_PRIMITIVE_TOPOLOGY_PATCH_LIST,
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};
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enum class PipelineStage: UnsignedInt {
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TopOfThePipe = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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DrawIndirect = VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT,
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VertexInput = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
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VertexShader = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
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TesslationControlShader = VK_PIPELINE_STAGE_TESSELLATION_CONTROL_SHADER_BIT,
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TesslationEvaluationShader = VK_PIPELINE_STAGE_TESSELLATION_EVALUATION_SHADER_BIT,
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GeometryShader = VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT,
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FragmentShader = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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EarlyFragmentTest = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
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LateFragmentTests = VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT,
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ColorAttachmentOutput = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
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ComputeShader = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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StageTransfer = VK_PIPELINE_STAGE_TRANSFER_BIT,
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BottomOfPipe = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT,
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Host = VK_PIPELINE_STAGE_HOST_BIT,
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AllGraphics = VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT,
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AllCommands = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT
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};
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typedef Containers::EnumSet<PipelineStage> PipelineStageFlags;
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CORRADE_ENUMSET_OPERATORS(PipelineStageFlags)
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enum class BindPoint: UnsignedInt {
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Graphics = VK_PIPELINE_BIND_POINT_GRAPHICS,
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Compute = VK_PIPELINE_BIND_POINT_COMPUTE,
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};
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class MAGNUM_VK_EXPORT Pipeline {
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public:
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Pipeline(Device& device, VkPipeline pipeline, VkPipelineCache cache, VkPipelineLayout layout):
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_device{device},
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_pipeline{pipeline},
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_cache{cache},
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_layout{layout}
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{}
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/** @brief Copying is not allowed */
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Pipeline(const Pipeline&) = delete;
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/** @brief Move constructor */
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Pipeline(Pipeline&& other);
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/**
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* @brief Destructor
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*
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* @see @fn_vk{DestroyPipeline}
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*/
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~Pipeline();
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/** @brief Copying is not allowed */
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Pipeline& operator=(const Pipeline&) = delete;
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/** @brief Move assignment is not allowed */
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Pipeline& operator=(Pipeline&&) = delete;
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operator VkPipeline() const {
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return _pipeline;
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}
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VkPipelineLayout layout() {
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return _layout;
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}
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auto bind(BindPoint bindPoint) {
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const VkPipeline pipeline = _pipeline;
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return [bindPoint, pipeline](VkCommandBuffer cmdBuffer){
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vkCmdBindPipeline(cmdBuffer,
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VkPipelineBindPoint(bindPoint),
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pipeline);
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};
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}
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auto bindDescriptorSets(BindPoint bindPoint, std::initializer_list<std::reference_wrapper<DescriptorSet>> descriptorSets) {
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const VkPipelineLayout pl = _layout;
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return [bindPoint, &descriptorSets, pl](VkCommandBuffer cmdBuffer){
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std::vector<VkDescriptorSet> vkDescriptorSets{};
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vkDescriptorSets.reserve(descriptorSets.size());
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for (auto& ds : descriptorSets) {
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vkDescriptorSets.push_back(VkDescriptorSet(ds.get()));
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}
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vkCmdBindDescriptorSets(cmdBuffer,
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VkPipelineBindPoint(bindPoint),
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pl, 0,
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descriptorSets.size(), vkDescriptorSets.data(),
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0, nullptr);
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};
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}
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private:
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Device& _device;
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VkPipeline _pipeline;
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VkPipelineCache _cache;
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VkPipelineLayout _layout;
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};
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class MAGNUM_VK_EXPORT GraphicsPipelineBuilder {
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public:
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GraphicsPipelineBuilder(Device& device):
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_device{device} {
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_inputAssemblyState = {
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VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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nullptr,
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0,
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VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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0 /* primitive restart enable */
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};
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_multisampleState = {
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VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO, nullptr, 0,
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VK_SAMPLE_COUNT_1_BIT,
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VK_FALSE,
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0.0f,
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nullptr,
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VK_FALSE,
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VK_FALSE
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};
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_depthStencilState = {
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VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
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nullptr,
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0,
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VK_TRUE, /* depth test enable */
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VK_TRUE, /* depth write enable */
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VK_COMPARE_OP_LESS_OR_EQUAL, /* depth compare op */
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VK_FALSE, /* depth bounds test enable */
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VK_FALSE, /* stencil test enable */
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VkStencilOpState{VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_COMPARE_OP_NEVER, 0, 0, 0}, /* front */
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VkStencilOpState{VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_STENCIL_OP_KEEP, VK_COMPARE_OP_NEVER, 0, 0, 0}, /* back */
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0.0f, 0.0f /* depth bounds */
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};
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_rasterizationState = {
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VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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nullptr,
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0,
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VK_FALSE, /* depth clamp enable */
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VK_FALSE, /* rasterizer discard enable */
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VK_POLYGON_MODE_FILL, /* poygon mode */
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VK_CULL_MODE_NONE, /* cull mode */
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VK_FRONT_FACE_COUNTER_CLOCKWISE, /* front face */
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VK_FALSE, /* depth bias enable */
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0.0f, 0.0f, 0.0f, 0.0f
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};
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VkPipelineColorBlendAttachmentState blendAttachmentState = {
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VK_FALSE,
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VK_BLEND_FACTOR_ZERO,
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VK_BLEND_FACTOR_ZERO,
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VK_BLEND_OP_ADD,
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VK_BLEND_FACTOR_ZERO, VK_BLEND_FACTOR_ZERO,
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VK_BLEND_OP_ADD,
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0xf
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};
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_blendAttachments.push_back(blendAttachmentState);
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_colorBlendState = {
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VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
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nullptr,
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0,
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VK_FALSE,
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VK_LOGIC_OP_CLEAR,
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_blendAttachments.size(),
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_blendAttachments.data(),
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{0.0f, 0.0f, 0.0f, 0.0f}
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};
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_viewportState = {
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VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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nullptr,
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0,
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1,
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nullptr, // TODO currently expecting dynamic state here...
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1,
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nullptr
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};
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VkVertexInputBindingDescription bindingDesc;
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bindingDesc.binding = 0;
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bindingDesc.inputRate = VK_VERTEX_INPUT_RATE_VERTEX;
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bindingDesc.stride = sizeof(Vector3)*2;
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_vertexInputBindings.push_back(bindingDesc);
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VkVertexInputAttributeDescription attributeDesc[2];
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attributeDesc[0].binding = 0;
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attributeDesc[0].location = 0;
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attributeDesc[0].format = VK_FORMAT_R32G32B32_SFLOAT;
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attributeDesc[0].offset = 0;
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_vertexInputAttrbutes.push_back(attributeDesc[0]);
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// Color
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attributeDesc[1].binding = 0;
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attributeDesc[1].location = 1;
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attributeDesc[1].format = VK_FORMAT_R32G32B32_SFLOAT;
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attributeDesc[1].offset = sizeof(Vector3);
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_vertexInputAttrbutes.push_back(attributeDesc[1]);
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_vertexInputState = {
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VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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nullptr,
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0,
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_vertexInputBindings.size(),
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_vertexInputBindings.data(),
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_vertexInputAttrbutes.size(),
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_vertexInputAttrbutes.data(),
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};
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}
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/** @brief Copying is not allowed */ // TODO(squareys) probably should be, though
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GraphicsPipelineBuilder(const GraphicsPipelineBuilder&) = delete;
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/** @brief Move constructor */
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GraphicsPipelineBuilder(GraphicsPipelineBuilder&& other);
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/**
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* @brief Destructor
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*
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* @see @fn_vk{DestroyPipeline}
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*/
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~GraphicsPipelineBuilder() {
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}
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/** @brief Copying is not allowed */
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GraphicsPipelineBuilder& operator=(const GraphicsPipelineBuilder&) = delete;
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/** @brief Move assignment is not allowed */
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GraphicsPipelineBuilder& operator=(GraphicsPipelineBuilder&&) = delete;
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GraphicsPipelineBuilder& addShader(ShaderStage stage, Shader& shader) {
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VkPipelineShaderStageCreateInfo shaderStage = {
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VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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nullptr,
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0,
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VkShaderStageFlagBits(stage),
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shader.vkShaderModule(),
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"main",
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nullptr // TODO: SpecializationInfo?
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};
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_shaderStages.push_back(shaderStage);
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return *this;
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}
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std::unique_ptr<Pipeline> build();
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GraphicsPipelineBuilder& setRenderPass(RenderPass& renderPass) {
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_renderPass = &renderPass;
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return *this;
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}
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GraphicsPipelineBuilder& setTopology(Topology topology) {
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_inputAssemblyState.topology = VkPrimitiveTopology(topology);
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return *this;
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}
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GraphicsPipelineBuilder& setDynamicStates(std::initializer_list<DynamicState> states) {
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_dynamicStates = std::vector<DynamicState>(states);
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return *this;
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}
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GraphicsPipelineBuilder& addDescriptorSetLayout(const DescriptorSetLayout& layout) {
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_setLayouts.push_back(layout);
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return *this;
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}
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private:
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Device& _device;
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VkGraphicsPipelineCreateInfo _createInfo;
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VkPipelineInputAssemblyStateCreateInfo _inputAssemblyState;
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VkPipelineVertexInputStateCreateInfo _vertexInputState;
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VkPipelineRasterizationStateCreateInfo _rasterizationState;
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VkPipelineColorBlendStateCreateInfo _colorBlendState;
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VkPipelineMultisampleStateCreateInfo _multisampleState;
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VkPipelineViewportStateCreateInfo _viewportState;
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VkPipelineDepthStencilStateCreateInfo _depthStencilState;
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std::vector<DynamicState> _dynamicStates;
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std::vector<VkPipelineColorBlendAttachmentState> _blendAttachments;
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std::vector<VkDescriptorSetLayout> _setLayouts;
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std::vector<VkVertexInputBindingDescription> _vertexInputBindings;
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std::vector<VkVertexInputAttributeDescription> _vertexInputAttrbutes;
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std::vector<VkPushConstantRange> _pushConstantRanges;
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RenderPass* _renderPass;
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std::vector<VkPipelineShaderStageCreateInfo> _shaderStages;
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};
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}}
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#endif
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