moved CreatePipeline functions to RenderPass class.

This commit is contained in:
2021-09-22 17:15:17 +08:00
parent fa47bc552c
commit 2753f95999
17 changed files with 140 additions and 154 deletions

View File

@@ -72,7 +72,7 @@ bool RenderCmdBuffer::BindFramebuffer(RenderPass *rp,Framebuffer *fb)
render_area.offset.y=0;
render_area.extent=fb->GetExtent();
rp_begin.renderPass = *rp;
rp_begin.renderPass = rp->GetVkRenderPass();
rp_begin.framebuffer = *fb;
rp_begin.renderArea = render_area;
rp_begin.clearValueCount = cv_count;

View File

@@ -5,7 +5,7 @@ VkFramebuffer CreateVulkanFramebuffer(VkDevice device,RenderPass *rp,const VkExt
{
FramebufferCreateInfo fb_info;
fb_info.renderPass = *rp;
fb_info.renderPass = rp->GetVkRenderPass();
fb_info.attachmentCount = attachmentCount;
fb_info.pAttachments = attachments;
fb_info.width = extent.width;
@@ -75,7 +75,7 @@ Framebuffer *GPUDevice::CreateFramebuffer(RenderPass *rp,ImageView **color_list,
if(!fbo)
return(nullptr);
return(new Framebuffer(GetDevice(),fbo,extent,*rp,color_count,depth));
return(new Framebuffer(GetDevice(),fbo,extent,rp->GetVkRenderPass(),color_count,depth));
}
//
//Framebuffer *GPUDevice::CreateFramebuffer(RenderPass *rp,List<ImageView *> &color,ImageView *depth)

View File

@@ -1,48 +0,0 @@
#include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKRenderPass.h>
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
Pipeline *GPUDevice::CreatePipeline(PipelineData *data,const Material *material,const RenderTarget *rt)
{
VkPipeline graphicsPipeline;
data->InitVertexInputState( material->GetStageCount(),
material->GetStages(),
material->GetVertexAttrCount(),
material->GetVertexBindingList(),
material->GetVertexAttributeList());
data->InitViewportState(rt->GetExtent());
data->SetColorAttachments(rt->GetColorCount());
data->pipeline_info.layout = material->GetPipelineLayout();
{
data->pipeline_info.renderPass = rt->GetVkRenderPass();
data->pipeline_info.subpass = 0; //subpass<73><73><EFBFBD>ڻ<EFBFBD><DABB><EFBFBD>֪<EFBFBD><D6AA><EFBFBD><EFBFBD>ʲô<CAB2>ã<EFBFBD><C3A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱд0<D0B4><30><EFBFBD><EFBFBD>֪<EFBFBD><D6AA><EFBFBD><EFBFBD><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ľ<EFBFBD>
}
if (vkCreateGraphicsPipelines( attr->device,
attr->pipeline_cache,
1,&data->pipeline_info,
nullptr,
&graphicsPipeline) != VK_SUCCESS)
return(nullptr);
return(new Pipeline(attr->device,graphicsPipeline,data));
}
Pipeline *GPUDevice::CreatePipeline(const InlinePipeline &ip,const Material *mtl,const RenderTarget *rt)
{
PipelineData *pd=GetPipelineData(ip);
if(!pd)return(nullptr);
return this->CreatePipeline(pd,mtl,rt);
}
VK_NAMESPACE_END

View File

@@ -6,7 +6,7 @@
VK_NAMESPACE_BEGIN
void GPUDevice::InitRenderPassManage()
{
render_pass_manage=new DeviceRenderPassManage(attr->device);
render_pass_manage=new DeviceRenderPassManage(attr->device,attr->pipeline_cache);
SwapchainRenderbufferInfo rbi(attr->format,attr->physical_device->GetDepthFormat());

View File

@@ -210,9 +210,10 @@ bool CreateDepthAttachment( List<VkAttachmentReference> &ref_list,List<VkAttachm
return(true);
}
DeviceRenderPassManage::DeviceRenderPassManage(VkDevice dev)
DeviceRenderPassManage::DeviceRenderPassManage(VkDevice dev,VkPipelineCache pc)
{
device=dev;
pipeline_cache=pc;
hash=util::CreateSHA1LEHash();
}
@@ -298,7 +299,7 @@ RenderPass *DeviceRenderPassManage::CreateRenderPass( const List<VkAttachmentD
if(vkCreateRenderPass(device,&rp_info,nullptr,&render_pass)!=VK_SUCCESS)
return(nullptr);
return(new RenderPass(device,render_pass,rbi->GetColorFormatList(),depth_format));
return(new RenderPass(device,pipeline_cache,render_pass,rbi->GetColorFormatList(),depth_format));
}
RenderPass *DeviceRenderPassManage::AcquireRenderPass(const RenderbufferInfo *rbi)

View File

@@ -1,8 +1,106 @@
#include<hgl/graph/VKRenderPass.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKInlinePipeline.h>
#include<hgl/graph/VKPipelineData.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKMaterialInstance.h>
VK_NAMESPACE_BEGIN
RenderPass::~RenderPass()
{
pipeline_list.Clear();
vkDestroyRenderPass(device,render_pass,nullptr);
}
Pipeline *RenderPass::CreatePipeline(const Material *material,PipelineData *data)
{
VkPipeline graphicsPipeline;
data->InitVertexInputState( material->GetStageCount(),
material->GetStages(),
material->GetVertexAttrCount(),
material->GetVertexBindingList(),
material->GetVertexAttributeList());
data->SetColorAttachments(color_formats.GetCount());
data->pipeline_info.layout = material->GetPipelineLayout();
{
data->pipeline_info.renderPass = render_pass;
data->pipeline_info.subpass = 0; //subpass由于还不知道有什么用所以暂时写0待知道功用后需改进
}
if (vkCreateGraphicsPipelines( device,
pipeline_cache,
1,&data->pipeline_info,
nullptr,
&graphicsPipeline) != VK_SUCCESS)
return(nullptr);
return(new Pipeline(device,graphicsPipeline,data));
}
Pipeline *RenderPass::CreatePipeline(const Material *mtl,const InlinePipeline &ip)
{
PipelineData *pd=GetPipelineData(ip);
if(!pd)return(nullptr);
return CreatePipeline(mtl,pd);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mtl)return(nullptr);
PipelineData *pd=GetPipelineData(ip);
pd->Set(prim,prim_restart);
Pipeline *p=CreatePipeline(mtl,pd);
if(p)
pipeline_list.Add(p);
return p;
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mi)return(nullptr);
return CreatePipeline(mi->GetMaterial(),ip,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
pd->Set(prim,prim_restart);
Pipeline *p=CreatePipeline(mtl,pd);
if(p)
pipeline_list.Add(p);
return(p);
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),pd,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(Material *mtl,const OSString &pipeline_filename,const Prim &prim,const bool prim_restart)
{
PipelineData *pd=GetPipelineData(pipeline_filename);
if(!pd)return(nullptr);
return CreatePipeline(mtl,pd,prim,prim_restart);
}
Pipeline *RenderPass::CreatePipeline(MaterialInstance *mi,const OSString &filename,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),filename,prim,prim_restart);
}
VK_NAMESPACE_END

View File

@@ -53,7 +53,6 @@ RenderTarget::RenderTarget(GPUDevice *dev,RenderPass *_rp,Framebuffer *_fb,Textu
RenderTarget::~RenderTarget()
{
pipeline_list.Clear();
SAFE_CLEAR(depth_texture);
SAFE_CLEAR_OBJECT_ARRAY(color_textures,color_count);

View File

@@ -1,61 +0,0 @@
#include<hgl/graph/VKRenderTarget.h>
#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKInlinePipeline.h>
#include<hgl/graph/VKPipelineData.h>
VK_NAMESPACE_BEGIN
Pipeline *RenderTarget::CreatePipeline(Material *mtl,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mtl)return(nullptr);
PipelineData *pd=GetPipelineData(ip);
pd->Set(prim,prim_restart);
Pipeline *p=device->CreatePipeline(pd,mtl,this);
if(p)
pipeline_list.Add(p);
return p;
}
Pipeline *RenderTarget::CreatePipeline(MaterialInstance *mi,const InlinePipeline &ip,const Prim &prim,const bool prim_restart)
{
if(!mi)return(nullptr);
return CreatePipeline(mi->GetMaterial(),ip,prim,prim_restart);
}
Pipeline *RenderTarget::CreatePipeline(Material *mtl,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
pd->Set(prim,prim_restart);
Pipeline *p=device->CreatePipeline(pd,mtl,this);
if(p)
pipeline_list.Add(p);
return(p);
}
Pipeline *RenderTarget::CreatePipeline(MaterialInstance *mi,PipelineData *pd,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),pd,prim,prim_restart);
}
Pipeline *RenderTarget::CreatePipeline(Material *mtl,const OSString &pipeline_filename,const Prim &prim,const bool prim_restart)
{
PipelineData *pd=GetPipelineData(pipeline_filename);
if(!pd)return(nullptr);
return CreatePipeline(mtl,pd,prim,prim_restart);
}
Pipeline *RenderTarget::CreatePipeline(MaterialInstance *mi,const OSString &filename,const Prim &prim,const bool prim_restart)
{
return CreatePipeline(mi->GetMaterial(),filename,prim,prim_restart);
}
VK_NAMESPACE_END