86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
#include "renderer.hpp"
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#include "ui/display.hpp"
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#include "vuk/ImageAttachment.hpp"
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#include "vuk/RenderGraph.hpp"
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#include "vuk/Types.hpp"
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#include "vuk/Value.hpp"
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#include "vuk/runtime/CommandBuffer.hpp"
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#include "vuk/runtime/vk/Allocator.hpp"
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#include "vuk/runtime/vk/AllocatorHelpers.hpp"
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#include "vuk/runtime/vk/DeviceFrameResource.hpp"
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#include "vuk/runtime/vk/Image.hpp"
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#include "vuk/runtime/vk/VkRuntime.hpp"
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#include "vuk/vsl/Core.hpp"
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#include <cstdint>
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#include <vuk/runtime/vk/Pipeline.hpp>
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#include <vuk/runtime/vk/PipelineTypes.hpp>
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#include <vuk/vsl/BindlessArray.hpp>
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#include <glm/glm.hpp>
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#include <span>
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#include <string_view>
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namespace trb::render {
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vuk::PipelineBaseCreateInfo
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renderer::create_compute_pipeline(std::string_view comp_module,
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std::string_view comp_entry) {
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const auto comp_bytes = compiler.compile(comp_module, comp_entry);
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auto pipeline_info = vuk::PipelineBaseCreateInfo();
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pipeline_info.add_spirv(comp_bytes, comp_module.data(), comp_entry.data());
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return pipeline_info;
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}
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vuk::PipelineBaseCreateInfo renderer::create_graphics_pipeline(
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std::string_view vs_module, std::string_view vs_entry,
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std::string_view fs_module, std::string_view fs_entry) {
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const auto vs_bytes = compiler.compile(vs_module, vs_entry);
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const auto fs_bytes = compiler.compile(fs_module, fs_entry);
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auto pipeline_info = vuk::PipelineBaseCreateInfo();
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pipeline_info.add_spirv(vs_bytes, vs_module.data(), vs_entry.data());
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pipeline_info.add_spirv(fs_bytes, fs_module.data(), fs_entry.data());
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return pipeline_info;
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}
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vuk::PipelineBaseCreateInfo
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renderer::create_graphics_pipeline(std::string_view module_name) {
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return create_graphics_pipeline(module_name, "vert_main", module_name,
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"frag_main");
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}
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void renderer::create_pipelines() {}
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vuk::Value<vuk::ImageAttachment> renderer::get_swap_target() {
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auto imported_swapchain = vuk::acquire_swapchain(context.swapchain);
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auto swapchain_image =
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vuk::acquire_next_image("swp_img", std::move(imported_swapchain));
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return vuk::clear_image(std::move(swapchain_image),
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vuk::ClearColor{0.0f, 0.0f, 1.0f, 1.0f});
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}
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renderer::vuk_frame_resources renderer::get_next_frame_resources() {
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auto &frame_resource = context.superframe_resource.get_next_frame();
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context.runtime.next_frame();
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return {
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.allocator = vuk::Allocator(frame_resource),
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.swap_target = get_swap_target(),
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};
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}
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renderer::renderer(ui::display *display) : context(display) {}
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void renderer::render() {
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auto [frame_allocator, frame_target] = get_next_frame_resources();
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auto entire_thing = vuk::enqueue_presentation(frame_target);
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entire_thing.submit(frame_allocator, context.compiler);
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}
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std::uint32_t renderer::register_mesh(game::mesh_node *mesh) { return 0; }
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} // namespace trb::render
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