implementing renderpass and vieport
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#include "VulkanRenderPass.h"
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#include "VulkanInitializer.h"
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#include "VulkanGraphicsEnums.h"
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#include "VulkanGraphics.h"
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#include "VulkanFramebuffer.h"
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using namespace Seele;
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using namespace Seele::Vulkan;
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RenderPass::RenderPass(PGraphics graphics, Gfx::PRenderTargetLayout layout)
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: layout(layout), graphics(graphics)
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{
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Array<VkAttachmentDescription> attachments;
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Array<VkAttachmentReference> inputRefs;
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Array<VkAttachmentReference> colorRefs;
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VkAttachmentReference depthRef;
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uint32 attachmentCounter = 0;
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for (auto inputAttachment : layout->inputAttachments)
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{
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PTexture2D image = inputAttachment->getTexture().cast<Texture2D>();
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VkAttachmentDescription desc = attachments.add();
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desc.flags = 0;
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desc.format = cast(image->getFormat());
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desc.storeOp = cast(inputAttachment->getStoreOp());
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desc.loadOp = cast(inputAttachment->getLoadOp());
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desc.stencilStoreOp = cast(inputAttachment->getStencilStoreOp());
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desc.stencilLoadOp = cast(inputAttachment->getStencilLoadOp());
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desc.initialLayout = image->isDepthStencil() ? VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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desc.finalLayout = desc.initialLayout;
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VkAttachmentReference &ref = inputRefs.add();
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ref.layout = desc.initialLayout;
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ref.attachment = attachmentCounter;
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attachmentCounter++;
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}
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for (auto colorAttachment : layout->colorAttachments)
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{
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PTexture2D image = colorAttachment->getTexture().cast<Texture2D>();
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VkAttachmentDescription desc = attachments.add();
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desc.flags = 0;
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desc.format = cast(image->getFormat());
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desc.storeOp = cast(colorAttachment->getStoreOp());
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desc.loadOp = cast(colorAttachment->getLoadOp());
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desc.stencilStoreOp = cast(colorAttachment->getStencilStoreOp());
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desc.stencilLoadOp = cast(colorAttachment->getStencilLoadOp());
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desc.initialLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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desc.finalLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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VkAttachmentReference &ref = colorRefs.add();
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ref.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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ref.attachment = attachmentCounter;
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attachmentCounter++;
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}
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if (layout->depthAttachment != nullptr)
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{
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PTexture2D image = layout->depthAttachment->getTexture().cast<Texture2D>();
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VkAttachmentDescription desc = attachments.add();
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desc.flags = 0;
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desc.format = cast(image->getFormat());
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desc.storeOp = cast(layout->depthAttachment->getStoreOp());
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desc.loadOp = cast(layout->depthAttachment->getLoadOp());
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desc.stencilStoreOp = cast(layout->depthAttachment->getStencilStoreOp());
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desc.stencilLoadOp = cast(layout->depthAttachment->getStencilLoadOp());
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desc.initialLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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desc.finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference &ref = depthRef;
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ref.layout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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ref.attachment = attachmentCounter;
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attachmentCounter++;
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}
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VkSubpassDescription subPassDesc =
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init::SubpassDescription(
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VK_PIPELINE_BIND_POINT_GRAPHICS,
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colorRefs.size(),
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colorRefs.data(),
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&depthRef,
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inputRefs.size(),
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inputRefs.data());
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VkSubpassDependency dependency = {};
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dependency.srcSubpass = VK_SUBPASS_EXTERNAL;
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dependency.dstSubpass = 0;
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dependency.srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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dependency.srcAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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VkRenderPassCreateInfo info =
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init::RenderPassCreateInfo(
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attachments.size(),
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attachments.data(),
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1,
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&subPassDesc,
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1,
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&dependency);
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VK_CHECK(vkCreateRenderPass(graphics->getDevice(), &info, nullptr, &renderPass));
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}
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RenderPass::~RenderPass()
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{
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vkDestroyRenderPass(graphics->getDevice(), renderPass, nullptr);
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}
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uint32 RenderPass::getFramebufferHash()
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{
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FramebufferDescription description;
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std::memset(&description, 0, sizeof(FramebufferDescription));
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for(auto inputAttachment : layout->inputAttachments)
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{
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PTexture2D tex = inputAttachment->getTexture().cast<Texture2D>();
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description.inputAttachments[description.numInputAttachments++] = tex->getView();
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}
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for(auto colorAttachment : layout->colorAttachments)
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{
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PTexture2D tex = colorAttachment->getTexture().cast<Texture2D>();
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description.colorAttachments[description.numColorAttachments++] = tex->getView();
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}
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if(layout->depthAttachment != nullptr)
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{
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PTexture2D tex = layout->depthAttachment->getTexture().cast<Texture2D>();
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description.depthAttachment = tex->getView();
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}
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return memCrc32(&description, sizeof(FramebufferDescription));
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}
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