Started implementing Pipeline system for RenderDriver

This commit is contained in:
2025-04-22 13:04:14 +10:00
parent 8ac7a46f53
commit 8d398b9c00
5 changed files with 255 additions and 6 deletions

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@@ -15,6 +15,7 @@
#include <string> #include <string>
namespace Nova { namespace Nova {
class NOVA_API RenderDriver { class NOVA_API RenderDriver {
public: public:
static RenderDriver* create(RenderAPI api, WindowDriver* window_driver = nullptr); static RenderDriver* create(RenderAPI api, WindowDriver* window_driver = nullptr);
@@ -32,12 +33,6 @@ namespace Nova {
[[nodiscard]] virtual SurfaceID create_surface(WindowID window) = 0; [[nodiscard]] virtual SurfaceID create_surface(WindowID window) = 0;
virtual void destroy_surface(SurfaceID surface) = 0; virtual void destroy_surface(SurfaceID surface) = 0;
// TODO: get_surface_size
// TODO: get_surface_mode
// TODO: get_surface_state
// TODO: set_surface_size
// TODO: set_surface_mode
// TODO: set_surface_state
[[nodiscard]] virtual SwapchainID create_swapchain(SurfaceID surface) = 0; [[nodiscard]] virtual SwapchainID create_swapchain(SurfaceID surface) = 0;
virtual void resize_swapchain(SwapchainID swapchain) = 0; virtual void resize_swapchain(SwapchainID swapchain) = 0;
@@ -45,5 +40,9 @@ namespace Nova {
[[nodiscard]] virtual ShaderID create_shader(const std::span<u8> bytes) = 0; [[nodiscard]] virtual ShaderID create_shader(const std::span<u8> bytes) = 0;
virtual void destroy_shader(ShaderID shader) = 0; virtual void destroy_shader(ShaderID shader) = 0;
[[nodiscard]] virtual PipelineID create_pipeline(GraphicsPipelineParams& params) = 0;
[[nodiscard]] virtual PipelineID create_pipeline(ComputePipelineParams& params) = 0;
virtual void destroy_pipeline(PipelineID pipeline) = 0;
}; };
} // namespace Nova } // namespace Nova

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@@ -7,15 +7,27 @@
#pragma once #pragma once
namespace Nova { namespace Nova {
enum class CullMode { NONE, FRONT, BACK };
enum class FrontFace { CLOCKWISE, COUNTER_CLOCKWISE };
enum class PipelineType { GRAPHICS, COMPUTE };
enum class PrimitiveTopology { POINT_LIST, LINE_LIST, LINE_STRIP, TRIANGLE_LIST, TRIANGLE_STRIP };
enum class RenderAPI { DX12, VULKAN }; enum class RenderAPI { DX12, VULKAN };
enum class ShaderStage { VERTEX, FRAGMENT, GEOMETRY, TESS_CONTROL, TESS_EVAL, COMPUTE, MESH, TASK };
class RenderDriver; class RenderDriver;
struct RenderDevice; struct RenderDevice;
struct GraphicsPipelineParams;
struct ComputePipelineParams;
struct Pipeline;
struct RenderPass;
struct Shader; struct Shader;
struct Surface; struct Surface;
struct Swapchain; struct Swapchain;
using PipelineID = Pipeline*;
using RenderPassID = RenderPass*;
using ShaderID = Shader*; using ShaderID = Shader*;
using SurfaceID = Surface*; using SurfaceID = Surface*;
using SwapchainID = Swapchain*; using SwapchainID = Swapchain*;

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@@ -0,0 +1,44 @@
/**
* Copyright (c) 2025, Jayden Grubb <contact@jaydengrubb.com>
*
* SPDX-License-Identifier: BSD-3-Clause
*/
#pragma once
#include <nova/render/render_fwd.h>
#include <nova/types.h>
#include <unordered_map>
namespace Nova {
struct GraphicsPipelineParams {
std::unordered_map<ShaderStage, ShaderID> shaders;
// TODO: Vertex input state
PrimitiveTopology topology = PrimitiveTopology::TRIANGLE_LIST;
// TODO: Tessellation state
bool enable_depth_clamp = false;
bool discard_primitives = false;
bool wireframe = false;
CullMode cull_mode = CullMode::NONE;
FrontFace front_face = FrontFace::COUNTER_CLOCKWISE;
bool enable_depth_bias = false;
float depth_bias_constant = 0.0f;
float depth_bias_clamp = 0.0f;
float depth_bias_slope = 0.0f;
float line_width = 1.0f;
// TODO: Multisample state
// TODO: Depth stencil state
// TODO: Color blend state
// TODO: Dynamic state
RenderPassID render_pass = nullptr;
u32 subpass = 0;
};
struct ComputePipelineParams {};
} // namespace Nova

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@@ -11,6 +11,7 @@
#include <nova/core/debug.h> #include <nova/core/debug.h>
#include <nova/platform/window_driver.h> #include <nova/platform/window_driver.h>
#include <nova/render/render_device.h> #include <nova/render/render_device.h>
#include <nova/render/render_params.h>
#include <nova/version.h> #include <nova/version.h>
#include <vulkan/vulkan.h> #include <vulkan/vulkan.h>
@@ -23,6 +24,40 @@
using namespace Nova; using namespace Nova;
// clang-format off
static constexpr VkShaderStageFlagBits VK_SHADER_STAGE_MAP[] = {
VK_SHADER_STAGE_VERTEX_BIT,
VK_SHADER_STAGE_FRAGMENT_BIT,
VK_SHADER_STAGE_GEOMETRY_BIT,
VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT,
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
VK_SHADER_STAGE_COMPUTE_BIT,
VK_SHADER_STAGE_MESH_BIT_EXT,
VK_SHADER_STAGE_TASK_BIT_EXT
};
static constexpr VkPrimitiveTopology VK_PRIMITIVE_TOPOLOGY_MAP[] = {
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP
};
static constexpr VkCullModeFlags VK_CULL_MODE_MAP[] = {
VK_CULL_MODE_NONE,
VK_CULL_MODE_FRONT_BIT,
VK_CULL_MODE_BACK_BIT
};
static constexpr VkFrontFace VK_FRONT_FACE_MAP[] = {
VK_FRONT_FACE_COUNTER_CLOCKWISE,
VK_FRONT_FACE_CLOCKWISE
};
// clang-format on
VulkanRenderDriver::VulkanRenderDriver(WindowDriver* p_driver) : m_window_driver(p_driver) { VulkanRenderDriver::VulkanRenderDriver(WindowDriver* p_driver) : m_window_driver(p_driver) {
NOVA_AUTO_TRACE(); NOVA_AUTO_TRACE();
_check_version(); _check_version();
@@ -320,6 +355,151 @@ void VulkanRenderDriver::destroy_shader(ShaderID p_shader) {
delete p_shader; delete p_shader;
} }
PipelineID VulkanRenderDriver::create_pipeline(GraphicsPipelineParams& p_params) {
NOVA_AUTO_TRACE();
NOVA_ASSERT(p_params.render_pass);
std::vector<VkPipelineShaderStageCreateInfo> shader_stages;
for (const auto& [stage, shader] : p_params.shaders) {
VkPipelineShaderStageCreateInfo stage_create {};
stage_create.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
stage_create.stage = VK_SHADER_STAGE_MAP[static_cast<int>(stage)];
stage_create.module = shader->handle;
stage_create.pName = "main"; // TODO: Get from shader
// TODO: Get specialization info from shader
shader_stages.push_back(stage_create);
}
// TODO: Properly set up vertex input state
VkPipelineVertexInputStateCreateInfo vertex_input {};
vertex_input.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
vertex_input.vertexBindingDescriptionCount = 0;
vertex_input.vertexAttributeDescriptionCount = 0;
VkPipelineInputAssemblyStateCreateInfo input_assembly {};
input_assembly.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO;
input_assembly.topology = VK_PRIMITIVE_TOPOLOGY_MAP[static_cast<int>(p_params.topology)];
input_assembly.primitiveRestartEnable = VK_FALSE;
// TODO: Tessellation state
VkPipelineViewportStateCreateInfo viewport {};
viewport.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO;
viewport.viewportCount = 1; // TODO: Support VR
viewport.scissorCount = 1;
VkPipelineRasterizationStateCreateInfo rasterization {};
rasterization.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO;
rasterization.depthClampEnable = p_params.enable_depth_clamp;
rasterization.rasterizerDiscardEnable = p_params.discard_primitives;
rasterization.polygonMode = p_params.wireframe ? VK_POLYGON_MODE_LINE : VK_POLYGON_MODE_FILL;
rasterization.cullMode = VK_CULL_MODE_MAP[static_cast<int>(p_params.cull_mode)];
rasterization.frontFace = VK_FRONT_FACE_MAP[static_cast<int>(p_params.front_face)];
rasterization.depthBiasEnable = p_params.enable_depth_bias;
rasterization.depthBiasConstantFactor = p_params.depth_bias_constant;
rasterization.depthBiasClamp = p_params.depth_bias_clamp;
rasterization.depthBiasSlopeFactor = p_params.depth_bias_slope;
rasterization.lineWidth = p_params.line_width;
VkPipelineMultisampleStateCreateInfo multisample {};
multisample.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisample.sampleShadingEnable = VK_FALSE; // TODO: Support MSAA
multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT; // TODO: Support MSAA
// TODO: Depth stencil state
// TODO: Properly set up color blend state
std::vector<VkPipelineColorBlendAttachmentState> attachments;
VkPipelineColorBlendStateCreateInfo color_blend {};
color_blend.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO;
color_blend.logicOpEnable = VK_FALSE;
color_blend.logicOp = VK_LOGIC_OP_COPY;
color_blend.attachmentCount = static_cast<u32>(attachments.size());
color_blend.pAttachments = attachments.data();
color_blend.blendConstants[0] = 0.0f;
color_blend.blendConstants[1] = 0.0f;
color_blend.blendConstants[2] = 0.0f;
color_blend.blendConstants[3] = 0.0f;
std::vector<VkDynamicState> dynamic_states;
dynamic_states.push_back(VK_DYNAMIC_STATE_VIEWPORT);
dynamic_states.push_back(VK_DYNAMIC_STATE_SCISSOR);
// TODO: Add more dynamic states
VkPipelineDynamicStateCreateInfo dynamic_state {};
dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO;
dynamic_state.dynamicStateCount = static_cast<u32>(dynamic_states.size());
dynamic_state.pDynamicStates = dynamic_states.data();
Pipeline* pipeline = new Pipeline();
// TODO: Move this to the shader
VkPipelineLayoutCreateInfo layout_create {};
layout_create.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
layout_create.setLayoutCount = 0; // TODO: Add descriptor sets
layout_create.pushConstantRangeCount = 0; // TODO: Add push constants
if (vkCreatePipelineLayout(m_device, &layout_create, get_allocator(VK_OBJECT_TYPE_PIPELINE_LAYOUT), &pipeline->layout)
!= VK_SUCCESS) {
throw std::runtime_error("Failed to create pipeline layout");
}
VkGraphicsPipelineCreateInfo pipeline_create {};
pipeline_create.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO;
pipeline_create.stageCount = static_cast<u32>(shader_stages.size());
pipeline_create.pStages = shader_stages.data();
pipeline_create.pVertexInputState = &vertex_input;
pipeline_create.pInputAssemblyState = &input_assembly;
pipeline_create.pTessellationState = nullptr; // TODO: Add tessellation state
pipeline_create.pViewportState = &viewport;
pipeline_create.pRasterizationState = &rasterization;
pipeline_create.pMultisampleState = &multisample;
pipeline_create.pDepthStencilState = nullptr; // TODO: Add depth stencil state
pipeline_create.pColorBlendState = &color_blend;
pipeline_create.pDynamicState = &dynamic_state;
pipeline_create.layout = pipeline->layout;
pipeline_create.renderPass = p_params.render_pass->handle;
pipeline_create.subpass = p_params.subpass;
if (vkCreateGraphicsPipelines(
m_device,
VK_NULL_HANDLE,
1,
&pipeline_create,
get_allocator(VK_OBJECT_TYPE_PIPELINE),
&pipeline->handle
)
!= VK_SUCCESS) {
throw std::runtime_error("Failed to create graphics pipeline");
}
return pipeline;
}
PipelineID VulkanRenderDriver::create_pipeline(ComputePipelineParams& p_params) {
NOVA_AUTO_TRACE();
Pipeline* pipeline = new Pipeline();
(void)p_params;
VkComputePipelineCreateInfo create {};
create.sType = VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO;
if (vkCreateComputePipelines(m_device, VK_NULL_HANDLE, 1, &create, get_allocator(VK_OBJECT_TYPE_PIPELINE), &pipeline->handle)
!= VK_SUCCESS) {
throw std::runtime_error("Failed to create compute pipeline");
}
return pipeline;
}
void VulkanRenderDriver::destroy_pipeline(PipelineID p_pipeline) {
NOVA_AUTO_TRACE();
NOVA_ASSERT(p_pipeline);
if (p_pipeline->layout) {
vkDestroyPipelineLayout(m_device, p_pipeline->layout, get_allocator(VK_OBJECT_TYPE_PIPELINE_LAYOUT));
}
if (p_pipeline->handle) {
vkDestroyPipeline(m_device, p_pipeline->handle, get_allocator(VK_OBJECT_TYPE_PIPELINE));
}
delete p_pipeline;
}
VkInstance VulkanRenderDriver::get_instance() const { VkInstance VulkanRenderDriver::get_instance() const {
return m_instance; return m_instance;
} }

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@@ -14,6 +14,16 @@
#include <vector> #include <vector>
namespace Nova { namespace Nova {
struct Pipeline {
PipelineType type;
VkPipeline handle = VK_NULL_HANDLE;
VkPipelineLayout layout = VK_NULL_HANDLE;
};
struct RenderPass {
VkRenderPass handle = VK_NULL_HANDLE;
};
struct Shader { struct Shader {
VkShaderModule handle = VK_NULL_HANDLE; VkShaderModule handle = VK_NULL_HANDLE;
}; };
@@ -60,6 +70,10 @@ namespace Nova {
[[nodiscard]] ShaderID create_shader(const std::span<u8> bytes) override; [[nodiscard]] ShaderID create_shader(const std::span<u8> bytes) override;
void destroy_shader(ShaderID shader) override; void destroy_shader(ShaderID shader) override;
[[nodiscard]] PipelineID create_pipeline(GraphicsPipelineParams& params) override;
[[nodiscard]] PipelineID create_pipeline(ComputePipelineParams& params) override;
void destroy_pipeline(PipelineID pipeline) override;
[[nodiscard]] VkInstance get_instance() const; [[nodiscard]] VkInstance get_instance() const;
[[nodiscard]] VkAllocationCallbacks* get_allocator(VkObjectType type) const; [[nodiscard]] VkAllocationCallbacks* get_allocator(VkObjectType type) const;