1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
use super::*;
use std::ffi::CString;

impl VkContext {
    pub fn new_program(
        &mut self,
        shaders: &ShaderSet,
        uniforms: &[ShaderUniform],
        ext: Option<NewProgramExt>,
    ) -> GResult<ProgramId> {
        let shaders = shaders
            .0
            .iter()
            .map(|(ty, src)| VkShader::new(&self.core.dev, &self.drop_queue, ty, src))
            .collect::<GResult<Vec<_>>>()?;

        let descriptors = VkDescriptors::new(self, uniforms)?;

        let program = VkProgram {
            layout: new_pipeline_layout(&self.core.dev, &descriptors.descriptor_set_layouts)?,
            shaders,
            descriptors,
            ext: ext.unwrap_or_default(),
            drop_queue: Arc::clone(&self.drop_queue),
        };
        self.programs.push(program);

        Ok(ProgramId::from_id(self.programs.len() - 1))
    }
}

pub fn new_pipeline_layout(
    dev: &Device,
    descriptor_set_layouts: &[vk::DescriptorSetLayout],
) -> GResult<vk::PipelineLayout> {
    let pipeline_layout_create = vk::PipelineLayoutCreateInfo::builder()
        .set_layouts(descriptor_set_layouts)
        .build();
    unsafe { dev.create_pipeline_layout(&pipeline_layout_create, None) }
        .map_err(|e| gpu_api_err!("vulkan pipeline layout {}", e))
}

pub struct VkProgram {
    pub descriptors: VkDescriptors,
    pub layout: vk::PipelineLayout,
    pub ext: NewProgramExt,
    shaders: Vec<VkShader>,

    drop_queue: VkDropQueueRef,
}

impl VkProgram {
    //  TODO OPT: Find seemless and safe way to generate pipelines in one go.
    pub fn new_graphics_pipeline(
        &self,
        dev: &Device,
        render_pass: vk::RenderPass,
        subpass: usize,
        sample_count: Option<vk::SampleCountFlags>,
        ext: &NewProgramExt,
    ) -> GResult<vk::Pipeline> {
        //  Vertex Input State Info
        let (attributes, bindings): (Vec<_>, Vec<_>) = self
            .shaders
            .iter()
            .filter_map(|shader| {
                if let ShaderType::Vertex(vertex_inputs) = &shader.shader_ty {
                    Some(VkShader::get_vertex_inputs(vertex_inputs))
                } else {
                    None
                }
            })
            .collect::<Vec<_>>()
            .into_iter()
            .unzip();
        let attributes = attributes.into_iter().flatten().collect::<Vec<_>>();
        let vertex_input_state_create = vk::PipelineVertexInputStateCreateInfo::builder()
            .vertex_binding_descriptions(&bindings)
            .vertex_attribute_descriptions(&attributes)
            .build();

        //  Input Assembly Info
        let input_assembly_create = vk::PipelineInputAssemblyStateCreateInfo::builder()
            .topology(match ext.primitive_topology.unwrap_or_default() {
                ShaderPrimitiveTopology::PointList => vk::PrimitiveTopology::POINT_LIST,
                ShaderPrimitiveTopology::LineList => vk::PrimitiveTopology::LINE_LIST,
                ShaderPrimitiveTopology::LineStrip => vk::PrimitiveTopology::LINE_STRIP,
                ShaderPrimitiveTopology::TriangleList => vk::PrimitiveTopology::TRIANGLE_LIST,
                ShaderPrimitiveTopology::TriangleStrip => vk::PrimitiveTopology::TRIANGLE_STRIP,
            })
            .primitive_restart_enable(false)
            .build();

        //  Rasterization Info
        let raster_create = vk::PipelineRasterizationStateCreateInfo::builder()
            .depth_bias_enable(false)
            .rasterizer_discard_enable(false)
            .polygon_mode(vk::PolygonMode::FILL)
            .line_width(1.0)
            .cull_mode(if ext.enable_culling.is_some() {
                match ext.cull_mode.unwrap_or_default() {
                    ShaderCullMode::Front => vk::CullModeFlags::FRONT,
                    ShaderCullMode::Back => vk::CullModeFlags::BACK,
                }
            } else {
                vk::CullModeFlags::NONE
            })
            .front_face(match ext.cull_front_face.unwrap_or_default() {
                ShaderCullFrontFace::Clockwise => vk::FrontFace::CLOCKWISE,
                ShaderCullFrontFace::CounterClockwise => vk::FrontFace::COUNTER_CLOCKWISE,
            })
            .depth_bias_enable(false)
            .depth_bias_constant_factor(0.0)
            .depth_bias_clamp(0.0)
            .depth_bias_slope_factor(0.0)
            .build();

        //  Multisample Info
        let multisample_create = vk::PipelineMultisampleStateCreateInfo::builder()
            .sample_shading_enable(false)
            .rasterization_samples(sample_count.unwrap_or(vk::SampleCountFlags::TYPE_1))
            .min_sample_shading(1.0)
            .sample_mask(&[])
            .alpha_to_coverage_enable(false)
            .alpha_to_one_enable(false)
            .build();

        //  Color Blend Info
        fn blend_factor_into_vk(factor: ShaderBlendFactor) -> vk::BlendFactor {
            match factor {
                ShaderBlendFactor::Zero => vk::BlendFactor::ZERO,
                ShaderBlendFactor::One => vk::BlendFactor::ONE,
                ShaderBlendFactor::SrcColor => vk::BlendFactor::SRC_COLOR,
                ShaderBlendFactor::OneMinusSrcColor => vk::BlendFactor::ONE_MINUS_SRC_COLOR,
                ShaderBlendFactor::SrcAlpha => vk::BlendFactor::SRC_ALPHA,
                ShaderBlendFactor::OneMinusSrcAlpha => vk::BlendFactor::ONE_MINUS_SRC_ALPHA,
                ShaderBlendFactor::DstColor => vk::BlendFactor::DST_COLOR,
                ShaderBlendFactor::OneMinusDstColor => vk::BlendFactor::ONE_MINUS_DST_COLOR,
                ShaderBlendFactor::DstAlpha => vk::BlendFactor::DST_ALPHA,
                ShaderBlendFactor::OneMinusDstAlpha => vk::BlendFactor::ONE_MINUS_DST_ALPHA,
                ShaderBlendFactor::SrcAlphaSaturated => vk::BlendFactor::SRC_ALPHA_SATURATE,
                ShaderBlendFactor::ConstantColor => vk::BlendFactor::CONSTANT_COLOR,
                ShaderBlendFactor::ConstantAlpha => vk::BlendFactor::CONSTANT_ALPHA,
                ShaderBlendFactor::OneMinusConstantColor => {
                    vk::BlendFactor::ONE_MINUS_CONSTANT_COLOR
                }
                ShaderBlendFactor::OneMinusConstantAlpha => {
                    vk::BlendFactor::ONE_MINUS_CONSTANT_ALPHA
                }
            }
        }
        fn blend_op_into_vk(op: ShaderBlendOperation) -> vk::BlendOp {
            match op {
                ShaderBlendOperation::Add => vk::BlendOp::ADD,
                ShaderBlendOperation::Subtract => vk::BlendOp::SUBTRACT,
                ShaderBlendOperation::ReverseSubtract => vk::BlendOp::REVERSE_SUBTRACT,
                ShaderBlendOperation::Min => vk::BlendOp::MIN,
                ShaderBlendOperation::Max => vk::BlendOp::MAX,
            }
        }
        let color_blend_state = vk::PipelineColorBlendAttachmentState::builder()
            .color_write_mask(vk::ColorComponentFlags::RGBA)
            .blend_enable(ext.enable_blend.is_some())
            .src_color_blend_factor(blend_factor_into_vk(
                ext.blend_color_src_factor.unwrap_or_default(),
            ))
            .dst_color_blend_factor(blend_factor_into_vk(
                ext.blend_color_dst_factor.unwrap_or_default(),
            ))
            .src_alpha_blend_factor(blend_factor_into_vk(
                ext.blend_alpha_src_factor.unwrap_or_default(),
            ))
            .dst_alpha_blend_factor(blend_factor_into_vk(
                ext.blend_alpha_dst_factor.unwrap_or_default(),
            ))
            .color_blend_op(blend_op_into_vk(
                ext.blend_color_operation.unwrap_or_default(),
            ))
            .alpha_blend_op(blend_op_into_vk(
                ext.blend_alpha_operation.unwrap_or_default(),
            ))
            .build();

        let color_blend_create = vk::PipelineColorBlendStateCreateInfo::builder()
            .logic_op_enable(false)
            .logic_op(vk::LogicOp::COPY)
            .attachments(&[color_blend_state])
            .build();

        //  Viewport State
        let viewport_state = vk::PipelineViewportStateCreateInfo::builder()
            .viewports(&[])
            .scissors(&[])
            .viewport_count(1)
            .scissor_count(1)
            .build();
        let dynamic_state = vk::PipelineDynamicStateCreateInfo::builder()
            .dynamic_states(&[vk::DynamicState::VIEWPORT, vk::DynamicState::SCISSOR])
            .build();

        //  Depth Stencil
        fn stencil_op_into_vk(op: ShaderStencilOp) -> vk::StencilOp {
            match op {
                ShaderStencilOp::Keep => vk::StencilOp::KEEP,
                ShaderStencilOp::Zero => vk::StencilOp::ZERO,
                ShaderStencilOp::Replace => vk::StencilOp::REPLACE,
                ShaderStencilOp::IncrementClamp => vk::StencilOp::INCREMENT_AND_CLAMP,
                ShaderStencilOp::DecrementClamp => vk::StencilOp::DECREMENT_AND_CLAMP,
                ShaderStencilOp::Invert => vk::StencilOp::INVERT,
                ShaderStencilOp::IncrementWrap => vk::StencilOp::INCREMENT_AND_WRAP,
                ShaderStencilOp::DecrementWrap => vk::StencilOp::DECREMENT_AND_WRAP,
            }
        }

        fn compare_op_into_vk(op: ShaderCompareOp) -> vk::CompareOp {
            match op {
                ShaderCompareOp::Never => vk::CompareOp::NEVER,
                ShaderCompareOp::Less => vk::CompareOp::LESS,
                ShaderCompareOp::Equal => vk::CompareOp::EQUAL,
                ShaderCompareOp::LessOrEqual => vk::CompareOp::LESS_OR_EQUAL,
                ShaderCompareOp::Greater => vk::CompareOp::GREATER,
                ShaderCompareOp::NotEqual => vk::CompareOp::NOT_EQUAL,
                ShaderCompareOp::GreaterOrEqual => vk::CompareOp::GREATER_OR_EQUAL,
                ShaderCompareOp::Always => vk::CompareOp::ALWAYS,
            }
        }

        let stencil_op_state = vk::StencilOpState::builder()
            .compare_op(compare_op_into_vk(
                ext.stencil_compare_op.unwrap_or_default(),
            ))
            .fail_op(stencil_op_into_vk(ext.stencil_fail.unwrap_or_default()))
            .pass_op(stencil_op_into_vk(ext.stencil_pass.unwrap_or_default()))
            .depth_fail_op(stencil_op_into_vk(
                ext.stencil_depth_fail.unwrap_or_default(),
            ))
            .reference(ext.stencil_reference.unwrap_or_default())
            .compare_mask(ext.stencil_compare_mask.unwrap_or_default())
            .write_mask(ext.stencil_write_mask.unwrap_or_default())
            .build();

        let depth_create = vk::PipelineDepthStencilStateCreateInfo::builder()
            .depth_test_enable(ext.enable_depth_test.is_some())
            .depth_write_enable(ext.enable_depth_test.is_some())
            .depth_compare_op(compare_op_into_vk(ext.depth_compare_op.unwrap_or_default()))
            .depth_bounds_test_enable(false)
            .stencil_test_enable(ext.enable_stencil_test.is_some())
            .front(stencil_op_state)
            .back(stencil_op_state)
            .min_depth_bounds(0.0)
            .max_depth_bounds(1.0)
            .build();

        //  Shader Stage Info
        let entry_point = CString::new("main").unwrap();

        let shader_stage_creates = self
            .shaders
            .iter()
            .map(|shader| {
                vk::PipelineShaderStageCreateInfo::builder()
                    .name(&entry_point)
                    .stage(match shader.shader_ty {
                        ShaderType::Vertex(_) => vk::ShaderStageFlags::VERTEX,
                        ShaderType::Fragment => vk::ShaderStageFlags::FRAGMENT,
                    })
                    .module(shader.module)
                    .build()
            })
            .collect::<Vec<_>>();

        //  Graphics Pipeline
        let graphics_pipeline_create = vk::GraphicsPipelineCreateInfo::builder()
            .stages(&shader_stage_creates)
            .vertex_input_state(&vertex_input_state_create)
            .input_assembly_state(&input_assembly_create)
            .viewport_state(&viewport_state)
            .dynamic_state(&dynamic_state)
            .rasterization_state(&raster_create)
            .multisample_state(&multisample_create)
            .color_blend_state(&color_blend_create)
            .layout(self.layout)
            .depth_stencil_state(&depth_create)
            .render_pass(render_pass)
            .subpass(subpass as u32)
            .build();

        unsafe {
            dev.create_graphics_pipelines(
                vk::PipelineCache::null(),
                &[graphics_pipeline_create],
                None,
            )
        }
        .map(|pipelines| pipelines.into_iter().next().unwrap())
        .map_err(|(_, e)| gpu_api_err!("vulkan graphics pipelines {}", e))
    }
}

impl Drop for VkProgram {
    fn drop(&mut self) {
        let pipeline_layout = self.layout;

        self.drop_queue
            .lock()
            .unwrap()
            .push(Box::new(move |dev, _| unsafe {
                dev.destroy_pipeline_layout(pipeline_layout, None);
            }))
    }
}