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use std::rc::Rc;
use lambda_platform::gfx::shader::{
ShaderModuleBuilder,
ShaderModuleType,
};
use super::{
buffer::Buffer,
internal::RenderBackend,
shader::Shader,
RenderContext,
};
#[derive(Debug)]
pub struct RenderPipeline {
pipeline: Rc<
lambda_platform::gfx::pipeline::RenderPipeline<
super::internal::RenderBackend,
>,
>,
buffers: Vec<Rc<Buffer>>,
}
impl RenderPipeline {
pub fn destroy(self, render_context: &RenderContext) {
Rc::try_unwrap(self.pipeline)
.expect("Failed to destroy render pipeline")
.destroy(render_context.internal_gpu());
for buffer in self.buffers {
Rc::try_unwrap(buffer)
.expect("Failed to get high level buffer.")
.destroy(render_context);
}
}
}
impl RenderPipeline {
pub(super) fn buffers(&self) -> &Vec<Rc<Buffer>> {
return &self.buffers;
}
pub(super) fn into_platform_render_pipeline(
&self,
) -> Rc<lambda_platform::gfx::pipeline::RenderPipeline<RenderBackend>> {
return self.pipeline.clone();
}
}
use lambda_platform::gfx::pipeline::PushConstantUpload;
pub use lambda_platform::gfx::{
assembler::VertexAttribute,
pipeline::PipelineStage,
};
pub struct RenderPipelineBuilder {
push_constants: Vec<PushConstantUpload>,
buffers: Vec<Rc<Buffer>>,
attributes: Vec<VertexAttribute>,
}
impl RenderPipelineBuilder {
pub fn new() -> Self {
return Self {
push_constants: Vec::new(),
buffers: Vec::new(),
attributes: Vec::new(),
};
}
pub fn with_buffer(
mut self,
buffer: Buffer,
attributes: Vec<VertexAttribute>,
) -> Self {
self.buffers.push(Rc::new(buffer));
self.attributes.extend(attributes);
return self;
}
pub fn with_push_constant(
mut self,
stage: PipelineStage,
bytes: u32,
) -> Self {
self.push_constants.push((stage, 0..bytes));
return self;
}
pub fn build(
self,
render_context: &mut RenderContext,
render_pass: &super::render_pass::RenderPass,
vertex_shader: &Shader,
fragment_shader: Option<&Shader>,
) -> RenderPipeline {
println!("[DEBUG] Building render pipeline...");
print!("[DEBUG] Building vertex shader... ");
let vertex_shader_module = ShaderModuleBuilder::new().build(
render_context.internal_mutable_gpu(),
&vertex_shader.as_binary(),
ShaderModuleType::Vertex,
);
println!(
" Done. (Vertex shader: {} bytes)",
vertex_shader.as_binary().len()
);
print!("[DEBUG] Building fragment shader... ");
let fragment_shader_module = match fragment_shader {
Some(shader) => Some(ShaderModuleBuilder::new().build(
render_context.internal_mutable_gpu(),
&shader.as_binary(),
ShaderModuleType::Fragment,
)),
None => None,
};
println!(
" Done. (Fragment shader: {} bytes)",
fragment_shader.map(|s| s.as_binary().len()).unwrap_or(0)
);
let builder = lambda_platform::gfx::pipeline::RenderPipelineBuilder::new();
let buffers = self.buffers;
let internal_buffers = buffers
.iter()
.map(|b| b.internal_buffer())
.collect::<Vec<_>>();
let render_pipeline = builder
.with_push_constants(self.push_constants.clone())
.build(
render_context.internal_gpu(),
render_pass.internal_render_pass(),
&vertex_shader_module,
fragment_shader_module.as_ref(),
&internal_buffers,
self.attributes.as_slice(),
);
vertex_shader_module.destroy(render_context.internal_mutable_gpu());
if let Some(fragment_shader_module) = fragment_shader_module {
fragment_shader_module.destroy(render_context.internal_mutable_gpu());
}
return RenderPipeline {
pipeline: Rc::new(render_pipeline),
buffers,
};
}
}