module Render.Debug.Pipeline
( Config
, config
, Pipeline
, allocate
, Mode(..)
, stageCode
, stageSpirv
) where
import RIO
import Control.Monad.Trans.Resource (ResourceT)
import Data.Tagged (Tagged(..))
import Vulkan.Core10 qualified as Vk
import Engine.Vulkan.Pipeline.Graphics qualified as Graphics
import Engine.Vulkan.Shader qualified as Shader
import Engine.Vulkan.Types (HasVulkan, HasRenderPass(..), DsBindings)
import Render.Code (compileVert, compileFrag)
import Render.Debug.Code qualified as Code
import Render.Debug.Model qualified as Model
import Render.DescSets.Set0 (Scene, vertexPos, instanceTransform)
type Pipeline = Graphics.Pipeline '[Scene] Model.VertexAttrs Model.InstanceAttrs
type Config = Graphics.Configure Pipeline
type instance Graphics.Specialization Pipeline = Mode
data Mode
= UV
| Texture
| Shadow Word32
deriving (Mode -> Mode -> Bool
(Mode -> Mode -> Bool) -> (Mode -> Mode -> Bool) -> Eq Mode
forall a. (a -> a -> Bool) -> (a -> a -> Bool) -> Eq a
/= :: Mode -> Mode -> Bool
$c/= :: Mode -> Mode -> Bool
== :: Mode -> Mode -> Bool
$c== :: Mode -> Mode -> Bool
Eq, Eq Mode
Eq Mode
-> (Mode -> Mode -> Ordering)
-> (Mode -> Mode -> Bool)
-> (Mode -> Mode -> Bool)
-> (Mode -> Mode -> Bool)
-> (Mode -> Mode -> Bool)
-> (Mode -> Mode -> Mode)
-> (Mode -> Mode -> Mode)
-> Ord Mode
Mode -> Mode -> Bool
Mode -> Mode -> Ordering
Mode -> Mode -> Mode
forall a.
Eq a
-> (a -> a -> Ordering)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> Bool)
-> (a -> a -> a)
-> (a -> a -> a)
-> Ord a
min :: Mode -> Mode -> Mode
$cmin :: Mode -> Mode -> Mode
max :: Mode -> Mode -> Mode
$cmax :: Mode -> Mode -> Mode
>= :: Mode -> Mode -> Bool
$c>= :: Mode -> Mode -> Bool
> :: Mode -> Mode -> Bool
$c> :: Mode -> Mode -> Bool
<= :: Mode -> Mode -> Bool
$c<= :: Mode -> Mode -> Bool
< :: Mode -> Mode -> Bool
$c< :: Mode -> Mode -> Bool
compare :: Mode -> Mode -> Ordering
$ccompare :: Mode -> Mode -> Ordering
Ord, Int -> Mode -> ShowS
[Mode] -> ShowS
Mode -> String
(Int -> Mode -> ShowS)
-> (Mode -> String) -> ([Mode] -> ShowS) -> Show Mode
forall a.
(Int -> a -> ShowS) -> (a -> String) -> ([a] -> ShowS) -> Show a
showList :: [Mode] -> ShowS
$cshowList :: [Mode] -> ShowS
show :: Mode -> String
$cshow :: Mode -> String
showsPrec :: Int -> Mode -> ShowS
$cshowsPrec :: Int -> Mode -> ShowS
Show)
instance Shader.Specialization Mode where
specializationData :: Mode -> [Word32]
specializationData = \case
Mode
UV ->
[Word32
0]
Mode
Texture ->
[Word32
1]
Shadow Word32
bits ->
[Word32
2, Word32
bits]
allocate
:: ( HasVulkan env
, HasRenderPass renderpass
)
=> Mode
-> Vk.SampleCountFlagBits
-> Tagged Scene DsBindings
-> renderpass
-> ResourceT (RIO env) Pipeline
allocate :: forall env renderpass.
(HasVulkan env, HasRenderPass renderpass) =>
Mode
-> SampleCountFlagBits
-> Tagged Scene DsBindings
-> renderpass
-> ResourceT (RIO env) Pipeline
allocate Mode
mode SampleCountFlagBits
multisample Tagged Scene DsBindings
tset0 = do
((ReleaseKey, Pipeline) -> Pipeline)
-> ResourceT (RIO env) (ReleaseKey, Pipeline)
-> ResourceT (RIO env) Pipeline
forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b
fmap (ReleaseKey, Pipeline) -> Pipeline
forall a b. (a, b) -> b
snd (ResourceT (RIO env) (ReleaseKey, Pipeline)
-> ResourceT (RIO env) Pipeline)
-> (renderpass -> ResourceT (RIO env) (ReleaseKey, Pipeline))
-> renderpass
-> ResourceT (RIO env) Pipeline
forall b c a. (b -> c) -> (a -> b) -> a -> c
. Maybe Extent2D
-> SampleCountFlagBits
-> Config '[Scene] Vec2 InstanceAttrs Mode
-> renderpass
-> ResourceT (RIO env) (ReleaseKey, Pipeline)
forall config pipeline (dsl :: [*]) vertices instances spec env
(m :: * -> *) renderpass.
(config ~ Configure pipeline,
pipeline ~ Pipeline dsl vertices instances,
spec ~ Specialization pipeline, Specialization spec, HasCallStack,
MonadVulkan env m, MonadResource m, HasRenderPass renderpass) =>
Maybe Extent2D
-> SampleCountFlagBits
-> Config dsl vertices instances spec
-> renderpass
-> m (ReleaseKey, pipeline)
Graphics.allocate Maybe Extent2D
forall a. Maybe a
Nothing SampleCountFlagBits
multisample (Mode -> Tagged Scene DsBindings -> Configure Pipeline
config Mode
mode Tagged Scene DsBindings
tset0)
config :: Mode -> Tagged Scene DsBindings -> Config
config :: Mode -> Tagged Scene DsBindings -> Configure Pipeline
config Mode
mode (Tagged DsBindings
set0) = Config '[] Any Any ()
forall vertices instances. Config '[] vertices instances ()
Graphics.baseConfig
{ $sel:cDescLayouts:Config :: Tagged '[Scene] [DsBindings]
Graphics.cDescLayouts = forall {s :: [*]} {b}. b -> Tagged s b
forall {k} (s :: k) b. b -> Tagged s b
Tagged @'[Scene] [DsBindings
set0]
, $sel:cStages:Config :: StageSpirv
Graphics.cStages = StageSpirv
stageSpirv
, $sel:cVertexInput:Config :: SomeStruct PipelineVertexInputStateCreateInfo
Graphics.cVertexInput = SomeStruct PipelineVertexInputStateCreateInfo
vertexInput
, $sel:cSpecialization:Config :: Mode
Graphics.cSpecialization = Mode
mode
}
where
vertexInput :: SomeStruct PipelineVertexInputStateCreateInfo
vertexInput = [(VertexInputRate, [Format])]
-> SomeStruct PipelineVertexInputStateCreateInfo
Graphics.vertexInput
[ (VertexInputRate, [Format])
vertexPos
, (VertexInputRate
Vk.VERTEX_INPUT_RATE_VERTEX, [Format]
Model.vkVertexAttrs)
, (VertexInputRate
Vk.VERTEX_INPUT_RATE_INSTANCE, [Format]
Model.vkInstanceTexture)
, (VertexInputRate, [Format])
instanceTransform
]
stageCode :: Graphics.StageCode
stageCode :: StageCode
stageCode = ("vert" ::: Code) -> ("vert" ::: Code) -> StageCode
forall a.
("vert" ::: a) -> ("vert" ::: a) -> Stages (Maybe ("vert" ::: a))
Graphics.basicStages "vert" ::: Code
Code.vert "vert" ::: Code
Code.frag
stageSpirv :: Graphics.StageSpirv
stageSpirv :: StageSpirv
stageSpirv = ("vert" ::: ByteString) -> ("vert" ::: ByteString) -> StageSpirv
forall a.
("vert" ::: a) -> ("vert" ::: a) -> Stages (Maybe ("vert" ::: a))
Graphics.basicStages "vert" ::: ByteString
vertSpirv "vert" ::: ByteString
fragSpirv
vertSpirv :: ByteString
vertSpirv :: "vert" ::: ByteString
vertSpirv = $(compileVert Code.vert)
fragSpirv :: ByteString
fragSpirv :: "vert" ::: ByteString
fragSpirv = $(compileFrag Code.frag)