Rework shadermodule typing
This commit is contained in:
parent
23d0adbc03
commit
4d476c4263
6 changed files with 116 additions and 81 deletions
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@ -24,6 +24,31 @@ macro_rules! impl_vk_handle {
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}
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}
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};
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($struct_name:ident $(<$( $name:ident: $type:ident, )*>)?, $target_name:ident, $value:ident) => {
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impl$(<$( $name: $type, )*>)? VkHandle<$target_name> for $struct_name$(<$($name,)?>)? {
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fn vk_handle(&self) -> $target_name {
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self.$value
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}
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}
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impl<'a $($(, $name: $type)*)?> VkHandle<$target_name> for &'a $struct_name$(<$($name,)?>)? {
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fn vk_handle(&self) -> $target_name {
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self.$value
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}
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}
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impl$(<$( $name: $type, )*>)? VkHandle<$target_name> for Arc<$struct_name$(<$($name,)?>)?> {
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fn vk_handle(&self) -> $target_name {
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self.$value
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}
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}
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impl<'a $($(, $name: $type)*)?> VkHandle<$target_name> for &'a Arc<$struct_name$(<$($name,)?>)?> {
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fn vk_handle(&self) -> $target_name {
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self.$value
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}
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}
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};
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}
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macro_rules! impl_vk_handle_t {
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@ -6,7 +6,7 @@ use crate::prelude::*;
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use std::sync::Arc;
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pub struct ComputePipelineBuilder<'a> {
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shader_module: Option<&'a Arc<ShaderModule<{ ShaderType::Compute as u8 }>>>,
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shader_module: Option<&'a Arc<ShaderModule<shader_type::Compute>>>,
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pipeline_cache: Option<&'a Arc<PipelineCache>>,
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flags: VkPipelineCreateFlagBits,
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}
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@ -15,7 +15,7 @@ impl<'a> ComputePipelineBuilder<'a> {
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// TODO: add support for specialization constants
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pub fn set_shader_module(
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mut self,
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shader_module: &'a Arc<ShaderModule<{ ShaderType::Compute as u8 }>>,
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shader_module: &'a Arc<ShaderModule<shader_type::Compute>>,
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) -> Self {
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if cfg!(debug_assertions) {
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if self.shader_module.is_some() {
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@ -12,21 +12,21 @@ pub struct GraphicsPipelineBuilder {
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amd_rasterization_order: Option<VkPipelineRasterizationStateRasterizationOrderAMD>,
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vertex_shader: Option<Arc<ShaderModule<{ ShaderType::Vertex as u8 }>>>,
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vertex_shader: Option<Arc<ShaderModule<shader_type::Vertex>>>,
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vertex_binding_description: Vec<VkVertexInputBindingDescription>,
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vertex_attribute_description: Vec<VkVertexInputAttributeDescription>,
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input_assembly: Option<VkPipelineInputAssemblyStateCreateInfo>,
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tesselation_shader: Option<(
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Arc<ShaderModule<{ ShaderType::TesselationControl as u8 }>>,
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Arc<ShaderModule<{ ShaderType::TesselationEvaluation as u8 }>>,
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Arc<ShaderModule<shader_type::TesselationControl>>,
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Arc<ShaderModule<shader_type::TesselationEvaluation>>,
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)>,
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patch_control_points: u32,
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geometry_shader: Option<Arc<ShaderModule<{ ShaderType::Geometry as u8 }>>>,
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geometry_shader: Option<Arc<ShaderModule<shader_type::Geometry>>>,
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fragment_shader: Option<Arc<ShaderModule<{ ShaderType::Fragment as u8 }>>>,
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fragment_shader: Option<Arc<ShaderModule<shader_type::Fragment>>>,
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viewports: Vec<VkViewport>,
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scissors: Vec<VkRect2D>,
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@ -45,7 +45,7 @@ impl GraphicsPipelineBuilder {
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// TODO: add support for specialization constants
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pub fn set_vertex_shader<T: VertexInputDescription>(
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mut self,
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shader: Arc<ShaderModule<{ ShaderType::Vertex as u8 }>>,
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shader: Arc<ShaderModule<shader_type::Vertex>>,
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) -> Self {
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self.vertex_shader = Some(shader);
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self.vertex_binding_description = T::bindings();
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@ -57,8 +57,8 @@ impl GraphicsPipelineBuilder {
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// TODO: add support for specialization constants
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pub fn set_tesselation_shader(
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mut self,
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tesselation_control: Arc<ShaderModule<{ ShaderType::TesselationControl as u8 }>>,
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tesselation_evaluation: Arc<ShaderModule<{ ShaderType::TesselationEvaluation as u8 }>>,
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tesselation_control: Arc<ShaderModule<shader_type::TesselationControl>>,
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tesselation_evaluation: Arc<ShaderModule<shader_type::TesselationEvaluation>>,
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patch_control_points: u32,
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) -> Self {
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self.tesselation_shader = Some((tesselation_control, tesselation_evaluation));
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@ -68,20 +68,14 @@ impl GraphicsPipelineBuilder {
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}
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// TODO: add support for specialization constants
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pub fn set_geometry_shader(
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mut self,
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shader: Arc<ShaderModule<{ ShaderType::Geometry as u8 }>>,
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) -> Self {
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pub fn set_geometry_shader(mut self, shader: Arc<ShaderModule<shader_type::Geometry>>) -> Self {
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self.geometry_shader = Some(shader);
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self
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}
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// TODO: add support for specialization constants
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pub fn set_fragment_shader(
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mut self,
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shader: Arc<ShaderModule<{ ShaderType::Fragment as u8 }>>,
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) -> Self {
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pub fn set_fragment_shader(mut self, shader: Arc<ShaderModule<shader_type::Fragment>>) -> Self {
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self.fragment_shader = Some(shader);
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self
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@ -31,8 +31,8 @@ impl<'a> Library<'a> {
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macro_rules! impl_from_shader_type {
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($struct: ident, $shader_type: ident) => {
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impl From<Arc<ShaderModule<{ ShaderType::$shader_type as u8 }>>> for $struct {
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fn from(value: Arc<ShaderModule<{ ShaderType::$shader_type as u8 }>>) -> Self {
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impl From<Arc<ShaderModule<shader_type::$shader_type>>> for $struct {
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fn from(value: Arc<ShaderModule<shader_type::$shader_type>>) -> Self {
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Self::$shader_type(value)
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}
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}
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@ -41,11 +41,11 @@ macro_rules! impl_from_shader_type {
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#[derive(Clone)]
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enum RaytracingShader {
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RayGeneration(Arc<ShaderModule<{ ShaderType::RayGeneration as u8 }>>),
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ClosestHit(Arc<ShaderModule<{ ShaderType::ClosestHit as u8 }>>),
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Miss(Arc<ShaderModule<{ ShaderType::Miss as u8 }>>),
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AnyHit(Arc<ShaderModule<{ ShaderType::AnyHit as u8 }>>),
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Intersection(Arc<ShaderModule<{ ShaderType::Intersection as u8 }>>),
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RayGeneration(Arc<ShaderModule<shader_type::RayGeneration>>),
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ClosestHit(Arc<ShaderModule<shader_type::ClosestHit>>),
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Miss(Arc<ShaderModule<shader_type::Miss>>),
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AnyHit(Arc<ShaderModule<shader_type::AnyHit>>),
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Intersection(Arc<ShaderModule<shader_type::Intersection>>),
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}
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impl_from_shader_type!(RaytracingShader, RayGeneration);
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@ -75,9 +75,9 @@ impl From<OtherShader> for RaytracingShader {
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#[derive(Clone)]
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pub enum HitShader {
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ClosestHit(Arc<ShaderModule<{ ShaderType::ClosestHit as u8 }>>),
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AnyHit(Arc<ShaderModule<{ ShaderType::AnyHit as u8 }>>),
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Intersection(Arc<ShaderModule<{ ShaderType::Intersection as u8 }>>),
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ClosestHit(Arc<ShaderModule<shader_type::ClosestHit>>),
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AnyHit(Arc<ShaderModule<shader_type::AnyHit>>),
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Intersection(Arc<ShaderModule<shader_type::Intersection>>),
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}
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impl_from_shader_type!(HitShader, ClosestHit);
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@ -86,8 +86,8 @@ impl_from_shader_type!(HitShader, Intersection);
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#[derive(Clone)]
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pub enum OtherShader {
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RayGeneration(Arc<ShaderModule<{ ShaderType::RayGeneration as u8 }>>),
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Miss(Arc<ShaderModule<{ ShaderType::Miss as u8 }>>),
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RayGeneration(Arc<ShaderModule<shader_type::RayGeneration>>),
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Miss(Arc<ShaderModule<shader_type::Miss>>),
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}
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impl_from_shader_type!(OtherShader, RayGeneration);
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@ -24,8 +24,9 @@ pub use super::renderpass::RenderPass;
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pub use super::sampler_manager::{Sampler, SamplerBuilder};
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pub use super::semaphore::Semaphore;
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pub use super::shadermodule::{
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AddSpecializationConstant, PipelineStageInfo, ShaderModule, ShaderType,
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SpecializationConstants, VertexInputDescription,
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shader_type::{self, ShaderType},
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AddSpecializationConstant, PipelineStageInfo, ShaderModule, SpecializationConstants,
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VertexInputDescription,
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};
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pub use super::surface::Surface;
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pub use super::swapchain::Swapchain;
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@ -4,51 +4,59 @@ use anyhow::{Context, Result};
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use std::fs::File;
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use std::io::Read;
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use std::marker::PhantomData;
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use std::sync::Arc;
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#[allow(clippy::cast_ptr_alignment)]
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#[repr(u8)]
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#[derive(Debug, Clone, Copy, PartialEq)]
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pub enum ShaderType {
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None,
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Vertex,
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Fragment,
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Geometry,
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TesselationControl,
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TesselationEvaluation,
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Compute,
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RayGeneration,
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ClosestHit,
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Miss,
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AnyHit,
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Intersection,
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}
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impl From<u8> for ShaderType {
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fn from(value: u8) -> Self {
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match value {
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0 => Self::None,
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1 => Self::Vertex,
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2 => Self::Fragment,
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3 => Self::Geometry,
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4 => Self::TesselationControl,
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5 => Self::TesselationEvaluation,
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6 => Self::Compute,
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7 => Self::RayGeneration,
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8 => Self::ClosestHit,
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9 => Self::Miss,
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10 => Self::AnyHit,
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11 => Self::Intersection,
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_ => panic!("can't convert ShaderType from {}", value),
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}
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pub mod shader_type {
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mod sealed {
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pub trait Sealed {}
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impl Sealed for super::Vertex {}
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impl Sealed for super::Fragment {}
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impl Sealed for super::Geometry {}
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impl Sealed for super::TesselationControl {}
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impl Sealed for super::TesselationEvaluation {}
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impl Sealed for super::Compute {}
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impl Sealed for super::RayGeneration {}
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impl Sealed for super::ClosestHit {}
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impl Sealed for super::Miss {}
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impl Sealed for super::AnyHit {}
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impl Sealed for super::Intersection {}
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}
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}
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impl Default for ShaderType {
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fn default() -> Self {
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ShaderType::None
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}
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pub trait ShaderType: sealed::Sealed {}
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pub struct Vertex;
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impl ShaderType for Vertex {}
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pub struct Fragment;
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impl ShaderType for Fragment {}
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pub struct Geometry;
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impl ShaderType for Geometry {}
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pub struct TesselationControl;
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impl ShaderType for TesselationControl {}
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pub struct TesselationEvaluation;
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impl ShaderType for TesselationEvaluation {}
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pub struct Compute;
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impl ShaderType for Compute {}
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pub struct RayGeneration;
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impl ShaderType for RayGeneration {}
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pub struct ClosestHit;
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impl ShaderType for ClosestHit {}
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pub struct Miss;
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impl ShaderType for Miss {}
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pub struct AnyHit;
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impl ShaderType for AnyHit {}
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pub struct Intersection;
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impl ShaderType for Intersection {}
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}
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pub trait VertexInputDescription: ReprC + Sized {
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@ -69,7 +77,7 @@ pub trait PipelineStageInfo {
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macro_rules! impl_pipeline_stage_info {
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($func:ident, $type:ident) => {
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impl PipelineStageInfo for ShaderModule<{ ShaderType::$type as u8 }> {
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impl PipelineStageInfo for ShaderModule<$type> {
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fn pipeline_stage_info(&self) -> VkPipelineShaderStageCreateInfo {
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VkPipelineShaderStageCreateInfo::$func(self.shader_module)
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}
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@ -78,25 +86,30 @@ macro_rules! impl_pipeline_stage_info {
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}
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#[derive(Debug)]
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pub struct ShaderModule<const TYPE: u8> {
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pub struct ShaderModule<ShaderModuleType: ShaderType> {
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t: PhantomData<ShaderModuleType>,
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device: Arc<Device>,
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shader_module: VkShaderModule,
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}
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impl<const TYPE: u8> ShaderModule<TYPE> {
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pub fn new(device: Arc<Device>, path: &str) -> Result<Arc<ShaderModule<TYPE>>> {
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impl<ShaderModuleType: ShaderType> ShaderModule<ShaderModuleType> {
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pub fn new(device: Arc<Device>, path: &str) -> Result<Arc<ShaderModule<ShaderModuleType>>> {
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let code = Self::shader_code(path)?;
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Self::from_slice(device, code.as_slice())
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}
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pub fn from_slice(device: Arc<Device>, code: &[u8]) -> Result<Arc<ShaderModule<TYPE>>> {
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pub fn from_slice(
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device: Arc<Device>,
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code: &[u8],
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) -> Result<Arc<ShaderModule<ShaderModuleType>>> {
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let shader_module_ci =
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VkShaderModuleCreateInfo::new(VK_SHADER_MODULE_CREATE_NULL_BIT, code);
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let shader_module = device.create_shader_module(&shader_module_ci)?;
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Ok(Arc::new(ShaderModule {
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t: PhantomData,
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device,
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shader_module,
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}))
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@ -116,6 +129,8 @@ impl<const TYPE: u8> ShaderModule<TYPE> {
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}
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}
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use shader_type::*;
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impl_pipeline_stage_info!(vertex, Vertex);
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impl_pipeline_stage_info!(geometry, Geometry);
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impl_pipeline_stage_info!(tesselation_control, TesselationControl);
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@ -128,15 +143,15 @@ impl_pipeline_stage_info!(closest_hit, ClosestHit);
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impl_pipeline_stage_info!(ray_generation, RayGeneration);
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impl_pipeline_stage_info!(miss, Miss);
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impl<const TYPE: u8> VulkanDevice for ShaderModule<TYPE> {
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impl<ShaderModuleType: ShaderType> VulkanDevice for ShaderModule<ShaderModuleType> {
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fn device(&self) -> &Arc<Device> {
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&self.device
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}
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}
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impl_vk_handle!(ShaderModule<const TYPE: u8,>, VkShaderModule, shader_module);
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impl_vk_handle!(ShaderModule<ShaderModuleType: ShaderType,>, VkShaderModule, shader_module);
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impl<const TYPE: u8> Drop for ShaderModule<TYPE> {
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impl<ShaderModuleType: ShaderType> Drop for ShaderModule<ShaderModuleType> {
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fn drop(&mut self) {
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self.device.destroy_shader_module(self.shader_module);
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}
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