Shader Modules | programmable pipeline stages
This commit is contained in:
@@ -15,6 +15,7 @@
|
||||
#include <cstring>
|
||||
#include <optional>
|
||||
#include <set>
|
||||
#include <fstream>
|
||||
|
||||
|
||||
const uint32_t WIDTH = 800;
|
||||
@@ -85,6 +86,7 @@ const std::vector<const char*> deviceExtensions = {
|
||||
createLogicalDevice();
|
||||
createSwapChain();
|
||||
createImageViews();
|
||||
createGraphicsPipeline();
|
||||
}
|
||||
|
||||
void createSurface() {
|
||||
@@ -231,6 +233,69 @@ const std::vector<const char*> deviceExtensions = {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void createGraphicsPipeline() {
|
||||
auto vertShaderCode = readFile("shaders/vert.spv");
|
||||
auto fragShaderCode = readFile("shaders/frag.spv");
|
||||
|
||||
VkShaderModule vertShaderModule = createShaderModule(vertShaderCode);
|
||||
VkShaderModule fragShaderModule = createShaderModule(fragShaderCode);
|
||||
|
||||
VkPipelineShaderStageCreateInfo vertShaderStageInfo{};
|
||||
vertShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
vertShaderStageInfo.stage = VK_SHADER_STAGE_VERTEX_BIT;
|
||||
vertShaderStageInfo.module = vertShaderModule;
|
||||
vertShaderStageInfo.pName = "main";
|
||||
|
||||
VkPipelineShaderStageCreateInfo fragShaderStageInfo{};
|
||||
fragShaderStageInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO;
|
||||
fragShaderStageInfo.stage = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
fragShaderStageInfo.module = fragShaderModule;
|
||||
fragShaderStageInfo.pName = "main";
|
||||
|
||||
|
||||
VkPipelineShaderStageCreateInfo shaderStages[] = { vertShaderStageInfo, fragShaderStageInfo };
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vkDestroyShaderModule(device, vertShaderModule, nullptr);
|
||||
vkDestroyShaderModule(device, fragShaderModule, nullptr);
|
||||
|
||||
}
|
||||
|
||||
|
||||
VkShaderModule createShaderModule(const std::vector<char>& code) {
|
||||
VkShaderModuleCreateInfo createInfo{};
|
||||
createInfo.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO;
|
||||
createInfo.codeSize = code.size();
|
||||
createInfo.pCode = reinterpret_cast<const uint32_t*>(code.data());
|
||||
VkShaderModule shaderModule;
|
||||
if (vkCreateShaderModule(device, &createInfo, nullptr, &shaderModule) != VK_SUCCESS) {
|
||||
throw std::runtime_error("Failed to create shader module!");
|
||||
}
|
||||
return shaderModule;
|
||||
}
|
||||
|
||||
static std::vector<char> readFile(const std::string& filename) {
|
||||
std::ifstream file(filename, std::ios::ate | std::ios::binary);
|
||||
|
||||
if (!file.is_open()) {
|
||||
throw std::runtime_error("failed to open file!");
|
||||
}
|
||||
|
||||
size_t fileSize = (size_t)file.tellg();
|
||||
std::vector<char> buffer(fileSize);
|
||||
|
||||
file.seekg(0);
|
||||
file.read(buffer.data(), fileSize);
|
||||
|
||||
file.close();
|
||||
return buffer;
|
||||
}
|
||||
|
||||
|
||||
void pickPhysicalDevice() {
|
||||
uint32_t deviceCount = 0;
|
||||
vkEnumeratePhysicalDevices(instance, &deviceCount, nullptr);
|
||||
|
||||
3
Hello_triangle/shaders/compile.bat
Normal file
3
Hello_triangle/shaders/compile.bat
Normal file
@@ -0,0 +1,3 @@
|
||||
glslc.exe shader.vert -o vert.spv
|
||||
glslc.exe shader.frag -o frag.spv
|
||||
pause
|
||||
3
Hello_triangle/shaders/compile.sh
Normal file
3
Hello_triangle/shaders/compile.sh
Normal file
@@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
glslc shader.vert -o vert.spv
|
||||
glslc shader.frag -o frag.spv
|
||||
9
Hello_triangle/shaders/shader.frag
Normal file
9
Hello_triangle/shaders/shader.frag
Normal file
@@ -0,0 +1,9 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 fragColor;
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main(){
|
||||
outColor = vec4(fragColor, 1.0);
|
||||
}
|
||||
22
Hello_triangle/shaders/shader.vert
Normal file
22
Hello_triangle/shaders/shader.vert
Normal file
@@ -0,0 +1,22 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) out vec3 fragColor;
|
||||
|
||||
vec2 positions[3] = vec2[](
|
||||
vec2(0.0,-0.5),
|
||||
vec2(0.5, 0.5),
|
||||
vec2(-0.5,0.5)
|
||||
|
||||
);
|
||||
|
||||
vec3 colors[3] = vec3[](
|
||||
vec3(1.0,0.0,0.0),
|
||||
vec3(0.0,1.0,0.0),
|
||||
vec3(0.0,0.0,1.0)
|
||||
);
|
||||
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
||||
fragColor = colors[gl_VertexIndex];
|
||||
}
|
||||
Reference in New Issue
Block a user