Kelsidavis-WoWee/include/rendering/vk_pipeline.hpp

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#pragma once
#include <vulkan/vulkan.h>
#include <vector>
#include <string>
namespace wowee {
namespace rendering {
// Builder pattern for VkGraphicsPipeline creation.
// Usage:
// auto pipeline = PipelineBuilder()
// .setShaders(vertStage, fragStage)
// .setVertexInput(bindings, attributes)
// .setTopology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
// .setRasterization(VK_POLYGON_MODE_FILL, VK_CULL_MODE_BACK_BIT)
// .setDepthTest(true, true, VK_COMPARE_OP_LESS)
// .setColorBlendAttachment(PipelineBuilder::blendAlpha())
// .setLayout(pipelineLayout)
// .setRenderPass(renderPass)
// .build(device);
class PipelineBuilder {
public:
PipelineBuilder();
// Shader stages
PipelineBuilder& setShaders(VkPipelineShaderStageCreateInfo vert,
VkPipelineShaderStageCreateInfo frag);
// Vertex input
PipelineBuilder& setVertexInput(
const std::vector<VkVertexInputBindingDescription>& bindings,
const std::vector<VkVertexInputAttributeDescription>& attributes);
// No vertex input (fullscreen quad generated in vertex shader)
PipelineBuilder& setNoVertexInput();
// Input assembly
PipelineBuilder& setTopology(VkPrimitiveTopology topology,
VkBool32 primitiveRestart = VK_FALSE);
// Rasterization
PipelineBuilder& setRasterization(VkPolygonMode polygonMode,
VkCullModeFlags cullMode,
VkFrontFace frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE);
// Depth test/write
PipelineBuilder& setDepthTest(bool enable, bool writeEnable,
VkCompareOp compareOp = VK_COMPARE_OP_LESS);
// No depth test (default)
PipelineBuilder& setNoDepthTest();
// Depth bias (for shadow maps)
PipelineBuilder& setDepthBias(float constantFactor, float slopeFactor);
// Color blend attachment
PipelineBuilder& setColorBlendAttachment(
VkPipelineColorBlendAttachmentState blendState);
// No color attachment (depth-only pass)
PipelineBuilder& setNoColorAttachment();
// Multisampling
PipelineBuilder& setMultisample(VkSampleCountFlagBits samples);
// Pipeline layout
PipelineBuilder& setLayout(VkPipelineLayout layout);
// Render pass
PipelineBuilder& setRenderPass(VkRenderPass renderPass, uint32_t subpass = 0);
// Dynamic state
PipelineBuilder& setDynamicStates(const std::vector<VkDynamicState>& states);
// Build the pipeline
VkPipeline build(VkDevice device) const;
// Common blend states
static VkPipelineColorBlendAttachmentState blendDisabled();
static VkPipelineColorBlendAttachmentState blendAlpha();
static VkPipelineColorBlendAttachmentState blendAdditive();
private:
std::vector<VkPipelineShaderStageCreateInfo> shaderStages_;
std::vector<VkVertexInputBindingDescription> vertexBindings_;
std::vector<VkVertexInputAttributeDescription> vertexAttributes_;
VkPrimitiveTopology topology_ = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
VkBool32 primitiveRestart_ = VK_FALSE;
VkPolygonMode polygonMode_ = VK_POLYGON_MODE_FILL;
VkCullModeFlags cullMode_ = VK_CULL_MODE_NONE;
VkFrontFace frontFace_ = VK_FRONT_FACE_COUNTER_CLOCKWISE;
bool depthTestEnable_ = false;
bool depthWriteEnable_ = false;
VkCompareOp depthCompareOp_ = VK_COMPARE_OP_LESS;
bool depthBiasEnable_ = false;
float depthBiasConstant_ = 0.0f;
float depthBiasSlope_ = 0.0f;
VkSampleCountFlagBits msaaSamples_ = VK_SAMPLE_COUNT_1_BIT;
std::vector<VkPipelineColorBlendAttachmentState> colorBlendAttachments_;
VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
VkRenderPass renderPass_ = VK_NULL_HANDLE;
uint32_t subpass_ = 0;
std::vector<VkDynamicState> dynamicStates_;
};
// Helper to create a pipeline layout from descriptor set layouts and push constant ranges
VkPipelineLayout createPipelineLayout(VkDevice device,
const std::vector<VkDescriptorSetLayout>& setLayouts,
const std::vector<VkPushConstantRange>& pushConstants = {});
// Helper to create a descriptor set layout from bindings
VkDescriptorSetLayout createDescriptorSetLayout(VkDevice device,
const std::vector<VkDescriptorSetLayoutBinding>& bindings);
} // namespace rendering
} // namespace wowee