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 (DsLayoutBindings, HasVulkan, HasRenderPass(..)) import Render.Code (compileVert, compileFrag) import Render.Debug.Code qualified as Code import Render.Debug.Model qualified as Model import Render.DescSets.Set0 (Scene) type Pipeline = Graphics.Pipeline '[Scene] Model.Vertex Model.Attrs type Config = Graphics.Configure Pipeline type instance Graphics.Specialization Pipeline = Mode data Mode = UV | Texture | Shadow Word32 deriving (Mode -> Mode -> Bool 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 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 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 DsLayoutBindings -> renderpass -> ResourceT (RIO env) Pipeline allocate :: forall env renderpass. (HasVulkan env, HasRenderPass renderpass) => Mode -> SampleCountFlagBits -> Tagged Scene DsLayoutBindings -> renderpass -> ResourceT (RIO env) Pipeline allocate Mode mode SampleCountFlagBits multisample Tagged Scene DsLayoutBindings tset0 = do forall (f :: * -> *) a b. Functor f => (a -> b) -> f a -> f b fmap forall a b. (a, b) -> b snd forall b c a. (b -> c) -> (a -> b) -> a -> c . 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 forall a. Maybe a Nothing SampleCountFlagBits multisample (Mode -> Tagged Scene DsLayoutBindings -> Configure Pipeline config Mode mode Tagged Scene DsLayoutBindings tset0) config :: Mode -> Tagged Scene DsLayoutBindings -> Config config :: Mode -> Tagged Scene DsLayoutBindings -> Configure Pipeline config Mode mode (Tagged DsLayoutBindings set0) = forall vertices instances. Config '[] vertices instances () Graphics.baseConfig { $sel:cDescLayouts:Config :: Tagged '[Scene] [DsLayoutBindings] Graphics.cDescLayouts = forall {k} (s :: k) b. b -> Tagged s b Tagged @'[Scene] [DsLayoutBindings set0] , $sel:cStages:Config :: StageSpirv Graphics.cStages = StageSpirv stageSpirv , $sel:cVertexInput:Config :: SomeStruct PipelineVertexInputStateCreateInfo Graphics.cVertexInput = forall a (pipeLayout :: [*]) vertices instances. (a ~ Pipeline pipeLayout vertices instances, HasVertexInputBindings vertices, HasVertexInputBindings instances) => SomeStruct PipelineVertexInputStateCreateInfo Graphics.vertexInput @Pipeline , $sel:cSpecialization:Config :: Mode Graphics.cSpecialization = Mode mode } stageCode :: Graphics.StageCode stageCode :: StageCode stageCode = forall a. ("vert" ::: a) -> ("vert" ::: a) -> Stages (Maybe ("vert" ::: a)) Graphics.basicStages Code Code.vert Code Code.frag stageSpirv :: Graphics.StageSpirv stageSpirv :: StageSpirv stageSpirv = forall a. ("vert" ::: a) -> ("vert" ::: a) -> Stages (Maybe ("vert" ::: a)) Graphics.basicStages ByteString vertSpirv ByteString fragSpirv vertSpirv :: ByteString vertSpirv :: ByteString vertSpirv = $(compileVert Code.vert) fragSpirv :: ByteString fragSpirv :: ByteString fragSpirv = $(compileFrag Code.frag)