module Render.Unlit.Line2d.Pipeline ( Pipeline , allocate , Config , config , stageCode , stageSpirv ) where import RIO import Control.Monad.Trans.Resource (MonadResource, ResourceT) import Data.Tagged (Tagged(..)) import Vulkan.Core10 qualified as Vk import Engine.Vulkan.Pipeline.Graphics qualified as Graphics import Engine.Vulkan.Types (DsLayoutBindings, HasRenderPass(..), MonadVulkan) import Render.Code (compileVert, compileFrag) import Render.DescSets.Set0 (Scene) import Render.Unlit.Line2d.Code qualified as Code import Render.Unlit.Line2d.Model qualified as Model import Resource.Region qualified as Region type Pipeline = Graphics.Pipeline '[Scene] Model.Vertex Model.InstanceAttrs type Config = Graphics.Configure Pipeline type instance Graphics.Specialization Pipeline = () allocate :: ( MonadVulkan env m , MonadResource m , HasRenderPass renderpass ) => Bool -> Vk.SampleCountFlagBits -> Tagged Scene DsLayoutBindings -> renderpass -> ResourceT m Pipeline allocate :: forall env (m :: * -> *) renderpass. (MonadVulkan env m, MonadResource m, HasRenderPass renderpass) => Bool -> SampleCountFlagBits -> Tagged Scene DsLayoutBindings -> renderpass -> ResourceT m Pipeline allocate Bool useDepth SampleCountFlagBits multisample Tagged Scene DsLayoutBindings tset0 renderpass rp = forall (m :: * -> *) a. MonadResource m => m (ReleaseKey, a) -> ResourceT m a Region.local forall a b. (a -> b) -> a -> b $ 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 (Bool -> Tagged Scene DsLayoutBindings -> Configure Pipeline config Bool useDepth Tagged Scene DsLayoutBindings tset0) renderpass rp config :: Bool -> Tagged Scene DsLayoutBindings -> Config config :: Bool -> Tagged Scene DsLayoutBindings -> Configure Pipeline config Bool useDepth (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:cBlend:Config :: Bool Graphics.cBlend = Bool True , $sel:cDepthTest:Config :: Bool Graphics.cDepthTest = Bool useDepth , $sel:cDepthWrite:Config :: Bool Graphics.cDepthWrite = Bool useDepth , $sel:cCull:Config :: CullModeFlagBits Graphics.cCull = CullModeFlagBits Vk.CULL_MODE_NONE } 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)